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Abalon 2.70 - Massive Major Update plus our first Steam DLC: Animal Gear!


[h2]Greetings D20 Fans![/h2]
I'm pleased to deliver to you this massive update for Abalon and announce the release of our first Steam DLC: Animal Gear! There's a lot of new content and worthy changes to digest here, so let's dive in!

Major New Features
  1. Improved Equipment System: Greatly improved the equipment system by adding further flexibility and utility. (Ex: ability to equip helmets on all units, ability to equip/unequip items unlimited times during battle)
  2. New Gear: 14 new equipment including skin variations of existing armors for greater unit customization.
  3. New Mechanics and Balance: Added new mechanics (ex: True Sight, Overwatch) and improved various aspects of game balance (units, nemesis, fate encounters)
  4. New Fate Encounter: Meditating Monk (Snow Biome) (In honor of Peter Jones)
  5. New Fate Encounter: Skeleton Bros (Dungeon Biome)
  6. New Descent: Levels 15-19 have been added.
  7. New Challenge Modifier: Unsuspecting Ambush: You may not retreat from ambush encounters.
  8. New Challenge Modifier: Grave Robbers: Resources hidden in crates, barrels and chests are more scarce.
  9. New Challenge Modifier: Assassins: Begin each chapter chased by nemesis assassins.
  10. Massive Item and Economy Balance: Reviewed over 200 items and updated gold prices and mechanics for greater balance.


Animal Gear DLC

I'm also excited to announce the release of our first Steam DLC for Abalon: Animal Gear! This DLC was inspired by an overwhelming number player requests to provide customization options for their favorite animal characters.

https://store.steampowered.com/app/3998420/Abalon__Animal_Gear/
The Animal Gear expansion contains a total of 34 new cards consisting of:
  1. 20 Harnesses that grant new abilities to animals such as fire breathing, shape shifting, cheating death, speed boosts, gravity manipulation, and more!
  2. 8 Helms that can be used by any of Abalon's characters, humans and animals alike!
  3. 6 Armor offers new choices for your humanoid characters including elemental resistance, attack boosts, and inflicting vulnerability

Abalon's Animal Gear DLC adds a new "Animal Gear" chest to each chapter's adventure so as not to dilute the base game's existing reward pool. Additionally, animal gear will now surface at animal themed shops and as potential drops from boss characters.

I've also listened to your requests regarding double purchasing content (for Steam and mobile) and have addressed this as well by making any Abalon DLC purchased tied to your Abalon account so that you need only purchase the content once (on Steam or on mobile) and you'll get access to it on all platforms!

Note: This excludes purchases of the base game granting access to mobile DLCS (which I can't do anything about because that is a separate form of entitlement and there is no way to grant access to ownership of a Steam game by buying content on mobile). See our Mobile FAQ for more info.

Improved Equipment System

I've been carefully considering everyone's feedback regarding the equipment system and have come up with some better solutions I think everyone will enjoy.

First, to give some context, equipment has historically been restricted so that items can only be equipped once per battle. This was to prevent an unrealistic and tedious gameplay pattern where you could, say, attack with your most powerful weapon (like a fire sword or bow and arrow), unequip it, then re-equip it to another unit until every unit had attacked with it. Our last major update, on the request of players, also made it impossible to unequip armor and artifacts, in order to prevent a similar exploit where you could start with a powerful item like a horn of haste, then remove it after its benefit kicked in at the beginning of battle. However, these changes also produced their own problems where 1) A confusing UI that made it difficult to determine which items could be equipped/not equipped and 2) Another tedious gameplay pattern where min/max players would simply unequip all of their items after each battle so they could begin each new battle by equipping the items they felt were most suitable for their current situation.

To solve these problems and improve the experience, I've changed the mechanics once again so that you may now equip/unequip items as many times as you like during battle (eliminating the need for any additional UI). This also prevents the need to unequip all of your heroes after each battle, so that you can now adapt your tactics however you like. To keep things balanced, I've implemented a new rule that requires a unit being equipped or unequipped must not have used their action for the turn. Equipping/unequipping does not consume their action. This way, you have unlimited flexibility. Plus, this will prevent exploits like attacking with one weapon, then unequipping it and giving it to another unit in the same turn. Also, where it makes sense, specific items like the Horn of Haste, an artifact that's abilities are triggered at the start of battle, cannot be unequipped during battle after the artifact has been used.

[h2]Equipment System Updates[/h2]
  1. New Equipment Mechanics: Items can now be equipped and unequipped an unlimited number of times per battle. To balance this, units may only be equipped or unequipped if their action for the turn hasn't been used yet. Equipping/unequipping does not consume their action.
  2. New Equipment Mechanics: Regardless of whether or not you choose to purchase the Animal Gear expansion, all units in the game can now wear any of the helmets found in the game. It took some painstaking effort and clever adaptations to ensure the helmets would properly align with the eyes of Abalon's hundreds of different creatures, but I think it was worth it and I hope you all enjoy it.
  3. New Equipment Mechanics: All units in Abalon are now able to equip one of the two types of body armor based on their armature model. Humanoid models (including bipedal dragons, birds, bats, and the Occuloid) can equip Humanoid Armor. Everything else (quadrupeds, bugs, snakes) can equip Animal Gear. Note: Animal Gear is only available via the new Animal Gear DLC.
  4. QoL Reduced file size footprint by dynamically generating icons for armor and weapons using the in-game textures actually equipped by the units.
  5. QoL Improved the readability of equipment cards by changing the keyword "Equipment" to "Equip", reducing the number of line breaks, and simplifying the way equipment slots are indicated. For instance, instead of saying "Equipment Right Hand, Left Hand, Helmet, Outfit, Boots" the cards now read "Equip (Body, Head, Main Hand, Offhand, Two-Handed)".
  6. Balance: Weapons, armor, potions, artifacts and other satchel card drops now escalate in power according to chapter (for adventure mode) and wave number (for survival mode) with a goal of creating a more rewarding and escalating upgrade progression. For information about how this works, see the new guidebook entry entitled Abalon Card Tiers.

[h2]New Equipment in 2.70[/h2]
  1. Gladiator Helmet
  2. Goblin Champion Helmet
  3. Gladiator Armor
  4. Orc Armor
  5. Skeleton Captain Helmet
  6. Samurai Armor
  7. Wolf Skin Helmet
  8. Paladin Armor
  9. Dreadnought Helm
  10. Knightly Armor of Takis (Named to honor our community's Italian translator)
  11. Marauder Armor
  12. Dreadnought Axe
  13. Breaker Sword
  14. Giant Mace


v2.70 Release Notes

[h2]Balance, Mechanics and QoL[/h2]
  1. New Mechanic: Created new mechanic "True Sight: Can see Stealth units. Attack reveals Stealth." All insectoid characters with antennae (ex: Ants, Beetles, Mantises, and Wasps) have been granted this ability.
  2. Balance: Added antennae to the unit models for Giant Stag beetle and Yellowjacket to reflect their correct anatomy.
  3. New Mechanic: Overwatch: May counter attack ranged attacks.
  4. Balance: Rogue, Archer, Bandit Archer, Dark Elf Archer, Elite Dark Elf Archer and Satyr Archer have been given the new Overwatch ability.
  5. Mechanic Balance: The Immobilize effect will now apply Stun Immunity when the effect wears off (in addition to the freeze, petrify, pacify that previously did this) to prevent a character from being stun-locked for two turns in a row. If the effect is removed by curative abilities, Stun Immunity is not applied.
  6. Mechanic Balance: Stun-lock protection (known in game as Stun Immunity) will now apply to all units, not just summoners. Stun Immunity is granted whenever a Freeze, Petrify, Pacify, or Immobilize effect wears off naturally to prevent a character from being stun-locked two turns (or more) in a row.
  7. QoL Effects that remove equipment will no longer remove satchel items. Instead, a new debuff status effect called "Nullify (Equipment)" will be placed on these units, disabling equipment until this debuff is removed. In battle mode, where equipment is cast from the deck, these status effects will be removed for any effects with Nullify (Equipment).
  8. Mechanic Balance: Units with "Nullify Equipment" (applied after a remove equipment effect from unit or spell on a equipped satchel gear) cannot be unequipped or equipped with new equipment. Items are unaffected.
  9. Mechanic Balance: Units with the Vigil ability now trigger their Inflict abilities when making a combo attack. Normally, Inflict abilities are not triggered for combo attacks.
  10. QoL Disabled the pop up on shop tiles when interacting with a prop indicating that you must speak with the shopkeeper. (Thanks NishimiyaAnna) I didn't feel it was necessary to make this a tooltip or warning, since it seemed pretty obvious that the items belong to the shop as the music changes. Instead, the props in shop are simply non-interactive (they don't contain any drops anyway).
  11. QoL During the Stiched with Love encounter, if Giggles decides she likes you, Patches and his minions will no longer attack her in the battle that follows after he gets jealous. (Thanks Rhubarb314)
  12. QoL Created a new tip prompt that explains max deployable units.
  13. QoL Tutorial Improvement: Removed the Gust of Wind card from the tree stump log and have it drop from the goblins defeated in battle instead. (Thanks Arianna)
  14. QoL Increased the max item UI for cards to support 16 items instead of 8. This will ensure that if player is enchanted with Fallen Angel's blessing, they can still see and unequip the satchel card for it.
  15. Balance: Krox, Gravomancer, now has his gravity pull ability tied to his gravity hammer.
  16. Balance: Kennel Boss Nemesis now grants buff to other ally demons instead of all demons. (Thanks Drylord) Bug ID: 80410
  17. Balance: Retreating from a Nemesis will now set them 100 tiles behind you instead of 45, offering greater chance to reach shops and campsites. (Thanks Ocean_of_Memories)
  18. Balance: Swipe is now a main hand weapon ability since it requires a specific attack pattern and animation. (Previously it wasn't, allowing you to equip a spear on Arcane Giant and still swipe attack) Equipping a non-swipe weapon to a humanoid model with swipe will remove swipe. Equipped animals will retain swipe for any gear equipped.
  19. Balance: Double Strike can now be used with any single hand main weapon. Equipping a two-handed weapon or a new offhand weapon will remove it. (Thanks skyefae08)
  20. Balance: Ice Axe no longer creates a new melee attack, and so can be combined with existing unit attacks (like Spin Attack or Double Strike). (Thanks skyefae08)
  21. Balance: Knockback is no longer merged with the unit's native melee action. This ability is considered tied to the unit's strength, so it can be combined with other weapons. Note: Knockback is still tied to melee attack unless explicitly included with a ranged unit or ability.
  22. Balance: Lunge is no longer merged to melee attack, but is associated with the main hand weapon. This will allow animals with lunge to keep this ability when equipped with Swipe.
  23. Balance: Pierce is no longer merged to melee attack, but is associated with the main hand weapon. This will allow animals with pierce to keep this ability when equipped with Swipe.
  24. Balance: Cora's ranged ice damage has been increased from 2 to 3 to help balance the change of adding Stun Immunity to all units.
  25. Balance: Dwarf Blacksmith will now buff existing equipped weapons when entering the battlefield. Previously, he only buffed weapons as they were being equipped.
  26. Balance: Cleanse spell changed from "Remove all enemy buffs, surprises and equipment from the board. Remove all debuffs afflicting allies." to "Remove all enemy buffs. Remove all debugs afflicting allies."
  27. Balance: Thief gains "Inflict: Remove Equipment".
  28. Balance: Abilities that grant mana cost discounts to cards now work with temporary cards, such as those created by discard effects (like Animate Tree creating a Treant) and cards fetched by the Hellhound puppy.
  29. Balance: Changed the "No Escape" challenge modifiers from "You cannot retreat after your first turn." to "You must roll dice to retreat on your first turn. You cannot retreat after your first turn." This change was made to increase the difficulty of the challenge and return meaningful functionality to the White Flag artifact in Descent mode.
  30. Balance: The Beetle Juice fate encounter now grants beetle transformation until defeat as its highest buff. (Effectively acts as an extra life and chance to play as an animal!)
  31. Balance: Being defeated while in animal form with an extra life (such as from the Fortune Teller) will now respawn Novice and Advanced difficulty mode players back in their animal form rather than transforming back into their summoner. (Thanks Arianna)
  32. Balance: All shops now sell 12 items and 3 shop-exclusive cards (previously, early game shops were often limited to 6 items and 2 shop exclusive cards)
  33. Balance: Esperelda’s Mystic Antiquities now sells 6 satchel cards instead of 4, Increased her max Tier from 8 to 9
  34. Balance: Ross's Rare Relics now sells Tier 8-9 satchel cards (up from Tier 8)
  35. Balance: Inkadoo's House of Hopeless Heroes now sells 3 satchel cards (in addition to spell cards), Increased max Tier from 4 to 6
  36. Balance: Increased Nurkle's Demons N' Things max shop tier from 7 to 8.
  37. Balance: Increased number of satchel cards Chit Chit sells at Swarms R' Us from 3 to 5 to ensure a greater card pool for non-insectoid centric summoners.


[h2]Bug Fixes[/h2]
  1. Fixed bug where Big Healing potion wasn't playing a cast animation or updating the unit's health.
  2. Fixed bug with Chinese translations where the "。" character could sometimes be combined with a comma, resulting in this: "。," instead of "。". (Thanks jack)
  3. Fixed bug where XP bonus was reporting 15% instead of 10% on lower XP encounters due to rounding error. It occurs due to a rounding error. You're technically receiving more XP than 10% at lower levels due to the integers being rounded up. 15 XP times plus 10% bonus comes to 16.5, which rounds up to 17. Then, I had another XP bonus rounder that was rounding the 13% effective bonus to 15%. I've changed that to use the floor method so it should now report 10% earned in next update. (Thanks Drylord)
  4. Fixed bug where unequipping a unit card would cause them to look down while viewing their card.
  5. Fixed bug with Italian translation in the Stitched with Love encounter that prevents interaction with Patches in the Italian translation. (Thanks Guest_268706)
  6. Fixed bug with biome selection in the Indonesian translation. (Thanks Bagas)
  7. Fixed bug with other localization errors affecting variable name placements and prompt headers.
  8. Fixed bug where Nemesis can follow you to the next chapter. (Thanks Rhubarb314)
  9. Fixed bug where Snow map resulted in inaccessible tile due to river overlay. (Thanks Guest_8084)
  10. Fixed bug where Bandit Cuthroat would throw her knife at neutral enemies captured in the net. (Thanks Karmen General Nomen)
  11. Fixed bug where casting Turn Back Time or Cleanse could result in losing control of units you controlled as a result of the Red Imp's unit swap ability. Instead of determining the buff team as the team who applied the buff (in this case the enemy Red Imp), it looks at the affix target's team and removes it if it is a buff. (Thanks Guest_245765)
  12. Fixed bug where Red Imp could reapply its stealth by destroying a chair or other non-enemy object. (Thanks Guest_245765)
  13. Fixed bug where typing ">_
  14. Fixed Bug where attempting to fast travel and dismissing the "Cannot Fast Travel while chased be a Nemesis" prompt while standing near neutral units would trigger a "Roll for Initiative" prompt and force neutral units into battle with the player's party.
  15. Fixed Bug where firing triple squirrels at a destructible environment object while standing on the edge of map containing lore could result in the unexplored map's being collected, but not incrementing the lore index, resulting in a missing lore within the world. (Thanks Guest_246703)
  16. Fixed Bug where Phylactery Potion returns to inventory after usage.
  17. Fixed Bug where game could soft lock after using Theron's Weighted Die and entering an ambush encounter with the gameplay setting "Wait for animation" enabled. (Thanks Kairin)
  18. Fixed Bug where a captured guardian encounter spawned a bridge could result in some of the player's party members running off the screen and being lost. (Thanks Esfinge)
  19. Fixed Bug where a Nemesis spawning on a tiny dungeon treasure room could potentially appear on or before the door tile and outside of the player's attack range. (Thanks Guest_275699)
  20. Fixed Bug where a Knockback unit equipped with a Knockback weapon would trigger the push twice, enabling spike walls and traps to trigger twice instead of the one trigger intended.
  21. Fixed Bug where Kennel Master nemesis or his hellhounds could spawn behind the one-way push block in the demon dungeon.
  22. Fixed Bug where the weapon power bonuses from Dwarf Blacksmith remained permanent on weapons until unequipped.
  23. Fixed Bug where Sylvia's multiple squirrel throw ability could be used in the tutorial. (Thanks Arianna)
  24. Fixed Bug where Dice Mistress could reward the same satchel card multiple times in the same event. (Thanks Arianna)
  25. Fixed Bug where it was possible for Nemesis to spawn in cleared treasure rooms, which could result in map layouts that were non-traversable in fast adventure mode. (Thanks Arianna)
  26. Fixed Bug where thunderstorms weren't showing lightning flashes when the "Disable Lightning Flashes" option was off.
  27. Fixed Bug where Big Beard's helmet didn't align correctly with Sylvia and Cora.
  28. Fixed Bug where Philosopher's Stone alchemy encounter didn't clear the fate encounter marker on map after failing to transform lead into gold and exhausting the alchemy table resources. (Thanks Arianna)
  29. Fixed Bug where non Harvest world elite Demond encounters could spawn in the demonic realm accessed from the portal in Harvest world.
  30. Fixed Bug where it was possible to retreat from a Nemesis encounter into another battle. This could result in odd behavior, where a player might enter into unexplored areas (including locked boss rooms). Now, instead, you'll retreat to the last safe explored area (or if that path is blocked due to a nemesis minion left behind) then retreat will be blocked instead. (Thanks Guest_268344)
  31. Fixed Bug where unit icons on small cards were rendering in the incorrect coordinate on mobile or with large cards video option enabled (appearing much higher on the card than the desktop version) because I wasn't accounting for desktop scale variation).
  32. Fixed Bug where Tier 0 items (such as Bigbeard's Helmet and the Chronomancer Top Hat) could be found in a shops or stolen from presents at the goblin birthday party. Tier 0 items are limited to their special event drops only. (Thanks Rhubarb314)


[h2]Massive Economy Rebalance[/h2]
Abalon's entire item catalog and in-game economy (gold prices and drop rate) has undergone a massive balance overhaul using numerous sources of player feedback and careful relative analysis of each card in consideration with known gameplay strategies and relative to new upcoming cards that will be available in future expansions.

This process took many hours of consideration and various techniques, including paper card printouts, study of player created spreadsheets (special shoutout and thanks to player Ink), and many more hours of testing. Overall, we reduced the gold prices of Abalon's artifacts and consumables by nearly 10K gold and increased the prices of many undervalued weapons and amor by approximately 4000 gold. I've noted the mechanic changes below (this does not include the price adjustments for all items).

[h3]Item Balance Changes[/h3]
  1. Dark Elf Armor: Increased Max Life from +2 to +3, No longer carries "Dark Elf" tag. +150 Gold, -1 Mana
  2. Dwarven Armor: Added Hexproof, +250 Gold
  3. Wizard Hat: Added "Required: Summoner", -500 Gold
  4. Forcefield Generator: Renamed One-Use Forcefield to Forcefield Generator. Created a new icon for it. Made it so that if the forcefield is unbroken, it will continue to persist. Previously, it would only last for duration of battle (including if you retreated). +50 Gold
  5. Hero Doll: Changed from "Choose any unlocked Guardian and add it to your deck." to "Choose any unlocked Guardian and add it to your hand. It costs 0." +50 Gold
  6. Arcana: Added Spellpower +1, +700 Gold, +2 Mana
  7. Orb of Insight: Changed from "Consumable Choose any unlocked spell card and add it to your deck" to "Artifact Warcry: Fetch a random card. It lasts until end of battle.", +200 Gold
  8. Forcefield Orb: Changed from "At start of battle, gain Forcefield" to "Warcry: Forcefield". This enables combos where you can use time travel to reactivate the forcefield during battle., -175 Gold
  9. Sacrificial Orb: Changed from "Support: Destroy to gain 1 mana" to "Destroy to gain mana equal to its cost. Required: Summoner Gear", +150 Gold
  10. Pyramid Vault: Changed from "Consumable Choose 1 of the next 3 cards in your deck and add it to your hand. It costs 5 less." to "Artifact Draw a card whenever you Discard a card.", +800 Gold
  11. Big Mana Potion: Increased to Generate (3) Mana instead of (2), -150 Gold
  12. Woodcutter Axe: Made into a artifact and satchel card only. Added +1/+0. Changed ability so that trees can only be chopped down during battle. Now destroys trees and stumps in one blow instead of having to first chop tree down to stump. +25 Gold, -1
  13. Red Soul Gem: Made it Tier 0 so it only drops in Fast Adventure, -200 Gold
  14. Blue Soul Gem: Made it Tier 0 so it only drops in Fast Adventure, -300 Gold
  15. Crystal Sword: Added +1/+0, +100 Gold
  16. Marksman's Bow: Renamed to "Marksman Bow" and made it an Artifact, +325 Gold
  17. Necromancer Staff: Added "Sprintshot: Magic Attack", + 500 Gold, +1 Mana
  18. And many more! If you're curious about the gold price changes for the other items, I'm happy to share the spreadsheet containing all the changes for the 200+ items in the game on our Discord.


Coming Soon

I've got another major update planned for next month that will introduce additional new features I didn't have time to include here, such as the revamped leaderboard system, Descent 20 (which will introduce an epic final boss fight), and more! I also haven't forgotten about the Caves expansion (which I hope to release later this year).

Showing Your Support

Many of our players have asked me for a way to help support the continued development of Abalon, so I setup a "Buy Me a Coffee" page where you can make one-time or recurring contributions.

[h2]Reviews[/h2]
My year-end goal for 2025 is for Abalon to achieve "Overwhelming Positive" rating which requires a total of 500 or more reviews an overall rating of 95% or more. As of today, we're at 489, 94%! I can't believe that's just 11 more to go now (assuming you all like the game and where it's going). As I say in every update: I want to make the best experience I can for you, so please write a Steam review and let me know in your review what you like about Abalon and also where I can continue to improve and be a better dev. You can also leave me feedback directly in game via Menu -> Share Feedback. I personally read and do my best to reply back to every single player request.

Thank you so much for your thoughtfulness and ongoing support :)

~Ross

v2.61.0

Hot Fix: Fixed bug where the Satyr Armor plating texture was not loading for the Skeleton Dragon, resulting in a soft-lock.

v2.60.0 - Additional Fixes Before Next Major Update

[p][/p][h2]Greetings D20 Fans![/h2][p]Our next major update and first Steam expansion are nearing completion, but I wanted to address some immediate player feedback, so here's another update for you!

As always, I aim to create the best experience I can for you, so please continue to let me know what I can do to further improve the game. I generally respond to in-game feedback on weekdays within the same day. You can report bugs or make requests at anytime via Menu -> Share Feedback, and you'll get a personal response back after I've received your message. You can also post on Steam discussion and our Discord.

New Language Support

This update adds new localization support for the following languages: Indonesian, Polish and Ukrainian. This brings Abalon's total supported language count to 15. I am overjoyed and incredibly grateful for our supportive community and volunteers who worked very hard to translating so people from around the world can now experience and enjoy the game in their native languages!
  1. Special thanks to our community member Bagas (bwd) for his volunteer work translating the game to Indonesian.
  2. Special thanks to our community members Kaznodzieja Barnaba and Sidorf for their volunteer work translating the game to Polish.
  3. Special thanks to Wesley for integrating the Ukrainian translation and his QA work ensuring proper formatting and functionality for all prompts and aligning keywords within the Indonesian, Polish and Ukrainian translations.

All previously supported languages (English, French, Japanese, Korean, Simplified Chinese, Traditional Chinese, Spanish, Russian, German, Portuguese, Italian and Turkish) are now fully translated for the v2.50 content.

[/p]
More Community Enhancements
[p]
Wesley has further extended the functionality of our Abalon Discord bot with new commands to access player stats and leaderboard rankings. Here's a list of the new commands:
  1. !stat playerName - Displays the player's in-game statistics.
  2. !leaderboard playerName - Displays the player's current position and score on the global leaderboard.
  3. !leaderboardTop X - Displays the top X player's and their current scores on the leaderboard. X can be any value from 1-50.
For a full set of the Abalon Discord bot commands, refer to our pinned Steam post here.

v2.60.0 Release Notes
  1. Localization: All supported languages (English, French, Japanese, Korean, Simplified Chinese, Traditional Chinese, Spanish, Russian, German, Portuguese, Italian and Turkish) are now fully translated for the v2.50 content
  2. Localization: Added new language support for Indonesian.
  3. Localization: Added new language support for Polish.
  4. Localization: Added new language support for Ukrainian.
  5. Fixed Bug where XP was not being awarded for battles fought and won in the tutorial.
  6. Fixed Bug where defeating the last enemy with a mind control effect resulted in them running away and not dropping the lore they were carrying (but still showing a lore icon on the world map where they were defeated).
  7. Fixed Bug where discarding a card to recycle, undoing the action, then attempting to discard the card again would result in the card remaining in the player's hand and having the ability to cast it multiple times. The card would remain until refreshing the view (such as with an undo action). (Thanks Demoknight)
  8. Fixed Bug where attempting (but not completing) a hardcore run wasn't counting as an adventure played for purposes of unlocking the Custom Adventure mode. (Thanks Pavel Pate)
  9. Fixed Bug where Sir Cheezles Summoner IV Diamond Tier ability was not correctly describing his Mass Time travel ability. (Thanks Rhubarb314)
  10. Fixed Bug where a Barbarian pushing an enemy into the water for lethal damage did not trigger his rampage ability. This occurred because the water tile explicitly set the defeated attribute of the drowned unit, taking the defeat credit away from the Barbarian. Neutral event activators that defeat a unit will now give the credit to the last unit who damaged it. (Thanks Rhubarb314)
  11. Balance: Vulnerability damage will now give credit to the unit who caused the triggering damage and not the unit who applied vulnerability. For example, if a Barbarian without enough power to defeat an enemy attacks, but then the vulnerability status on that enemy results in them taking extra damage and being defeated, the Barbarian will now get the credit for that defeat and trigger his rampage ability. (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3)
  12. Fixed Bug where targeting a movement path over water with a flying unit would remove the space markers over water indicating the maximum movement range of the unit.
  13. Fixed Bug where it was possible for the player and the AI to path ground units over water, resulting in them taking an undesirable swim.
  14. AI Improvement: AI will no longer walk into bloody spike traps. Bloody spike traps have been designated as impassable, so units may not willingly walk into them, but can still be pushed or pulled into them using knock back effects.
  15. Fixed Bug with Die of Theron where player could remove the dice and still get a 20 on their next roll, resulting in unlimited usages of the consumable item.
  16. Balance: Damage spells stolen by Battle Mage using Glyph of Nitsrot or Stolen Dreams will now apply the Battle Mage's Knockback effect for damage spells. (Thanks Guest_245765)
  17. Fixed Bug where a sync error could occur when issuing a retreat order while commanding an army containing units with the Vigil ability. (Thanks Wesley and Harknessd)
  18. Fixed Bug where player could undo after failing to retreat or after having a battle initiated by failing to rescue a captured guardian, resulting in the last prompt showing and potentially causing erroneous behavior. Prompts will no longer display until needed when replaying a sequence, but will continue to show immediately when skipping a sequence.
  19. Fixed Bug where Mac desktop version was throwing exception for inability to flush save when attempting to save the last window size.
  20. Fixed Bug with procedural population where players could get stuck in situation where the boss key was behind a river and treasure room that couldn't be accessed except through the boss room. The tree near river will now be bulldozed if outside the playable bounds of the map to ensure player can enter the map. (Thanks Name1355_0ne and Guest_271321)
  21. Fixed Bug where the Allies stats block header was using incorrect font and not reporting the correct stats. (Thanks Rhubarb314)
  22. Fixed Bug where incorrect font was being used for the players' stat records.
  23. Fixed Bug where player could still get the Error 2130 (unable to write local save) by wrapping all places where I flush shared object into the writeLocalSave method. If available, the save data warning prompt will appear, and if not, the game will continue.
  24. Improvement: Fixed animation for insectoids so that we no longer see their mandibles slowly shift position after looking down.
  25. Improvement: Added the turn timer clock to the mobile battle layouts for multiplayer battles in Abalon Arena.
  26. Fixed Bug where new players attempting to register an account in their first session could get an "Unable to authorize this user." error message until restarting the game. (Thanks Regime.sys)
  27. Improvement: Units with Spin attack can now directly target diagonal melee targets with the mouse. Additionally, the Bonus Attack spell can now be used diagonally on units with Spin Attack. (Thanks Rhubarb314)
  28. Fixed Bug where Darakai's Diamond ability that grants Chain attacks to 3 units was able to target 4 (Thanks Anotnio)
  29. Improvement: Adjusted the unit models for Satyrs, Preserver, and Mantis units so that their eyes now properly align with equipped helmets.
  30. Balance: Stormbringer Dragon's breath attack is no longer associated with right hand equipment. This fixes bug where equipping the dragon with a melee weapon would remove his breath attack. (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3)
  31. Balance: The Giant Stag Beetle can now fly like giant stag beetles in the real world.


Coming Soon in the Next Major Update

Our next major update will include 5 additional Descent levels, additional fate encounters, improved leaderboard system, and more! Plus, we're also nearing completion of our first and highly requested Steam DLC, Animal Gear, which will enable you to equip new armor and weapons on all the animals in the game!

The upcoming major update will also incorporate many of the QoL features advised by our players:
  1. Ability to disable the pop up on shop tiles when interacting with a prop (Thanks NishimiyaAnna - I haven't forgotten this, it will be in the major update as promised last time)
  2. Ability to send newly discovered cards directly to the Cosmic Tortoise instead of your deck
  3. Ability to view run statistics and final deck compositions for players on the leaderboard
  4. Ability to transform card unlocks into XP tomes if there are no cards left to unlock
  5. And many more!


[/p]
Showing Your Support
[p]Many of our players have asked me for a way to help support the continued development of Abalon, so I setup a "Buy Me a Coffee" page where you can make one-time or recurring contributions.

[/p][h2]Reviews[/h2][p]Thanks so much for the additional reviews! We're now up to 476 out of 500 to hit my year-end goal, only 24 reviews to go! Your reviews do so much to help the continuous development of the game.[/p][p]If you haven't left a review yet, I would greatly appreciate your support. Please share what you like about Abalon and where I can continue to improve and do better.[/p][p]Also very important: If I've addressed your feedback, please do update your review as well![/p][p]Thank you so much for your thoughtfulness and consideration :) ~Ross[/p]

v2.59.0 - Continuous Player Driven Development

[p][/p][h2]Greetings D20 Fans![/h2][p]Our recent Discord integration with in-game feedback has been quite the hit! It has been such a pleasure conversing directly with so many of you directly within the game, and I'm absolutely loving your reactions!

I've now addressed almost all of the feedback on our recent v2.50 major update, so I will be shifting my development efforts now to our next major update that will add an additional 5 Descent levels, additional fate encounters, improved leaderboard system, and more! Plus, we're nearing completion of our first Steam DLC, which will feature the highly requested Animal Gear cards. We're also working on another expansion for later this year that will add Caves as a new biome.

As always, I will also continue updating the base game. My goal is to create the best experience I can for you. So, if you're not satisfied in some way or you're really craving a new addition, fix, or quality of life improvement, please share it with me in your review, on Steam discussion, our Discord, or for extra fun, in-game via Menu -> Share Feedback. I try to respond as fast as I can, typically within the hour, and generally no later than a day.

[/p]
Community Enhancements
[p]
Wesley has been hard at work further improving our Abalon Discord bot to better serve you. Some cool new additions include:[/p]
  1. [p]New Discord members are now welcomed by a random Abalon character.[/p]
  2. [p]Discord members can now summon any playable card in the game with command: !card followed by the name of the card. For example "!card meteor shower" will display an image of the Meteor Shower spell.[/p]
  3. [p]Typing !card without a card name will summon a random card.[/p]
  4. [p]Typing !card with multiple matches, such as !card skeleton, will return a random card (in this case, a random skeleton card).[/p]
  5. [p]Typing !card with a misspelled card name will even try to correct the spelling and return the closest match.[/p]
  6. [p]You can also summon characters, without cards, using !character followed by the character name.[/p]
  7. [p]It's super fun and greatly enhances your deckbuilding discussions, some join our Discord and give these new features a try for yourself![/p]
  8. [p]Additionally, Abalon's Feedback bot now automatically translates your native language to English (so I can read and response even faster), and my response back to you is automatically translated back to your native language when it appears in game. So, expect even faster responses if they weren't fast enough already :)[/p]
  9. [p]If you have more suggestions for community enhancements like this, please let @WesleyPski know on our Discord.[/p]
[p][/p]
v2.59.0 Release Notes
  1. [p]Localization: Updated translations for Simplified Chinese, Traditional Chinese, Japanese and Korean. All content from last major update (v2.50) is now fully translated for these languages. (Thanks Whisper Games)[/p]
  2. [p]Balance: Counterspell effects no longer affect satchel cards as these are not considered spells. (Thanks Drylord)[/p]
  3. [p]Balance: Replace Card ability no longer shuffles the deck. Instead, the replaced card is always placed on the bottom of the deck.[/p]
  4. [p]Balance: Abysmal End no longer targets neutral units. (Thanks Rhubarb314)[/p]
  5. [p]Procedural Population: Added a fix so that riverOverlays will no longer bulldoze terrain on maps containing a battle. This fixes bug where the bulldozing of terrain along river coastlines could create small pockets where enemy units could spawn and be unreachable to the player. (Thanks Kairin, HiddenHearth and Guest_242848) See bug #78968 and bug #79034 for repro.[/p]
  6. [p]Fixed Bug where player could still issue commands after failing to rescue a captured guardian during fate encounters and when enemies were entering the screen, potentially causing a sync error. (Thanks Guest_16500, Guest_179143 and Guest_248551)[/p]
  7. [p]Fixed Bug where the Necronomicon or Liche King could potentially produce skeletons after battle if units damaged by their effects were not defeated but ran away or collapsed after the battle ended. These skeletons would then remain until after the next battle. (Thanks Rhubarb314, mr.kitty, and ThoughtfulToffee)[/p]
  8. [p]Fixed Bug where hurling a squirrel could result in double lore being found (but not collected) and then result in missing lore when completing exploration of the biome. (Thanks xxPrince, Guest_130529, Guest_130529, Guest_87700)[/p]
  9. [p]Fixed Bug where hurling squirrels into a previously explored but now misted area could result in enemies from that encounter being removed. In some cases, it was even possible to remove the boss, resulting in a stuck adventure where the final portal to leave the biome never opened. (Thanks ickkck)[/p]
  10. [p]Fixed Bug that would trigger Error 1009 hideResources() when completing a Fast Adventure and traveling to the Prismatic Realm. This occurred because the chapter was not being set to 4, so it was attempting to hide treasure on world where it could not hide treasure.[/p]
  11. [p]QoL: For Fast Adventure mode, the Run Summary prompt now indicates Fast Adventure instead of a chapter number.[/p]
  12. [p]Fixed Bug where Lightning Elemental wasn't dealing shock damage after being equipped with another weapon. (All elementals that deal elemental damage are supposed to deal their elemental damage when attacking, regardless of equipped weapon). (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3)[/p]
  13. [p]Fixed Bug where Ice Golem and Ice Giant weren't dealing Ice damage. (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3)[/p]
  14. [p]Fixed Bug where Reiga's Bonfire Elixir could remove equipment. (Thanks GimliLeNainRoux)[/p]
  15. [p]Fixed Bug where Flesh Golem could absorb damage received to a Summoner on its armor instead of its Flesh (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3)[/p]
  16. [p]Fixed Bug where a Breed spell cast as a stolen spell after having destroyed units in an attack could result in AI sync error whereby the copy unit effect attempted to place units on the same space occupied by destroyed units. (Thanks Guest_255943)[/p]
  17. [p]Fixed Bug where a unit with a harpoon pull (such as Gladiator, Ninja, or Mantis summoner) could trigger a combo attack after already having exhausted a combo if a unit was gravity pushed/pulled next to them. The harpoon now has its own custom condition to ensure the harpoon combo only triggers from the harpoon attack. (Thanks Guest_245765)[/p]
  18. [p]Fixed Bug where the Cleanse spell being cast by enemy was not removing Samurai Helm and Dark Elf Armor (or other equipment that increased max life). Core underlying issue was equipment being set to team zero if it had a base item attribute defined. Equipment will now always load as the team of player it was equipped on at start of battle. (Thanks Rhubarb314)[/p]
  19. [p]Fixed Bug where unit stances are kept in the previous equipment stance after equipment is removed with Cleanse.[/p]
  20. [p]Fixed Bug where Krox could trigger multiple combos on the same command when gravity pulling enemies into a box surrounded by knock back units. Units should only be able to trigger gravity combos once per command/interaction (even if they have Vigil). Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3[/p]
  21. [p]Fixed Bug where an extra life fruit could drop in the first chapter during the Play Nice with Ice encounter (or other encounters where the goblins retreat without fighting) if the player has completed enough battles to earn the next heart drop. (Thanks Rhubarb314)
    [/p]
Showing Your Support
[p]Many of our players have asked me for a way to help support the continued development of Abalon, so I setup a "Buy Me a Coffee" page where you can make one-time or recurring contributions.

[/p][h2]Reviews[/h2][p]Thanks so much for the additional reviews! We're now up to 469 out of 500 to hit my year-end goal, only 31 reviews to go! Your reviews do so much to help the continuous development of the game.[/p][p]If you haven't left a review yet, I would greatly appreciate your support. Please share what you like about Abalon and where I can continue to improve and do better.[/p][p]Also very important: If I've addressed your feedback, please do update your review as well![/p][p]Thank you so much for your thoughtfulness and consideration :) ~Ross[/p]

v2.58.0 - Faster Developer Responses Make Abalon Even Better!

[p][/p][h2]Greetings D20 Fans![/h2][p]I am continuously grateful for all of your support including your reviews, feedback, and commentary on our recent v2.50 major update!

I aim to keep making Abalon better and better for you, so hear we are with another big set of your feedback addressed.

[/p]
Even Faster Dev Response Time
[p]If it isn't totally obvious by now, I care a lot about our players and your suggestions to improve the game. I do my best to respond timely here on Steam, Discord, and in-game. But, while I have always read all of your in-game feedback (and typically address within the patch notes of future builds), I haven't always responded directly to it in-game due to the overhead involved in adding new messages to our database. But, all that's about to change!

In effort to be even more responsive to players, we've created a Discord bot that automatically fetches the feedback you leave in game and alerts me in a private Discord channel. I can now reply these to these messages directly on my phone via Discord and the response will be automatically surfaced in the game. Abalon will now check for new developer messages after each battle and display my replies to you directly in-game, even if you don't have a Discord account.

I will deliver your feedback to Ross and buzz saw him in the butt if he doesn't respond to you...

This means you can now have a direct dialog with me, Abalon's developer, whenever you share your feedback in-game. Give it a try using Menu -> Share Feedback. Using this method to report bugs also captures a snapshot of the current game state, enabling me to quickly reproduce issues and provider faster fixes.

Fun Fact: The Discord in-game-feedback bot was programmed by my son, Wesley, who's working together with me full-time over the summer :)

[/p]
v2.58.0 Release Notes
  1. [p]Updated Translations: Russian translations updated now complete for the new content added in v2.50. (Thanks Kairin)[/p]
  2. [p]QoL: Made recycle and replace card into two distinct actions so that the recycle card action can be undone if it was a misclick. Previously, replace/recycle was combined a single action that could not be undone since it revealed new card information. Now, only replace card cannot be undone. (Thanks mr.kitty)
    QoL: Improved the game's undo logic to make better use of memory and avoid potential sync errors with the AI.[/p]
  3. [p]Balance: Players can no longer undo summoning or reviving a Gnome Scholar as his Warcry ability reveals hidden card information. (Thanks audarka)[/p]
  4. [p]Balance: Quinn's extra missile attacks will no longer target neutral units, such as those captured by enemies. (Thanks Rhubarb314, Guest_246440)[/p]
  5. [p]Fixed Bug where player's were experiencing unusual gaps in Mist of Mayhem (fog of war) due to the recent changes to camera zooming and not properly updating the surrounding tiles when zooming out. (Thanks Rhubarb314)[/p]
  6. [p]Fixed Bug where the equipment of Goblin Warriors in the forest could appear missing from their character model after encountering Gordo the goblin shopkeeper. I guess he was robbing their gear :P (Thanks Kairin) [/p]
  7. [p]Fixed Bug where an equipped character might not show their equipped armor/weapon after entering a new battle or loading game state. This occurred because the atlas containing the textures for the equipment finished loading before the atlas containing the textures before the character. The character will now attempt to add its equipment textures after its own atlas is loaded to ensure its gear is shown on its model. (Thanks to many)[/p]
  8. [p]Fixed Bug where a unit changing equipment could linger with the attack stance animation for the prior weapon.[/p]
  9. [p]Fixed Bug where Dispel Magic could remove artifacts bestowing a buff such as the Void Heart and Crystal Heart. (Thanks Guest_245765)[/p]
  10. [p]Fixed Bug where casting Cleanse could remove the Samurai Helmet if it was equipped just before entering battle. (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3, Guest_245765, nnovich-OK)[/p]
  11. [p]Fixed Bug where Turn Back Time could remove buffs such as the Forcefield created by satchel cards. (Thanks Guest_245765)[/p]
  12. [p]Fixed Bug where Necromancer Staff wouldn't summon a skeleton again until making an explicit command with it. This might have occurred in instances where Mind Controlling a necromancer that had already used it's ability, using a combo attack with a Necromancer, or other edge cases where the "once per command" use of the staff wasn't being reset. (Thanks scribe, 1080, and mr.kitty)[/p]
  13. [p]Fixed Bug where a shopkeeper selling caged heroes could attack the player just for talking with them if they had previously rescued a captured hero elsewhere in the world during the same session. (Thanks Jear9682, Noah, Guest_259777, ThoughtfulToffee)[/p]
  14. [p]Fixed Bug where Inkadoo would cast his sinister spell before the player completed the "Choose Guardian" prompt when they rescued a caged hero with two or more guardians already in the party.[/p]
  15. [p]Fixed Bug where teleporting to an ambush zone previously cleared after having retreated from the Skeletal Siphon encounter asked player to roll for initiative. (Thanks Rhubarb314)[/p]
  16. [p]Fixed Bug where the map marker for Elites and Minions wasn't being cleared if player had recently retreated from the Skeletal Siphon encounter (Thanks WesleyPrzybylski, Rhubarb314, and HiddenHearth)[/p]
  17. [p]Fixed Bug where Frozen enemy Necromancer performed melee attack against captured neutral unit during this battle.(Thanks Rhubarb314)[/p]
  18. [p]Fixed Bug where allies could enter the battle starting on a trap (Thanks Rhubarb314, mr.kitty, and Kairin)[/p]
  19. [p]Fixed Bug where a sync error can occur if initiating a combo attack with Clik'Clik' while exploring the overworld and then entering a battle where the AI gets the first turn. (Thanks Bradleyman and Wesley)[/p]
  20. [p]Fixed Bug where sync error could occur when rescuing a captured unit with the Vigil ability and failing to loosen the net, resulting in additional enemies entering the board. (Thanks Katja, Guest_249111, bct116, Guest_189730, Guest_247494 and Wesley)[/p]
  21. [p]Fixed Bug where a sync error could occur when a transformed unit that was previously wearing gear was defeated and the player skipped the AI's turn animation. (Thanks Crowther, SonofVenus, boonatic0, Guest_257529, 1_r3gr3t_cr32ting_th1s_us3rn2m3, Armasword, Korken and Wesley)[/p]
  22. [p]Fixed Bug where a sync error could occur when using a Dreamstealer or Glyph of Nitsroth, then performing a non-undoable action (such as a card reveal or card recycle), then ending turn. (Thanks yokeee, Guest_258906, Guest_207144 and Wesley)[/p]
  23. [p]Fixed Bug where units could spawn on trap tiles and create a softlock if retreat results in the unit taking damage as player is leaving. (Thanks Kairin)[/p]
  24. [p]Fixed Bug where units could enter the map standing on an ice trap. (Thanks Rhubarb314 and mr.kitty)[/p]
  25. [p]Fixed Bug where pressing the enter key to open chat wasn't giving focus to the chat input field. This resulted in various hotkeys being called and opening different menus when a player used enter to chat and started typing their message. (Thanks mr.kitty)[/p]
  26. [p]Fixed Bug where a card being played by the opponent or within a replay might jump to the upper left corner of the screen and appear extra large. This was due to the cardHandView repositioning the card item out of sync with the timing of the show card animation.[/p]
  27. [p]Fixed Bug where lightning bolt animations were not correctly connecting from the blast point of the caster to the impact area of their respective targets.[/p]
  28. [p]Fixed Bug where XP Bonus multiplier could show several decimals worth of percentage due to the rounding up of XP earned based on multiplier. The multiplier/percentage will now always so the correct increment in multiplies of 5% while still awarding the rounded up amount of XP. (Thanks Sinzar)[/p]
  29. [p]Fixed Bug where game would throw an exception when unable to write local save file. Abalon will now prompt the player whenever it's unable to write local save file, providing player option to check their device's available storage and to try again or dismiss and continue with cloud save only option.[/p]
  30. [p]Fixed Bug where two guardians and a treant disappeared after last battle, despite not having died, because summoner was standing in the middle of fire traps that blocked follower pathing. (Thanks Rhubarb314)
    [/p]
Showing Your Support
[p]Many of our players have asked me for a way to help support the continued development of Abalon, so I setup a "Buy Me a Coffee" page where you can make one-time or recurring contributions.

[/p][h2]Reviews[/h2][p]Thanks so much for the additional reviews! We're now up to 467 out of 500 to hit my year-end goal. If you haven't left a review yet, I would greatly appreciate your support. Please share what you like about Abalon and where I can continue to improve and do better. And if I've addressed your feedback, please do update your review as well. Thank you so much for your thoughtfulness and consideration :) ~Ross[/p]