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Summoners Fate in the Dreamhack Beyond Indie Showcase



Dreamhack Beyond is back, and Summoners Fate is proud to once again be included in their Indie Showcase. Come check out Summoners Fate and many other great indie games on the event page at: https://store.steampowered.com/curator/40157993/sale/DreamhackBeyondIndieShowcase

Event Starts: Oct. 14, 2022 at 12:01 AM EDT
Event Ends: Oct. 23, 2022 at 11:59 PM EDT

We've recently updated our Summoners Fate Early Access build and free demo version with full controller support and many other player-requested updates. During the event, I'll also be streaming a developer "Let's Play" and answering any questions about the game via Steam broadcast chat and our Steam discussion board.



Summoners Fate brings together the best elements of tabletop gaming - including turn-based tactical combat, MtG inspired card strategy, and D&D inspired dice rolling events and adventures. What are you waiting for? Come check us out!

Update #10 - Big Controller Update

Big Controller Update

[h2]Version 0.77.1 Release Notes[/h2]
[h3]Changes also apply to Demo[/h3]

Hi everyone!

You asked. We delivered. Our "Big Controller Update" brings full gamepad controller support to Summoners Fate. It was an interesting challenge, and I learned a lot in the process, including some discoveries that I hope will help Valve further improve the Steam Input APIs. My son, Wesley, was a major contributor testing the controls and helping me find and fix all of the bugs. I even recruited the kitties to help test, but they mostly just looked cute holding the controller :)



Let’s dive in on the changes…

[h2]Full Gamepad Controller Support[/h2]
Summoners Fate can now be fully played using only the controller and you can fully customize your controls via Steam Input. I recommend our Official Configuration as the starting point, as this includes all of the localized game actions.

Note: In order to use Gamepad TextInput (for naming custom decks, sharing feedback, etc.), you’ll need to run the game in Big Picture Mode. This is currently a limitation of the Steam Input API that I hope will be improved in a future version.

[h2]Full Keyboard Controller Support[/h2]
In addition to being fully playable with just the mouse and just the controller, you can also play Summoners Fate entirely using just the keyboard. I’ve added full key mapping for all game actions as well as hotkey mouse over tooltips if you combine with mouse. All of the control inputs work seamlessly together.

[h2]Improved Targeting Controls[/h2]
I received a lot of feedback on controls and realized that many players prefer the "click to select" -> "click to order unit" style rather than dragging the character with the mouse. So, you can now click units and view the movement path they will take as you move the mouse (without having to hold the button down). Then, just click to select a target. To make Sprintshot more intuitive, you’ll now see a new action flag to indicate move confirmation. To command a unit to move and shoot, decide where you want to move after selecting the unit. If there are targets in range, you’ll click once to choose where you want to move, then again to select the target.

Farshot units can now move and melee attack (Thanks mr.kitty). By default, they will shoot their target. To force them to melee, first click the adjacent tile near the enemy you want to melee. Then, select the enemy to attack them.

[h2]Improved Casting Controls[/h2]
Casting spells is a lot easier now. Alternative to dragging cards, you can now click the card to initiate targeting. Then, select your target or cancel the action. Likewise, you can now click Satchel cards to cast them instead of dragging them.

[h2]Improved Deck Building Controls[/h2]
Deck Building is much easier. Players can now click to add cards from their collection to their deck and click to remove cards. Dragging cards also still works. (Thanks yashakami)

[h2]Character Look Up Customization[/h2]
You can now control the frequency that characters look up at you or disable the look up feature from within the Gameplay Settings.

[h2]Additional QoL Improvements[/h2]
  • Made it so that spending marshmallows to restock campsite automatically sets up camp (eliminating need for a second click)
  • Make the "You’re almost there" prompt a tip that can be disabled (Thanks mr.kitty) and did the same for "Heart Container", "Soul Gem", and "Boss Key" prompts.
  • Fixed layout bugs for portrait/landscape mode (Thanks Yura)
  • Fixed Dreadnought Spellweaver so it can be discovered in exploration and unlocked (Thanks Latieon)
  • Changed "Exit Game" in Adventure mode to "Save & Exit" (Thanks RyuSage)

[h2]More To Come[/h2]
I had more QoL changes planned that didn't make the cut this round. Expect these in a future update:
  • Mouse Binding
  • Quick Loot (button to insta-break barrels/gather goodies)
  • UI Scaling
  • Disable Screenshake
  • Disable individual SFX

[h2]Let Us Know What You Think[/h2]
This update took a ton of work, so please let my son Wesley, our kitties and I know how much you appreciate the changes by writing us a Steam review on our store page. These go a long way towards building our community here on Steam, and we would most appreciate your feedback :)

Join the Discussion:
- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

Thanks so much!

~Ross

Quick Update on Our Next Update



Hey everyone!

We're approaching the timeframe I had hoped to release our next game update. I'm currently working on addressing the QoL requests I've received from you.

This includes:
  1. Key-binding
  2. Mouse-binding
  3. Gamepad controller support
  4. Disable screenshake
  5. Disable character lookup
  6. Various UI customization options (ex: larger cards, larger stats for visibility on TV screens)
  7. Better overall controls for character movement and attacking (particularly sprint shot)
  8. Many more usability + bug fixes

The full list is quite extensive, but just wanted to give a sense of the scope. As the game was initially designed for mouse-only control, adding key-binding and gamepad support has taken a lot more work than I'd hoped (and requires a lot more testing). But, I know how important this is for many of you, so I have diligently kept at it.

Tacticon


Summoners Fate will be featured in the upcoming Tacticon event on Steam (an event dedicated to strategy/tactics games) that runs September 22nd-26th, and I wanted to let you know that I am pushing hard to deliver this update to you on or before these dates.

Twitch Streamer kormakrtv (https://www.twitch.tv/kormakrtv) will be interviewing me and streaming a Let's Play of Summoners Fate on Saturday, September 24th from 10AM-1PM MT.

Thank You!


Thank you so much for your patience and support of the game! I'm absolutely thrilled by the positive Steam reviews (I can't express enough how much these matter to me) - we're now at 93% Very Positive rating.

Any questions, concerns, or just want to chat? I can be reached as always here:

- Steam discussion board: https://steamcommunity.com/app/1681840/discussions/
- Discord: https://discord.gg/d20studios (RossD20Studios#2359)

~Ross

Update #9 Hot-Fix #2

v0.76.3


Don't you love it when your hot-fix needs a hot-fix? "It's a hot-pocket, hot-pocket!"

This fixes (hopefully for good) another bug with Error: Clock cycle error: TypeError: Error #1009 at hm.gameLogic::ProceduralSpawnLogic() that was preventing ability to start up battles for some players. Thanks for your bug reports 不赦之业 and Kuza :)

Update #9 Hot-Fix

v0.76.2 Release Notes (Hot-Fix)


Thanks everyone for your bug reports! Here's the fixes included in this patch:
  1. Fixed bug where Big Beard would not drop his helmet as reward if player defeated him as the last unit using a mind control effect (Thanks 镜中人)
  2. Fixed bug where Big Beard's health was being assigned an incorrect low value in higher difficulties of the Arena Ambush encounter. (Thanks mr.kitty)
  3. Fixed bug where Error: Clock cycle error: TypeError: Error #1009 at hm.gameLogic::ProceduralSpawnLogic/removeSpawnPointFromArray() was thrown when attempting to enter the boss room because there wasn't a valid space for the boss to spawn centered with the hero. The boss will now pick a random alternative spawn point if it fails to find preferred spawn. This bug occurred as a result of expanding the potential boss fight rooms to medium/large within the dungeon. (Thanks wolvje27 and (●,...,●))


Psychic Loot Drop Functioning Correctly:
https://youtu.be/hT07LVdxB8M

Psychic Loot Drop (Pre-Fix):
https://youtu.be/u0g2wkcNDeA

Psychic Loot Drop (Post-Fix):
https://youtu.be/A9cCqGbYdJM