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Patch #01: Powers Cost and QoL

[p]Hello miners![/p][p][/p][p]I'm so happy people can finally try the game I’ve been working on over the past two years and by the sheer amount of support! [/p][p][/p][p]I do realize the game can feel a bit short of content, especially for build specialization and variety. This patch won’t fix this issue, but I’m already hard at work to add new buildings and relics as soon as possible and make some much needed changes. Rest assured this is my top priority right now. [/p][p][/p][p]Here are the first quick improvements based on your bug reports and feedback. More content and improvements are coming in the next days and weeks. I'll share a proper Roadmap for the Early Access by the end of the week.
[/p][h2]Patch Notes - Version 0.7.29[/h2][p][/p][h3]Changes[/h3][p]- Endless Mode is no longer accessible on your first run.[/p][p]- Some gems can now be found more than once. [/p][p]- Slight improvement of the skill tree to make things more clear that you always need to unlock the central node first (more visual improvements are coming later). [/p][p][/p][h3]Balancing[/h3][p]- Increases the chance to get runes and rerolls as resources in the crate found in the mine. [/p][p]- Added a 10% chance for a block with a rune to become a block with 2 runes. The 5% chance for it to become  a block with 3 runes is unchanged.[/p][p]- Reduces the rune cost of Piercing Shot (Huntress power) from 4 to 3 runes.[/p][p]- Reduces the rune cost of Clumsiness (Alchemist) from 5 to 3 runes.[/p][p]- Reduces the rune cost of Tectonic Shock (Bastion power) from 4 to 3 runes.[/p][p]- Reduces the rune cost of Dragon Pet (Dragon Hunter power) from 5 to 4 runes.[/p][p]- Reduces the rune cost of Last Stand (Knight power) from 4 to 3 runes.[/p][p]- Reduces the rune cost of Pile of Bones (Necromancer power) from 4 to 3 runes. The attack speed bonus is reduced from 20 to 15%.[/p][p]- Reduces the rune cost of Vicious Spirit (Necromancer power) from 4 to 3 runes. [/p][p]- Increases slightly the chance to see a Mimic during battle. Chance is also increased once you get into night 15 and night 20 an additional time. 
[/p][h3]Bug Fixes[/h3][p]- Fixes an issue with the power info panel when you loot a new hero that would scale bigger than intended.[/p][p]- Fixes an issue preventing heroes from targeting the Mimic properly.[/p][p]- Fixes an issue with some runes found in the mine and are not added to your resources. [/p][p]- Fixes an issue with some poison status effect stack not being counted for damage calculation.[/p][p][/p][h3]Known Issues[/h3][p]- Some stats don’t refresh properly in the small window that shows up whenever you move the cursor over a hero. I’m already working on a fix. [/p][p]
[/p][p]Regarding some feedback and most urgent concerns raised:[/p][p][/p][p]- Is mid run saving planned?[/p][p]Yes, definitely! Work has started already before the release, but the system is not fully done (especially saving your progression in the mine is currently not working). I cannot provide any ETA for now, but I’ll make sure to give you update on the matter as soon as possible.[/p][p][/p][p]- Is controller support planned?[/p][p]Yes! This is something I want badly, but I’m not sure when I’ll have more time to work on this, as new content and mid run save are definitely bigger issues for now. It’s definitely something I want to implement before the full 1.0.  [/p][p][/p][p]- Meta progression?[/p][p]I know it’s a big topic and people rightfully raised concerns about the lack of it. Be sure I’m thinking about the best way to implement it, either for global progression and/or for a brand new game mode. [/p][p][/p][p]- What about the lack of content?[/p][p]First, keep in mind this is the beginning of Early Access. I’m aware people feel like the game is short in that regard, especially because of how the content is split (or not split) between one run and another. Hold The Mine doesn't offer a different load out or a limited by an amount of weapons/skills per run. You have access to everything, for better or worse, and it means every run can end with a very similar set of heroes, buildings and relics. [/p][p]More content is coming in the next few days, weeks and months. I have no intention to leave people disappointed or to abandon this game. [/p][p]I’ll share a roadmap by the end of the week to give you a clearer picture of what is planned. [/p][p]Of course, I’d love to hear your thoughts and suggestions and learn what you want to see in the game the most.[/p][p][/p][p][/p][p]Again, thank you so much for all the support! [/p][p]paci[/p][p]
[/p][h3]Steam Reviews: Your Feedback Matters
[/h3][p]I've been reading through all your Steam reviews, and I appreciate the feedback we've been receiving. Keep in mind this is just the beginning of Early Access. I'd love to continue seeing more of your thoughts and suggestions! It helps knowing what to focus on for each upcoming patch.[/p][p]----[/p][h3]Join the Hold The Mine Community
[/h3][p]Come be part of the Hold The Mine community. Join us on Discord (link) to share your thoughts, talk with other players, share your tips and see what others are building underground. You can also find updates and discussions on Reddit (link).
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