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Card Coder News

Demo Update #8 and road to release

[p]The full version of Card Coder is almost ready. I took the time to merge back most changes into the current demo. I'd be grateful for any bug reports or feedback, so I can fix them in time for Next Fest in February and the full release in March. Below are the most important changes.[/p][p][/p]
v0.7.1
- new "Volcano" location for first fight
- new "Wasteland" location for third fight
- moved deployed upgrade from trigger "On Play Card" to condition "If this card's energy is - Reworked upgrade chain of Heal effects. On Unique, they now allow over-healing / temporary hitpoints (which get reset on beginning of next turn)
- rebalanced BonusDamage, MalusDamage and Multistrike: They all reset to 0 on begin turn, but not on use.
- changed processing order of AoE effects. They are now evaluated directly after the main effect.
- fixed heal effects resetting temporary hitpoints
- slightly rebalanced price of most base cards
- fixed buggy interaction between "select any card" and Evasive status
- nerfed Stun: after stun clears, the affected card becomes Resilient for 1 turn (immune to stun)
- reworked Charges: there is now only a single "Charges 1" condition that can be upgraded to contain more charges (up to 4 at Unique).
- rebalanced prices of most components
- improved drag and drop card buying and unlocking
- "On play this card" now also triggers if card is played from graveyard/discard, deck or hand.
- fixed saving / loading issue
- improved readability / threat assessment of enemy cards: enemy cards now have a red glowing border if any of their abilities could trigger / is usable. the colorbars behind each ability now is grayed out if the ability is currently unusable (because of cooldown, unmet condition, ...). if it is usable, it will briefly flash brightly once every 4 seconds to remind you.
- fixed edge cases where resurrected / summoned cards would react to triggers that happened before they were resurrected / summoned
- added lots of new effect components
- nerfed Necromancer (no more damage reduction; now has Voidbound instead)
- made Necromancer purchasable
- replaced the two other commanders you can select in the full version (but you can preview them in the demo on the selection screen)
- added more procedural variation to most fights
- rebalanced research points reward after a run

LIVE at Comic Con Stuttgart

[p]Thanks to everyone that played Card Coder at Comic Con! Below are some impressions of the event.[/p][p][/p][p][/p][p]Me giving a short pitch on stage.[/p][p][/p][p]Someone playing Card Coder for the first time (the booth next to us was rated 18, that's why there is this ominous curtain).[/p][p][/p][p]Me one the left and Daniel on the right, who was kind enough to help out at the booth (and wear THE shirt). This was on Sunday evening and I had already cut out the Card Coder banner at that point :)[/p][p][/p]

Demo Update #7

[p]While I'm currently mostly working on content and game modes for the full release of Card Coder, this update brings important balance changes and new QoL features to the demo version.[/p][p][/p]
v0.4.1
- rescaled rewards in Rogulite Run Mode to a fixed schedule: Clamp(15 + 7*StageNum, 15, 100). You can still earn a small bonus with combo kills each round.
- fixed bug for "Hive Egg" enemy only targeting player cards instead of all cards
- reworked GoldMine battle
- fixed card draw status being applied twice
- fixed "Destroy first target" to only destroy the first target
- reworked upgrade chain of "Destroy first target". Unique now increases energy cost by +1 but allows destroying all targeted cards.
- fixed bug where status on enemy cards would decay too fast
- added shop and research filter widget to allow filtering and searching for specific component (by type and by text)
- fixed bug where card in shop would get stuck in mid air

Demo Update #6

[p]This update brings major balancing changes, fixes and some new content to the Card Coder Demo. Full changelog below.[/p][p][/p]
v0.4.0
- fixed card start zone not correctly being applied to player owned cards
- fixed issue with secondary effect on some cards
- stopped loot chests from dropping during enemy turn
- rebalanced "select enemy with max energy" from 0 energy to -1 energy
- rebalanced "when this card destroys another card" from -1 energy to -2 energy
- rebalanced blank card with 2 effects to from base energy 1 to base energy 2
- added missing icons to "when a status is applied to this/allied/any other card" and rebalanced energy cost to 0 / +1 / +2
- enemy now always plays cards from left to right / oldest to newest (if mana cost permit). temporary cards are always played first.
- holding alt reveals the enemy cards in hand and their topmost deck card
- improved default keybinds for steamdeck
- improved key prompts
- fixed reward box sometimes being empty
- improved tooltip / infobar layout
- reworked "draw 1 card" effect
- simplified reward drops: you now get only get 1 single reward drop after each fight containing coins (scaled around current level number / fight difficulty with small random variation)
- Crystal Cave location now grants +1 Temp Health aura instead of Bonding Aura (makes Inquisitor fight easier)
- fixed rare issue for cards with two effects being corrupted on save / load
- fixed edge case for cards with two or three abilities not fully processing in the correct order
- improved enemy card placement
- reworked Blood King card
- You can now toggle grid snapping by holding down LeftShift (customizable)
- Fixed some outdated tutorial parts
- Fixed rare issue for Skullslime not triggering reshuffle
- Added highlight to ability components that can be combined for an upgrade on mouse hover
- Fixed ability components sometimes not slotting into cards with drag and drop
- Fixed cards sometimes not being dropped on board via right-click
- new ability effect: Draw a card from your reserve / sideboard (limited to 1 card per use)
- added new battle 4 and moved Inquisitor fight as final demo boss to battle 5
- added new location "Gold Mine" for battle 4
- added new enemy "GiantRat"
- added new enemy "Stinger"
- added new enemy "Hive Egg"

Demo Update #5

[p]The next balance patch along with some more drag & drop improvements. Full changelog below.[/p][p][/p]
v0.3.6:
- rebalanced rarity bonus of most components:
the new default upgrade chain now gives +1 health (uncommon), +3 health (rare), +6 health (legendary), +6 health and -1 energy (unique)
- improved drag and drop accuracy / responsiveness
- added new card artwork customization: you can now cycle through all ability icons from that card to use as the main artwork (not as pretty but very good for easy memorization of what the card does)
- disabled blurbs for cards currently in discard or deck pile