V0.9.3, Sigils, Shops and breaking the game.
[p]Hey folks, Kevin here with a bit of an update on what we have been focusing on over the last month.[/p][p][/p][p]Over the weekend we brought the game to “Let’s break games” where we tested some of the new functionality. It is always a massive pleasure to see players enjoying the game and it was excellent to get some feedback on the new features, including Sigils and Shops.
[/p][h2]Sigils[/h2][p][/p][p]Sigils are permanent buffs which can be attached to individual tomes to provide benefits both inside and outside of battle. The more recent playtest version of the game had this in the form of “innates”, sigils will override this system and allow you to modify the buffs and build the tome in different ways.
[/p][p]Initially there will be a limit of 3 per tome but this will vary between tomes and be expandable via shop and event options throughout a run. If you have empty slots you can move a sigil, or if you don’t, it can overwrite another sigil. Moving and removing sigils is something that Paige can help you with, more on that below.
[/p][p]By default combat sigils will trigger on the first cast per turn, this is to incentivise players to make use of all their tomes. This is however something that can be overridden with certain cards, secondaries and other sigils.[/p][p][/p][p]Some examples we're going to start playtesting with are: [/p]
[/p][p][/p][p]At her station you can purchase:[/p]
[/p][p]In addition to the above we have also been working on features listed below:[/p][p][/p][h3]New features:[/h3]
[/p][h3]Don’t forget to wishlist![/h3][p][/p][p][dynamiclink][/dynamiclink][/p]
[/p][h2]Sigils[/h2][p][/p][p]Sigils are permanent buffs which can be attached to individual tomes to provide benefits both inside and outside of battle. The more recent playtest version of the game had this in the form of “innates”, sigils will override this system and allow you to modify the buffs and build the tome in different ways.
[/p][p]Initially there will be a limit of 3 per tome but this will vary between tomes and be expandable via shop and event options throughout a run. If you have empty slots you can move a sigil, or if you don’t, it can overwrite another sigil. Moving and removing sigils is something that Paige can help you with, more on that below.
[/p][p]By default combat sigils will trigger on the first cast per turn, this is to incentivise players to make use of all their tomes. This is however something that can be overridden with certain cards, secondaries and other sigils.[/p][p][/p][p]Some examples we're going to start playtesting with are: [/p]
- [p]-1 mana for primary spells cast from this tome [/p]
- [p]Enemies take 2 damage for each tile they are pushed [/p]
- [p]If the tome’s HP is below 50%, add 4 damage [/p]
- [p]+1 range to this tome when this tome kills an enemy [/p]
- [p]draw a card Cards associated to this tome appear more often as rewards [/p]
- [p]Tome heals 5 health at the start of each combat [/p]
- [p]+5 movement on the first turn of combat [/p]
- [p]When hit, reflects 2 damage to attacker [/p]
- [p]All attacks from this tome are Lobs [/p]
- [p]Deals 2 damage to any unit whose tile the tome passes through [/p]
- [p]+13 Pages (gold) at the end of combat[/p]
- [p]Book binding and repairs.[/p]
- [p]Purchase and installation of sigils.[/p]
- [p]Removal of bound sigils.[/p]
- [p]Transfer of simple sigils between books.
[/p]
[/p][p]In addition to the above we have also been working on features listed below:[/p][p][/p][h3]New features:[/h3]
- [p]The Librarian is back, he still needs some love and well get a dedicated devlog soon, but he’s had a makeover and doing a bit better.[/p]
- [p]Battlescreen Selection UI Overhaul[/p]
- [p]Targeted tiles now have a reticle UI[/p]
- [p]Selected and Selectable tomes have bespoke battlemap UI[/p]
- [p]New UI for hovered tiles[/p]
- [p]HUD changes[/p]
- [p]All new UI to show off mana, steps, deck, discard, end turn and rewind.[/p]
- [p]Enemy vitals now displayed in the top right to declutter the battlemap a bit. Also they are sorted in turn order to help forecast the upcoming turn.[/p]
- [p]Additional information about tomes can now be found in the top left hand side.[/p]
- [p]Our first tileset, the crypts, has been neglected for months, so we have started redecorating in lovecraftian style.
[/p]
- [p]Slight buff to Jester innate[/p]
- [p]Game now saves on loading any room[/p]
- [p]Material improvements to performance through better use of sprite atlases and lights (even my laptop can run it now!)[/p]
- [p]Changes to card layout[/p]
- [p]New Mana Icon[/p]
- [p]Numbers in the battlemap are more legible thanks to the introduction of new fonts.[/p]
- [p]Added Meat cleaver card and prefab to test more of the butcher tome.[/p]
- [p]Added GuZombie[/p]
- [p]Switched out front shelves for more thematic spites and assets.[/p]
- [p]Removed a few thousand sprites that were not being seen by anyone.[/p]
- [p]Move highlight no longer breaking after a few moves[/p]
- [p]"Esc to main" menu fix[/p]
- [p]Several Next turn bugs fixed, (including the infamous “cardswaitingtobedrawn” bug) LBG showed us that some are still lurking.[/p]
- [p]Drone bees less likely to succumb to their nature and bug out[/p]
- [p]And many more[/p]
[/p][h3]Don’t forget to wishlist![/h3][p][/p][p][dynamiclink][/dynamiclink][/p]