Faerie Solitaire Dire Version 0.9.2
[p][/p][p]Before getting into the patch notes I want to apologize to our fans that this update took so long to come out. Without my brother helping with the art and story I had set the game aside to work on Big Klondike, Faerie Solitaire Remastered: Lost Legends and FaeVerse Alchemy. [/p][p]
Big Klondike was the first small game I worked on while my brother was sick. Then I didn't touch it again for a few years then added some cheap $2 DLC to it to help us out more financially. Off and on I worked on FSR:LL over the course of like 6 years. And sometime earlier this year I decided to fully finish FVA. I actually started remaking FVA within FSD! There is a prototype that's playable and hidden in the game right now. It might be used as a mini game in the future.[/p][p][/p][p]My main point here is I was working on other projects to keep myself busy in the hopes my brother would be able to return to help finish FSD. But unfortunately he's decided for health reasons to step away from working on Subsoap projects. But that wont stop me from finishing it on my own. [/p][p][/p][p]With FSR:LL completed I'm able to shift all my focus over to FSD. Currently I'd say FSD is about half complete right now. There are a lot more locations and another mode I want to add for better replay-ability. The story will possibly need to be re-written as I wasn't involved in the original writing as much as I should've been, I have an idea where my brother wanted to take the story but we'll see. And of course a final pass on art. [/p][p][/p][p]On the topic of art, normally I didn't want to push out an update without mostly "finalized art" but instead I'm going to just work with very rough placeholder art when needed. So expect to see very poorly drawn art that will be replaced in the future.[/p][p][/p][p]I don't have a set schedule for updates. I'd rather not rush out updates. But I will be in the forums or you can join our Subsoap Discord server to ask questions or share feedback. [/p][p]https://discord.com/invite/ZQ72Jqu
And with that here's the patch notes for Update 0.9.2:
[/p][h3]Re-implemented our Visual Novel style story telling[/h3]
Big Klondike was the first small game I worked on while my brother was sick. Then I didn't touch it again for a few years then added some cheap $2 DLC to it to help us out more financially. Off and on I worked on FSR:LL over the course of like 6 years. And sometime earlier this year I decided to fully finish FVA. I actually started remaking FVA within FSD! There is a prototype that's playable and hidden in the game right now. It might be used as a mini game in the future.[/p][p][/p][p]My main point here is I was working on other projects to keep myself busy in the hopes my brother would be able to return to help finish FSD. But unfortunately he's decided for health reasons to step away from working on Subsoap projects. But that wont stop me from finishing it on my own. [/p][p][/p][p]With FSR:LL completed I'm able to shift all my focus over to FSD. Currently I'd say FSD is about half complete right now. There are a lot more locations and another mode I want to add for better replay-ability. The story will possibly need to be re-written as I wasn't involved in the original writing as much as I should've been, I have an idea where my brother wanted to take the story but we'll see. And of course a final pass on art. [/p][p][/p][p]On the topic of art, normally I didn't want to push out an update without mostly "finalized art" but instead I'm going to just work with very rough placeholder art when needed. So expect to see very poorly drawn art that will be replaced in the future.[/p][p][/p][p]I don't have a set schedule for updates. I'd rather not rush out updates. But I will be in the forums or you can join our Subsoap Discord server to ask questions or share feedback. [/p][p]https://discord.com/invite/ZQ72Jqu
And with that here's the patch notes for Update 0.9.2:
[/p][h3]Re-implemented our Visual Novel style story telling[/h3]
- [p]Story only goes up to chapter 16[/p]
- [p]After chapter 16 there is a placeholder dialog[/p]
- [p]Story is incomplete and might be completely re-written[/p]
- [p]This will take priority in a future update[/p]
- [p]Character art is all placeholder and very rough[/p]
- [p]Only first few chapters have character art added[/p]
- [p]Added back the previous 5 unobtainable achievements[/p]
- [p]Will we be adding more achievements in the future? Yes.[/p]
- [p]Nexus will be built up over time with various buildings, currently it'll only house a method to access the temporary adventure/quickplay select screen[/p]
- [p]This zone will be a hub to access most of the non-adventure related content with vendors that can use the dire tokens and pure gold[/p]
- [p]Left clicking on an equipped artifact it will now just select it[/p]
- [p]Right clicking on an equipped artifact will auto unequip it[/p]
- [p]Selected artifact will now display an icon to indicate if the artifact is passive or an ability[/p]
- [p]Added help overlay, when the overlay is open clicking on \[Wishing] will display wishing help overlay[/p]
- [p]Added Main Story reset button, an \[!] will indicate that artifacts have been changed[/p]
- [p]You can purchase up to 12 loadout slots for dire tokens[/p]
- [p]You can rename loadouts to better help organize what they're for[/p]
- [p]Missing particles and sound effects when interacting with the loadout system[/p]
- [p]You can access the loadout system from the temporary adventure/quickplay select screen[/p]
- [p]In the future I want to add ways to find artifact fragments other than the wishing system[/p]
- [p]I have a lot of ideas for even more artifacts in the future[/p]
- [p]Added ability to deactivate any artifact for the rest of the location[/p]
- [p]Deactivated artifacts if still equipped will be automatically re-enabled upon a new location or location restart[/p]
- [p]Items unlock based on the shop level[/p]
- [p]Levels are gained based on pure spent[/p]
- [p]Lucky Loom grants randoms boons[/p]
- [p]Feedback on costs and progression is much appreciated[/p]
- [p]Placeholder assets used[/p]
- [p]Some pfx and sfx are missing[/p]
- [p]450 hands in total [/p]
- [p]Lots of new special cards w/ placeholder assets[/p]
- [p]Placeholder backgrounds in use[/p]
- [p]When completing an adventure loop it will just automatically reset to location 1[/p]
- [p]Rose Forest #1[/p]
- [p]Pearl Barrens #2[/p]
- [p]Tumble Hills #3[/p]
- [p]Viridian Groves #4[/p]
- [p]Dragon's Yew #8[/p]
- [p]Wealding Temple #11[/p]
- [p]Now matches the drop rate of our other games[/p]
- [p]Easier to differentiate between ready to be activated or evolved[/p]
- [p]Added location based goals (level objectives)[/p]
- [p]Adjusted Relaxed luck from -3 to 0[/p]
- [p]Adjusted Normal luck from 0 to 1[/p]
- [p]Luck can't drop blow 0 anymore[/p]
- [p]These will be goals required to pass a location and/or hand [/p]
- [p]Difficulty is based on Calamity level[/p]
- [p]Green text is location based[/p]
- [p]Red text is hand based[/p]
- [p]More might be added in the future and others might be adjusted[/p]
- [p]These will add an extra level of difficulty[/p]
- [p]These are indicated by the blue text[/p]
- [p]Their checkbox has a blue star next to them[/p]
- [p]Added Level Objectives information[/p]
- [p]Added Level Restriction information[/p]
- [p]Added Location Stats[/p]
- [p]Just under the hood update to keep things tidy[/p]
- [p]Average max potential of pure before was around 4,000 to 5,000 with high combos[/p]
- [p]New max potential is closer to 8,000 to 9,000 before buffs[/p]
- [p]Improved visuals for when Guiding Relic is active, giving a unique card hover effect for matchable cards[/p]
- [p]Matching cards on top of stacks - 2g[/p]
- [p]Matching cards on bottom of stacks - 5g[/p]
- [p]Cards left in deck at the end of a hand - 2g each[/p]
- [p]EoL (End of level) bonus for purity - 25g[/p]
- [p]Eol bonus for heroic - 50g[/p]
- [p]Eol bonus for spare not used - 25g[/p]
- [p]Eol bonus for wild not used - 25g[/p]
- [p]Eol Bonus for deck not used - 100g[/p]
- [p]Eol Hand gold formula - (pure_hand+eol_bonus) + round((pure_hand+eol_bonus) x (highest_combo/5.0))[/p]
- [p]These are subject to change[/p]
- [p]Clear Mantra wasn't always filling to max[/p]
- [p]Prayer Beads wasn't resetting on new hands [/p]
- [p]Magic Pouch and Starlight Prism effects when applied is now swapped (Prevents cards from spawning under the wild)[/p]
- [p]When Fireball card is activated and at least 1 Ooze Wall is on top of a stack, it'll always trigger the fireball effect [/p]
- [p] Fixed when Light card was cursed and cleared it would show double cursed cards left [/p]
- [p]Fixed issue when using Clear Mantra with the wild cards on the foundation causing them to break their sprite[/p]
- [p]Fixed card hover glow activating when the card started to flip instead of being fully flipped over[/p]
- [p]Many miscellaneous bugs [/p]
- [p]Possibly doesn't work right now and needs to be investigated[/p]
- [p]Use Proton Experimental if it doesn't run[/p]