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The Hand of Merlin News

Patch Notes - Early Access Build 674061

General fixes:
• Fixed a rare crash that could sometimes happen when launching the game or winning the final battle.

Patch Notes - Early Access Build 674059

New features / content:
• Added destruction effects to Heroes. E.g. when a Hero dies by an explosive, they will now explode into chunky bits.

Quality-of-Life improvements:
• Completed ultra-wide support for all skirmish maps in Albion and Marca Hispanica.
• Removed the timer for shuffling random outcome cards and replaced it with a manual Shuffle button.
• Added artwork to indicate when an encounter option leads to a card draw and random outcome.
• Added a quick-and-dirty display of the currently upgrading skill to below the Hide cards button when upgrading skills.
• Changed how portrait tooltips work - they are now hover persistent, and have their own tooltips for various elements, like attributes and status effects.
• Added gear icons to portrait tooltips, as well as attribute breakdowns (the components adding up to the values, such as gear, effects, etc).
• Added a visualization for locations of manual waypoints.
• Slightly increased font sizes in the Journal and in some tooltips.

General fixes:
• Fixed an incorrect message when the AI passes their turn.
• Fixed a bug with the legend compass not getting deleted correctly, causing a crash if the dangling compass is clicked.
• Fixed an error in Zahra's Resourceful passive that sometimes did not proc her armor healing.
• Fixed an issue where the benefits of Hunter's Spree and Surging Shot (upgrades of Ranger's Shoot skill) could not be correctly applied.
• Fixed an issue preventing Volley from being offered as a skill choice to Rangers on level up.
• Turpin's Cross now requires 1 AP to be used, as all free action relics do. This avoids characters becoming stuck with 0 AP.
• Healing for 0 no longer triggers side-effects by default.
• Fixed a bug where encounter text could sometimes use the wrong name when referring to a Hero.
• Fixed various typos in several tooltips and encounters.

Gameplay balancing:
• Revamped all variants of the Holy Grail relic. Instead of an on-use action, they now all have unique passive effects.
• Roland's Horn now deals Harassed to enemies instead of Rally to allies, serving as a locking mechanic with better scaling.
• Ranger's Defensive Vigil (upgrade of Archer's Vigil) no longer takes AP away from the target, but adds 3 stacks of the Blinded debuff.
• Ranger's Far Shot skill (upgrade of Shoot) now only has 1.5x the default range, down from 2x.
• Ranger's Quickdraw skill line now comes with a 40% accuracy reduction, but scales better with more power.
• Warrior's Slam skill now deals Staggered instead of Dazed for its base version and all upgrades. It also now allows pushing diagonal enemies.
• Heavy Armor effect now also reduces damage to health while there is armor left.
• Higher tier Blacksmith upgrades are now cheaper.
• Supplies now cost the same in all zones.

Dev blog 77 - Grail Redesign

This post is written by Mat, our gameplay designer.

Hey! More design stuff! Today, let’s keep it simple: Grails.

So, if you ever played The Hand of Merlin, one of the first choices you make in a run is to pick a Virtue, granting you the accompanying relic. Bravery, Honor, Piety, and Fortitude.

The Grail-picking process is an interesting thing to design for. In a lot of ways, it is part of your loadout for the run: Core with Spells, Heroes, and Grail, and as such, they have to offer gameplay modifiers, enough to spice up your strategies.

Now that we have learned more about the meta and the “fun” aspects of combat, we found the time to redesign the current four grails.

Bravery was the standard grail, giving you a once-per-fight free action point. Worked wonders as a good opener, and was pretty straightforward. Now, the bearer deals extra damage against enemies with larger pools of health/armor and those with more power. “Bravery” really only shines in the face of adversity! - This Grail now should be a good option for your weaker characters to bump up their damage per turn or to put on your glass cannon.

Honour granted a buff to the bearer whenever they missed an attack, sort of a “pick-me-up” mechanic. That felt a bit underwhelming, so we wanted to take the opportunity to introduce a new sphere of ability design. Now, it restores cooldowns and grants 1 AP if the bearer kills the “last hitter” - the unit that last attacked them. A powerful effect, but might take some setting up to do!

Piety was the strongest, by far! On use, it would reset cooldowns to the entire party, once per fight. A great “Win now” button, and a tad too powerful when compared to the others. Instead, we wanted to offer some incentives to accompany the new healing abilities and passives. The Bearer of Piety will have extra effects when healed (armor OR health, so ready up your combos!). We were interested in also reducing debuff stacks, but we want to see how powerful this current model is.


Last but not least, Fortitude is for your beefy characters. While before it would grant you a 2 point damage reduction IF the bearer was debuffed, we took a page out of what we learned from abilities to change its behavior. Now it is a dynamic damage reduction: Each time you take damage, it increases its effect by 1 but is reduced by 2 each turn. Wonderful if you are taking multiple attacks per turn, but a straight upgrade nevertheless!

If you were paying attention, you’ll note that all Grails are now passives, and that’s by design. Not only do we want the first relic a new player sees to be something that reflects the “loadout” purpose, but we are preparing to tie in the Grails with meta progression (making grails stronger over multiple runs) and with the events of the end of the game - no spoilers, but we got some feedback about the role of the grail that we want to address in the near future.

Be sure to play with these updated relics and offer us any feedback you have on them, as well as the other balancing changes in the following patch.

Thank you!

Join our Discord server!

Mat

Patch Notes - Early Access Build 673810

New features / content:
• Many house-keeping / internal changes to prepare for the next major patch.

Quality-of-Life improvements:
• Improved the appearance of several skirmish maps on ultra-wide / triple-monitor setups.

General fixes:
• Fixed a crash that could randomly occur during combat.
• Fixed various typos in several tooltips and encounters.

Dev blog 76 - Mat's Design Talk

This post is written by Mat, our gameplay designer.

Hello again! Glad to be able to sneak you all another peek of our design tables. Today, I want to talk a bit about how the Skill Overhaul went, and a bit more about what we found out, and how we are planning to move forward.

In The Hand of Merlin, the primary operand you have in tactical play is your character’s abilities. They define what actions you possess, and drive your strategy. Especially since we wanted to make the game straightforward, without many auxiliary mechanics (such as Zone of Control, Facing…), getting abilities right is paramount to our success. I’ll talk more about that decision, but first, let me remind you what the Skill Overhaul was.

When we developed the player abilities, we approached it with three design pillars in mind: Niche Protection, Thematic Flavour, and Problem Solving. That is to say, an ability had to (a) feel like their class, (b) evoke a specific fantasy associated with our cultural touchstones of that class, and (c) serve a specific need in the map. For instance, consider Hunter’s Mark - your ranger is a trained hunter, able to focus on specific enemies to give extra damage. It ticked all the boxes, surely: It’s a damage buff that only works for the main damage-dealer, it feels very flavourful, and it could help out by bringing down bigger enemies, like Behemoths of Lindworms.

Then, we doubled down on themes for the upgrades - “Hunter’s can boast about their kills!” turned into Hunter’s Prize, for instance. And, you know, it all made sense and made the abilities work.

If this was closer to a traditional C/JRPG (Baldur’s Gate, Final Fantasy) this could’ve been enough, but there was a key aspect that slipped a bit: The Cost of a Slot.
In those games, you can amass great quantities of skills to use. Even if you don’t use them a lot, there might eventually be some specific conditions where the ability would come into place, but in The Hand of Merlin, picking something like Staggering Blow meant that ¼ of all of your main actions are dedicated to the problems that Staggering Blow can solve. In those cases, why would you pick something conditional over a direct, reliable damage increase?

The data was clear - Quick Draw, Cleave, Concoction, all damage-dealing abilities were far more reliable and attractive. So, we had to make some adjustments.

We added the No Roadblock Design and the Slot Worth pillar. I talked a bit more about the first aspect in previous posts, but the second one is quite simple: at the end of the day, abilities are compared in regards to their capacity to provide the opportunity to deal/negate damage, which is the actual end objective and what makes you choose one over the other for your few slots. Debuffs became more violent or simply easier to use, and we discovered some success in adding action points or cooldown reduction to emphasize that even further.

With the changes made, we went on to play with it! We do a lot of internal playtesting, having a few very competent players in our dev team. They play a few runs, try to break things, and relate their feelings about specific abilities/strategies over to us in Design. It seems like the game was more varied, had less obvious winning strategies, and felt more fun overall. Some of our community feedback seemed to agree, and we were having a much better time.

But we are not done! While pursuing the need to have a small set of 4 abilities to be very versatile and powerful and keeping our current systems, we had to employ a “combo-building” approach, common to some deckbuilding games. It seems that the game switched a bit more towards trying to create powerful game-breaking builds (10 AP actions! Instant CD reduction! Kill Behemoths by bypassing armor!), as we oriented design towards multiplicative effects, power-scaling, and similar drives. It’s fun, engaging, and far better than to be bothered by upgrades you didn’t want, but there’s still something to solve: Cheese.

We call Cheese strategies that are made available by combining separate mechanics in ways that we did not predict, creating an effect so powerful that the enemies cannot keep up with, effectively solving the game. The old version still had these (Kaz, one of our artists, could win the 3rd boss fight in a single turn), but the current model still has quite a few. A marked power creep and the capacity to bypass several systematic difficulties like cooldowns made the game a bit easier and a bit…, well, out of control. Hallow + Warcry on Salim with Quick-shot and Take Aim/Far Shot comes to mind.

Still, we consider it to be a fun take on the genre, and it fulfills our vision for a tactics game that is status effect and ability-driven, with many ways to create complex builds and strategies, so I don’t expect a lot of systematic changes apart from those we introduce with meta progression.

What do we want to do now? First, we will normalize the peaks and valleys, such as making cooldown matter a bit more or making the Grail relics a bit more engaging. Then, we will make sure that the enemies gain some cool toys to play with too: More complex abilities and combo potential, but also the new enemies we have planned.

In the end, we’re excited to see how the game is changing and improving based on your feedback, but we are not done yet! We want to make sure our players have decent challenges to face and can have as many meaningful choices as possible. With some effort and more feedback from you, we’ll get there soon!

Thanks for reading and playing!

Join our Discord server!

Mat