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The Big Perk Update

Another content update! This one is all about making the most of the Convoys in the game. You may have noticed that in the past a few of the convoys had a unique, always unlocked fourth perk. For example: the youngest convoy, the Pioneers and the very unique convoy the Hermit.



Now with this update, ALL CONVOYS have a UNIQUE INTRINSIC PERK! This means the different convoys play much more differently, even beyond the cards they bring.

Intrinsic Perks

Here's a look at all the intrinsic perks! Can you figure out what convoy they go with?
  • Open Path: Your side of the battlefield always has at least one empty row. Can not gain Believer points.
  • Devoted to the Faith: Blessed units gain +0/+1 instead. You take no damage from an empty leader deck. Any drones added to the convoy are demolished.
  • Lost Legion: Start combat with 1 extra convoy card. Followers with an Energy cost of 4 or higher cost 4 extra batteries to recruit.
  • Stand Alone: Swap your starting and maximum hand count of both decks. Reduce the maximum convoy deck size by 12 cards. You take no damage from an empty convoy deck.
  • Strength of the Pack: Each recruiting location has at least 3 beasts. Non-beast followers in your convoy deck count as 4 cards.
  • Hunter-Gatherers: Gain 4 food whenever you reach a node in difficult terrain. Your leader heals 2 fewer damage each rest.
  • Hardened Outsiders: Heal 1 additional damage on your prophet or 1 additional follower wound when resting.
  • Battlefield Engineers: Fill rows with obstacles on both sides. You have a 50% chance to go second in combat
  • Fortune's Favors: Start combat with 1 extra convoy card and 1 extra leader card. You have no mulligan phase.
  • Mechanized Life: Each recruiting location has at least 3 drones. Healing followers costs 5 batteries instead.
  • Crafty & Stingy: Each market has 1 extra piece of equipment. Hope gain from shared luxury items is reduced by 4.




More Perks

But that's not all. Beyond the new intrinsic perk, all other perks have been overhauled and tweaked to be a lot more interesting, diverse and interactive. There's a perk that grants a unique status effect in combat available on most convoys now! And there's different ways that the starting situation of the convoys can improve!

But, how do you get these perks?

Unlocking Extras

In the past, each perk was unlocked by completing the same target but using a different convoy. This was pretty repetitive, but also took a very long time. To make the process more fun this update also tweaks unlocks:

Each convoy has their own targets for unlocks now! And the target numbers should mean that unlocks are generally enabled much quicker now!

For example, one Convoy will have you dismantle items to progress, while another needs to destroy obstacles or play followers of a specific type.

And that's mostly it! Of course this update features a bunch of other minor improvements and bugfixes, which you can find in the changelog!

Stay hydrated,
- Martin

PREVIEW update: Convoy Perks!

Just a quick update to the PREVIEW branch:

I've been working on an overhaul of all convoy perks for a while now and it's ready to release. But before I push it out to the masses I wanted to get it into the PREVIEW branch to gather some feedback.



Convoy Perks

If you've taken a look at the Pioneers or the Hermit you might have noticed that these have a fourth perk, something that is unique and specific to them and starts unlocked. This always felt like a great chance to make the different convoy more distinct and unique.

After a lot of deliberation I decided to overhaul the convoy perks for all convoys to add such a unique perk. It wasn't that easy to find one for every convoy but I'm pretty happy with the result.

Here's a few examples, can you guess which convoy they belong to?

Devoted to the Faith
Blessed units gain +0/+1 instead. You take no damage from an empty leader deck. Any drones added to the convoy are demolished.

Strength of the Pack
Each recruiting location has at least 3 beasts. Non-beast followers in your convoy deck count as 5 cards.

Hunter-Gatherers
Gain 4 food whenever you reach a node in difficult terrain. Your leader heals 2 fewer damage each rest.

Speedy Unlocks

And while I was it, I wanted to take a closer look at the unlock conditions for the perks. It took a lot longer to unlock a perk than I planned so these changes to the perk also feature new (and unique for each perk) unlock conditions and targets. They should be quicker to unlock now.

However note that with this update, I had to make some changes to the save game to account for these features. Any unlocked convoys and classes are retained, as are unlocked perks. HOWEVER any partial convoy perk progress you had made is lost.

Preview Branch

If you don't know what the preview branch is: You can use the Steam Beta feature to switch from the regular release to the preview releases. This will automatically update the game and provide access to the occasional stable cutting edge builds. Below's a screenshot of how this looks like:



So if you want to give it a try and have some feedback, I'd love to hear it! There's still some room to tweak things before it goes live for everyone!

Stay hydrated,
Martin

The Seer and Spider are here. New prophets for the wasteland.

This winter on Soma brings and early present for everyone:

Two brand new prophet classes to unlock and play! And of course these come with a set of brand new leader cards. And then there's a host of other tweaks and changes to the cards and game! Read on to find out more!




The Seer

Quiet and introspective, the seer has the talent of sight. A seer can glance through space and time to stay one step ahead. A gift and a burden at once.

Mechanically the Seer's give of sight is done with Locate. Locate is a brand new mechanic that allows you to select a card from up to three presented to you. By default these cards are pulled from your deck and allow you to get what you need, when you need it.

Precognition is a simple card that allows you to locate a card from among your next three leader cards.

However the Seer also has a more sinister mechanic: Sacrifice. By sacrificing your own units (which will not wound them) you can get even more value out of your people.

Eye for an Eye, which was changed in this update, is one such card. By sacrificing one of your followers you can destroy a random enemy follower. This can set up quite favorable traits, if you manage to control the battlefield enough.

To unlock the Seer, all you need to do is meet the hermit Shree Kha in his cave and get him to join you.



The Spider

A friend to machines, the spider has mastered speaking to the things made of metal. This makes him an excellent ally, if a tad unpredictable.

The spider is a strange recluse that works well with the machines of Soma. He combines well with the drone keyword followers.

Crash Protocol which was updated and now buffs a drone for +2/+0 and makes it fight against a random enemy target. That's great for just one Energy but since the drones are unpredictable, you can never know what it'll go up against.

This unpredictability also makes his way into the Spider's mind and actions. Many of his effects have random targets and effects, like:

Mind Shredder, which deals 2 damage to a random unit. And it does that for a total of 8 times. Note that it is truly random and might hit your units as well!

To unlock the Spider you need to leave a follower behind at the fallen star's sibling.



Class tweaks

Apart from that a number of the other classes got slight tweaks to their starting decks and level up cards. Here's some of those:

Firebrand
No big changes necessary
• Legendary: Replacing Bury with Bold Strike (was an Echo card)

Echo
Strengthening the debuff (-x/-x) presence in the echo's cards
• Common: Replacing Quick Reflexes with Infect
• Rare: Replacing Crippling Strike (was Mind Break)

Improving the Stun combos in Echo
• Rare: Point Blank replaced by Slash
• Rare: Slam adjusted to kill targets if they are already wounded
• Legendary: Bold Strike replaced by Stun Symbol

Starting Deck more in line with changes
• Blackout changed to Infect
• Mind Seize replaced by Slice
• Slash replaced by Choking Fog

Banshee
No big changes ncessary
• Legendary: Coordinated Tactics replaced by new card Loyalty Shift

Starting deck adjusted to strengthen discard
• Infect replaced by Bolder
• Rally replaced by Riot (changed to sometimes force discard)

Tower
Strengthened control through mass damage cards
• Rare: Unstable Weaponry replaced by Mind Seize
• Legendary: Battlefield Trance replaced by Mind Break

Starting deck adjusted accordingly
• Blessed Strength replaced by Static Charge
• Decoy replaced by Guard
• Unstable Weaponry replaced by Secure
• White Noise replaced by Mind Seize



The small stuff

And here's the various smaller changes, taken straight from the changelog:

Tweaking leader cards
• A number of leader cards were changed and twewaked to harmonize with the new classes
• Riot: Now discards and draws cards
• Eye for an Eye: Ssacrifice a follower to destroy a random enemy follower
• Desperate Action: Only does two damage and draws a leader c ard
• Heavy Slug: No longer draws a leader card for the enemy
• Juggernaut: Now refreshes the target
• Crash Protocol: Targeted drone now fights a random enemy target
• All sacrifice effects now no longer deal a wound

More stats tracking
• A larger number of interesting gameplay stats are now being tracked by the game
• Your current and overall stats are now be visible in the collections stats and cargo screens

Balancing
• Reduced requirements for convoy perk unlocks to 20 fights (was 50), 5 milestones (was 15) and 8 bosses (was 25)
• All classes had their level up and starting decks tweaked slightly
• Feral Guide to 5/3 (was 6/3)
• The Tempest to 6/7 (was 6/6)
• Hired Gun to 3/4 (was 4/3)
• Sweeper to 5/4 (was 5/3)
• Chatri Matriarch to 5/5 (was 5/4)
• Rabid Lizard to 3/5 (was 3/4)
• Reclycer to 4/6 (was 6/4)
• Berserker to 4/4 (was 3/3)
• Caste Overseer to 5/7 (was 6/6)
• Matyr reduced to 4-cost 4/3 (was 5-cost 5/3)
• Company Agent reduced to 4 5-cost 4/5 (was 6-cost 4/7)
• Anointed inquisitor reduced to 7-cost and 3/8 (was 8-cost 7/6)
• Strategist reduced to 4-cost 2/2 and gained Stealth (was 7-cost 7/7)
• Shadow to 2/3 and gained Stealth (was 5/3)
• Lumbering Chambal to 3/6 (was 2/6) but only gains +3/+0 on Fury (was +4/+0)
• Savage Aibhana gained Brawl
• Protector now adds armor on revenge
• Deceiver now steals followers permanently
• Siege Breaker was set to rare by mistake, has been corrected to legendary

Interface
• Fixing a large number typos in UI text and events (Thanks to Ophidian for the event checks and everyone for the reports!)
• Can now click on the deck piles to look into the decks (only your own) and discard piles (all)

Bugfix
• Tea luxury item now heals properly again
• Ruster Lifter now heals over his starting HP again
• AI can now properly play Brawl followers
• Removed a few erroneous Attack tags from cards
• Can no longer spend two Focus points on one card by double clicking
• Wild shot can now also target obstacles as intended

Steam Cloud for all!

Alright everyone! It's time for another update. This is all about the Steam support. The cloud, the cards and some other changes!



This update finally enables steam cloud support. This means your save files will be saved on Steam's servers and you can synchronize your data between different machines. Now you're able to continue your run from one machine, and your overall progress will also carry over.

Since this had not been enabled previously you might get a "conflict" popup the first time you run on your second machine. Steam will ask you whether you want to use your current cloud date or whether to overwrite it with the local machine.

It is recommended that you keep the save files from the machine that has more overall progress. Runs can be restarted more easily than unlocks can be regained. So if you choose something in that popup make sure you're picking the right option!

Also, if you had steam running during this update you might have to close and restart the steam client for it to work properly!



And alongside the cloud we'll have some cards. The Nowhere Prophet trading card content contains 6 badges, with a total of 7 collectible cards, 8 unlockable backgrounds and 9 steam emoticons!

Here's some previews of the content!





And lastly there's some minor changes to the game, mostly some interface and balance tweaks and some small bugfixes.

Changelog


Balancing
• Reduced required days for the wilderness wanderer achievement from 14.600 to 7.300
• Crippling Strike tweaked to deal -2/-1 and -4/-2 respectively (was -2/-0 and -4/-0)
• Slight tweak to available follower factions in recruiting locations
• Increased battery gains on Doomed (now equal to Burdened difficulty)

Interface
• Updating French translation in parts
• Added bomb visual FX to Crash Geneer (replacing Knife)
• Added changes to save game system to prepare for Steam Cloud Build

Bugfix
• Fixing an issue with an option within the tower event of the botanical dome location
• Brigand description now correctly says (4/2) in all languages
• AI now better handles enemy obstacles with Taunt
• Time descriptions in options menu now update when language is changed

Aaand that's it for today!

- Martin

The STEAM AWARDS and a massive THANK YOU!

The Steam Awards are here, and what better time to look back at the amazing year Nowhere Prophet has had! From a wonderful beta-run through to all the new updates (with one right around the corner) we've had a tremendously busy year, and we couldn't have done any of it without you!

This Awards season, we needed to pick an award to suggest to you, and right from the very start, you've always talked about how much style the game has. Every card, leader and effect is brimming with it, and you've made sure we know which have been your favourites along the way! There's no better feeling than sharing some content only to have folks enthuse about it, so that's the category we've gone for!



Of course, it hasn't only been your favourites you've talked about all year. Your feedback from first-access through to the latest updates has been crucial to making Nowhere Prophet the game it is today - you've talked through strategies, posted videos and constructed essays(!!) that have helped us build and grow, and for that, we cannot thank you enough.

We were especially glad that so many of you joined us during the Discord meta-game, and crossed Soma with us on the run-up to the game's launch. Some of you were even lucky enough to be entered into some of the game's events, and created some new cards and convoys, which was an amazing experience to be a part of! We're always in awe of how passionate folks are at launch time, and this was no different!



We're constantly floored by your energy and enthusiasm for Nowhere Prophet, and undoubtedly we're carrying that forward with us to a bright future - we've got an update for you that's JUST around the corner as well as some other secrets and topics that we're actively investigating, so there's plenty more to come - We hope you love them as much as we do!

Thank you for an amazing year, it's been wonderful travelling with you
Martin, Mike, Dan, Arwyn & Pip xoxo