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Nowhere Prophet News

Custom Game update is live!



Hey everyone!

Welcome back to Soma! I've been pretty busy and a few things have been changed, improved and added for Version 1.02! I'm excited to talk about the big changes:

Custom Game Mode

This brand new game mode (and the six new modifiers) will allow you to play the game the way you want to. Want to start with more resources? Change the rules of attacking? Stop your followers from taking wounds? Or maybe you just want them to die instantly.

Simply select up to four modifiers to change your game! Note that some modifiers are mutually exclusive and can not be active at the same time.



And this game mode is available to all players for free. All you need to do is to unlock it. And how? Simply complete three games - you don't even need to win. If you've already completed that many games, just completing one more will trigger the unlock.

Modifiers
So, if you have the game mode unlocked, what are the new modifiers?

  • Diamond
    Followers destroyed in combat do not take wounds. Followers are more expensive and less common to compensate.
  • Chased
    You can not travel towards nodes that lay behind you.
  • Affluent
    Your journey starts with +200 batteries.
  • Cornucopia
    Your journey starts with +200 food.
  • Unwavering
    Your journey starts with +200 hope.
  • Cramped
    You always bring all followers in your convoy into combat. (You can still put some in your deck for priority healing and protection from the wilderness)
  • Sloth
    In combat your prophet acts second by default.


The Pioneers convoy

They follow the ideals of the Union, no longer its leaders. Solidarity, equality and liberty lead them on their search for a new home.



They have three unlockable perks, which you can see above, and one unique always-on fourth perk (similar to the Hermit):

Battlefield Engineering
Each side of the battlefield has at least one row filled with obstacles.

These obstacles are appropriate to the environment and make the battlefield tighter for both parties. This means that decks that work with a lot of cheap cards to try and flood the board have a bit of a problem. This also ensures that there's always obstacles to destroy if you have any synergistic effects...

So how can you get the Pioneers? When you're in Pit Nine, don't simply follow the instructions of the Agents mindlessly, maybe try to listen to the rebel cell and support their cause...

Six new leader cards

And lastly the new leader cards. These have been added to help round out some items and as a start to strengthen comeback mechanics and slower tactics, something I'm thinking about a lot.

Anyway, without further ado, here are the cards:

  • Decoy Phalanx
    Fill a row on your side with Decoy constructs (0/2) with Taunt.
  • Blistering Blow
    Push target unit. It suffers -3/-0.
  • Blinding Beam
    Stun all followers
  • Surprise Attack
    Each friendly unit with Stealth deals its attack damage to the first target in the opposing row and loses Stealth.
  • Black Hole Trap
    When an enemy follower with active card text enters battle: That unit suffers blackout. (Construct)
  • Gear Up
    Increase the cost of target friendly convoy card by 1. It gains +2/+2.


And that's the big stuff. There's still a bunch of smaller changes. Check out the changelog below for more details.

Originally posted by changelog
Custom Game mode added
  • Finish three games to unlock the game mode
  • Select up to four game modifiers before you start your game
  • Six new modifiers added: Diamond, Chased, Affluent, Cornucopia, Unwavering, Cramped and Sloth!


Six new leader cards
  • Added Decoy Phalanx, Blistering Blow, Blinding Beam, Surprise Attack, Black Hole Trap and Gear Up
  • Added Blinding Beam and Decoy Phalanx to Banshee (replacing Crippling Mudra and Sabotage)
  • Leader cards added to items


New pioneers convoy
  • Added a new convoy focused on Obstacles and Armor
  • To unlock them you need to assist the rebel cell in Pit Nine


Balancing
  • Warden changed to 3-cost 3/6 (was 2-cost 3/4)
  • Added Warden to Traders convoy
  • Bandit Executioner buff change: Now only triggers if you have no Energy left
  • Signalbearer is now Rare and triggers for +1/+1 at the end of each turn
  • Ordnance Runner is now Common and 2-cost 1/1 with Stealth, Blast (instead of 3/4)
  • Union Sapper is now 3-cost 2/4 (was 2-cost 2/2)
  • Expert Slinger is now 4/4 Sniper, Blast (was 4/2 First Strike, Blast)
  • Zealot changed to 5/2 that destroys a random follower on Fury
  • Demolitions expert changed to 1/4 that sets the health of all other followers to 1
  • Deplete cost is now 2 (was 3)
  • Janwar Bear changed to 4/2 (was 5/2)
  • Cultist changed to 2/2 (was 3/2)
  • Reduced cost of Arc Overload power to 1


Interface
  • Fixed text on Scratch cards to refer to enemy "targets" in the frontline (not "units")
  • Added new "thrown Bomb" visual effect
  • Added new logo intro animation


Bugfixes
  • Hand card sorting issue fixed
  • Strain Chain & Buried Knowledge no longer waste triggers
  • Strain Chain only triggers once each turn
  • Fixed some faction-based fights using the right faction
  • Rage no longer triggers on non-killing Robust units
  • Disabled all hotkeys while using convoy cards text filter
  • Coordinated Swarm status effect can properly target enemy leader again


And that's it!

Thank you for reading and thank you for playing. Do join me in the Nowhere Prophet discord and please leave a Steam review if you enjoy the game!

And as always: Stay hydrated!

- Martin

New free content update incoming!

It's been a tad quiet around here while I was busy getting a nice update together for everyone. The upcoming version 1.02 comes with a new game mode, a new convoy and more!

If you're eager to play that before it's publically released then check out the PREVIEW channel and give these changes a spin.

But for now, let's have a peek:



Custom Game mode

This brand new game mode can be unlocked by playing three games. You don't need to complete them, you just need to make it to the final screen. If you have already played that many games, simply finishing one more will unlock it!

And what is Custom Game? Well, it allows you to select up to 4 modifiers to activate for your run. This means you can tweak your difficulty and flavor how ever you want it. And to make that even mroe fun I've added a few new modifiers, some of which will also be available in the Daily Challenge!

More details on these new modifiers soon!



The Pioneers convoy

Another new piece of content is a brand new convoy. The Pioneers are ex-members of the Union of the Five Fingers that have split off to build a new home free from the oppressive regime.

This convoy is all about armor and obstacles and will even feature a UNIQUE fourth perk that you do not need to unlock and that will influence every fight!

Six new cards

Aside from that there's also been 6 new cards added to the game, a lot of balancing changes and other tweaks. The final change log will become available on Wednesday and feature some more details!

Until then,

- Martin

Version 1.01.002 - Small fixes

Just a quick patch addressing some small issues:

• Missing Worker text added back in "Fury: Gain 1 armor"
• Spaceport "looking for work" follow up events show up again
• Targeting issue when dragging cards that are too expensive resolved

Version 1.01.001 Bhakta

Another update for everyone! Nowhere Prophet hits 1.01.001 and here's what's new and different!

Equipment Power energy costs

The active powers granted by some pieces of equipment now can have an energy cost associated with them. Many still cost 0 Energy to play but the overly strong ones now have a cost ranging up to 3 energy. This also makes it possible to make some of the existing powers stronger and more interesting. For example: The column, row and neighbor attack powers now all do more damage!

This has been done to make balancing easier, but also to make it possible to expand the game with a wider variety of powers in the future. Much stronger and thus more expensive ones are now a possibility.



There's also a bunch of other tweaks to balancing and interface and a number of bugfixes.

Changelog
Originally posted by Changelog
Equipment Power Energy Cost
• Equipment powers now have an Energy Cost (ranging from 0-3)
• Row and neighbor attack powers now deal 3 damage (was 1)
• Row attack power also damages enemy leader
• Wild Blaze now discards a leader card and no longer deals damage to you

Balancing
• Worker is now (1/1) but generates 1 armor on Fury
• Choking Fog changed cost to 3 (was 4)
• Drone Batallion changed cost to 3 (was 5)
• Storm Signal changed cost to 1 (was 3) and stats to 0/2 (was 0/4)
• Kaalrati broken has cheese protection "Backup Systems" buff added

Interface
• Mutator Spite has a less ambiguous description
• Leader Deck during travel will no longer blink once player has seen level up hint once
• Added tooltip with enemy level and type in combat
• Changed label on loadout selection to make function of buttons clearer
• Unlocked convoy perks are clearer different from locked perks
• Show available Focus points in pre-combat screen
• Dismantling from combat and event rewards now possible
• Fixed buy/sell order in shop, again
• Cards in deck are less dark when shown in large card grid

Bugfixes
• Custodian text now properly references the Leader not Convoy Deck
• Ensured that "no target" widget is never responsive when not visible
• Minor event typos in EN, DE and FR
• Hotkeys while filling in follower text filter are suppressed
• Blackout also now properly removes stun
• Favorite followers now heal with priority
• Fixed some non-beast fights in beast events
• Pinned down no longer triggers when 0 health units move
• Attack Drone no longer targets dead units
• If a follower is blocked by a follower, they can't attack a blocking obstacle through the blocking follower
• Enemy AI now properly interacts with the new obstacle blocking rules


And that's it for this update. Please keep the feedback coming!

Best,

- Martin

Power costs Preview update

Mornin' everyone. It's monday and I'm back at work. I've mostly made my way through being sick, coming out the other end, still sniffling but happy to be properly productive again.

Still, this will be a smaller news post today with just one thing:

Preview Updated!

I've just updated the preview branch with a cleaned up version of the powers with energy costs (mostly translation stuff) and added a few minor improvements/bugfixes. The version number is now 1.01.000 and if nothing breaks this version will go live for everyone tomorrow.

So in case you're playing and notice anything weird (or even if everything is fine), then do let me know!

And I'm already cooking up a little surprise for later down the week! So stay tuned!

- Martin