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Breaker & Stalker class released!

Another huge update! I'm excited to finally round out the classes to the full set I envisioned years ago. With the Breaker and the Stalker two brand new prophets enter the fray, so let's look at what they can do!



[h2]The Breaker[/h2]
The Breaker is a former operative of the Union of Five Fingers. Disillusioned with their egotistical he has left them behind and found a new purpose with the fallen star.

His playstyle is generally slow and methodical, with access to defensive effects (via armor and taunt) and a few build pillars available to him:

Marking groups + AOE damage
Marked is a new keyword that increases the damage a unit takes. The breaker is good at spreading out marked on groups of enemy targets and then to follow up with area of effect damage (Blast and other cards) to capitalize on their vulnerability.

Obstacles
Putting down cover, throwing explosive barrels onto the enemy battlefield or just blocking off a column entirely. The Breaker knows how to handle and shape terrain.

Single, strong units
The Breaker is good at fortifying individual units. Giving them stat boosts and other benefits to build up true juggernauts.



[h2]The Stalker[/h2]
The Stalker ist a child of the wild places of Soma. Living out with the hilltribes in the ranges they took good care of their clan, hiding away from the eyes of strangers.

The Stalker's playstyle is more aggressive than the Breaker. It focuses on taking out key enemy units, disrupting their means of attack and going for the kill.

Marking individuals + Double tap
The Stalker also uses Marked but specifically to target individuals, to either make them more vulnerable or to disable their defensive capabilities. This combined with a new pair of attack cards that hit a single target multiple times allows them to really capitalize on that. This also makes these cards really good against Robust targets.

Beasts
Like many members of the hilltribes, the Stalker has become a friend to beasts. They can bring them into battle to bolster their own ranks or to directly slam into the enemy. A number of cards feature strong Beast synergies.

Stealth
Staying hidden is a part of the Stalkers strategy. A number of cards grant Stealth to their followers or capitalize on the units that are already in Stealth. And to make Stealth a bit more reliable, the keyword has been changed to only pop when taking damage from a follower or unit, not from the leader. This is usually going to be retaliation damage and it helps make Stealth a more robust investment during a battle.

Positioning
With their knowledge of battlefield tactics the Stalker is an expert at pushing and pulling people around. The Stalker has a few cards that either harm or help units when they are moved around, combine this with cheap access to movement cards and interesting strategies come together.



[h2]New Keyword: Marked[/h2]
As mentioned above there's a new keyword in town. Marked. Marked can be put on units or obstacles and it makes them vulnerable. They can now be attacked regardless of their position and they take 2 extra points of damage, whenever they are damaged.

This means you could mark a unit to get rid of it more quickly, to trade upwards or to get rid of some pesky sniper or construct that's hiding away in the back somewhere.

But not only that, with this update Marked, Taunt and Stealth are exclusive. So you can mark a unit to pop it out of Taunt. Put Stealth on a marked unit to prevent extra damage. Or put Taunt on a Stealth unit to pull it out of hiding.

[h2]Balancing changes[/h2]
Of course there's a number of additional tweaks and changes in this version. Some of the new cards related to Marking or the two new classes have been added to enemies or pieces of equipment. And there's been some balancing changes:

• Stealth is now only lost on unit or obstacle damage, not from leader-based damage
• Shadow Trail only triggers once each turn
• Bandit outfit a tad rarer
• Added a new item: The Machinepistol
• Changed the power on the Machinegun to more column damage
• Savage Sibhana was upgraded to Legendary (and is rarer in enemies now)
• Shadow Banjha was downgraded to Rare to compensate
• Coordinated Swarm status effect was changed to be more interesting
• Smoke Screen leader card upgraded to Rare
• Mercy Kill upgraded to 3-cost (was 2-cost)

And that's it! I hope you enjoy this update. Let me know which one of the new classes is your favorite!

And stay hydrated,
- Martin

Community Localization is live!

You may have noticed the small Localizor logo in the main menu that appeared in the latest update.

For a bit now Nowhere Prophet has been available on the great community localization site Localizor.io. It's a great platform where anyone can submit and rate translations for the game. And once a language is completed I can export it back into the game and make it available to everyone!

And a number of languages are already pretty far along!



If you're interested in helping out, check out the Nowhere Prophet page on Localizor. And if you've got any questions, need another language to be enabled or just wanna hang out, join the Nowhere Prophet Discord!

[h2]Vagrus: The Riven Realms[/h2]
And while I have you here I wanna point you to a great project from some friends of mine. Vagrus is a story about a caravan set in a post-apocalyptic world. Sounds familiar? Maybe, but where Nowhere Prophet is a colorful sci-fi planet, Vagrus is set in the dark and dangerous ruins after a magical cataclysm.

[previewyoutube][/previewyoutube]

The game looks great with immense production value and a deep world and story. Check out their campaign on Fig to learn more or head on over to their Steam page and wishlist directly!

And that's it for today!

See you soon for another big update on the Stalker and Breaker!

- Martin

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