Patch v0.101.0-beta
Summary
Hey everyone, Anthony here. It's time for another Beta Patch where we test out experimental changes. Today we are going to do something a little different for the patch notes as I will be giving some insights into our design intent and thoughts behind various changes.
Buffs (6)
Damage increased from 4(5) -> 4(6)
Damage increased from 7(11) -> 8(12)
Next Turn Block increased from 4(6) -> 5(7)
Block gain increased from 8(11) -> 10(14)
Forge increased from 6(10) -> 9(13)
Energy cost increased from 2 -> 3
Nerfs (4)
"Power - Rare - Cost 1 Whenever you play a Colorless Card, gain 1(2) Strength." -> "Power - Rare - Cost 1 (Innate.) Whenever you create a card, gain 1 Strength."
now draws 2 cards, but Forge decreased from 12(17) -> 5(8)
deals less damage, damage scales slower, and no longer applies Dazed status cards
HP decreased from 250(260) -> 240(250)
Reworks (21)
"Common - Skill - Cost 1 - "Discard 2 cards. Next turn, gain 2(3) Energy." -> "Common - Skill - Cost 0 - Draw 1(2) card(s). Discard 1(2) card(s)."
"Uncommon - Skill - Cost 1 - Enemy loses 2(3) HP. Add 2(3) Souls into your Draw Pile." -> "Uncommon - Skill - 1 - Enemy loses 3(4) HP. Add 3(4) Souls into your Draw Pile."
"Uncommon - Skill - Cost 0 - Apply 6(3) Doom to yourself. Gain 1 Energy." -> "Uncommon - Skill - Cost 0 - Apply 3 Doom to yourself. Gain 1(2) Energy."
"Common - Whenever you shuffle your Draw Pile, draw a card." -> "Common - Every 3 turns, draw 1 card."
now Exhausts a random card in your Hand instead of the top card of the Draw Pile
now Exhausts
Upgrade changed from +2 damage -> 1 additional hit
now draws cards immediately instead of next turn
no longer increases the cost of Sovereign Blade
Rarity moved from Common -> Uncommon
Rarity moved from Uncommon -> Common
Rarity moved from Uncommon -> Common
Rarity moved from Uncommon -> Rare
Rarity moved from Rare -> Uncommon
Now uses Free to Play instead of Costs 0 Energy
Now uses Free to Play instead of Costs 0 Energy (Now also only lasts until end of turn)
Now uses Free to Play instead of Costs 0 Energy
now applies Dazed status cards to the player
stat theft no longer scales with Ascension
Bug Fixes (24)
maps sometimes generating with fewer shops than intended
exploit where you could controller navigate to card grid when the upgrade/remove/enchant/transform preview screen is open
a crash that could occur at the start of the player's turn when abandoning a run
a softlock that could occur when abandoning a run during a combat-style event
cards upgraded to cost 0 no sorting correctly when ordering by cost in the deck view
the Y and X glyphs being incorrect on Switch controllers
softlock when a monster's visuals would fail to load
Grave Warden+ showing Soul+ in its hovertip preview
Seance+ showing Soul+ in its hovertip preview
a state divergence related to Joss Paper relic
a state divergence related to Dualcast card and Snecko Eye relic
a softlock when playing Scrape card against The Doormaker boss
blackscreen when loading a game saved at the rewards from the Mysterious Knight combat
being able to save and load at Neow to avoid the damage taken from Precarious Shears
softlock when you play an Imbued card that prompts a card selection and Vakuu's Whispering Earring relic
Doll Room SFX continuing to play if you save and quit out from the event
state divergence when you use Driftwood relic at any event
timing-related state divergence at the Doll Room event
timing-related state divergence when entering Battleworn Dummy event
back button not reappearing if you unready in an Multiplayer load game lobby
Beacon of Hope power hovertip description so it no longer says it stacks
Radiate card counting Stars from other players
rare timing issue when any player selects Random
Haunt proccing when another player plays Soul