In this update10
Full notes
Full Bag of Dreams update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- UI and audio
Bag of Dreams changes
Thank you all for playing the game so far! It's been great hearing the feedback y'all have dropped so far and shoutout to those who grinded achievement for literally 5+ hours right upon release LET'S GO. 🥳
ANYWAY, first release patch is here!
This patch focuses on bugfixing, but there ARE some other fancy things in here. A fragment refactor and... a BRAND NEW FRAGMENT for example. More to come, but that's for another day!
Oh, if you haven't done so yet; do leave a review. Helps me out greatly! ;D (Like just go and do it, it's free, the cops can't stop you, and you'll surely feel good when done!) 🤗
🔮Djinn
At the end of the round, now animate the incoming bonuses based on the themes on the grid, rather than just adding it to the totals with visualization. Yay clarity!
🧅Master Onion Refactor
- Master Onion EffectRush. Retrigger the effects of other fragments in its row that are placed on a sacrificed Dream Space. -> Passive. Fragments placed adjacent to this will act as if they're on a sacrificed dream space. - The previous master onion was a bit boring, and hard to use. The new effect will proactively help you get your effects off!
⚓New Swift Fragment
Pulse Anchor: - Early (5): When ending a dream on this fragment, permanently remove a nightmare of choice, and this, from the bag. Increase price each usage. - You wanted more control over the game!? REMOVE NIGHTMARES FROM YOUR BAG. It's pricey though.
⚖️Balance Changes
Pet Deck
Dragon Queen: - Base Bond Amount: 3 -> 2.
Happy Treats: - Stability: 2 -> 3.
Past Friends: - Effect Stability: -2 -> -3.
Treasure Pike:
- Dust: 6 -> 3.
- Effect's Maximum Cost Reduction: 80% -> 50%.
With the powerups being added, among a lot of other changes, I found the incoming essence as you get later in the game is generally enough to unlock dream spaces anyhow. This fragment is up for a refactor, later! - Effect's Cost Reduction increase per bond: 2 -> 1.
Turtle King:
- Essence: 4 -> 2.
- Stability: 2 -> 0.
- Effect Refactor: "Bond Pet.
Attract. Passive. Negates 2 Nightmare fragments in its row, permanently gaining 2 Dust for each." -> "Bond Pet. Attract. Passive. Negates 1 Nightmare in its row for each 3 Bond value it has, permanently gaining 1 Dust per nightmare." - This change not only makes Turtle King a little weaker early game, yet stronger late game, it also creates another direct bond synergy, effectively buffing up Heavenly Snacks as well! Win/win. - Effect's Dust Bonus: 2 -> 1. - Turtle King is a very strong fragment, and still is. Manipulation and negating TWO
Swift Deck
Injury
- Effect Stability: -7 -> -5. - While -7 wasn't too bad initially, as you can play around it by avoiding Rush fragments... that's not so easy anymore when you actually start with the Swift deck. Oops!
Second Wind
- Effect's Essence Bonus on threshold met: 3 -> 2. - Late Threshold: 7 -> 10.
Talent Scout: - Essence 3 -> 2.
Sacrifice Deck
Shifting some more power into flat, early, essence!
Happy Broccoli: - Essence: 0 -> 1.
Juicy Salad: - Essence: 1 -> 2.
Pearly Pear
- Dust: 4 -> 3.
- Essence: 2 -> 3.
Wild Carrot
- Essence: 0 -> 1.
Isolation Deck
House Fire: - Effect Stability: -3 -> -2.
🪲Bugs Squashed
Fixed a bug where the fallback font with Japanese symbols would break. - Fixed a bug where the "Back" button in the Encyclopedia would sometimes move underneath the "Next" button. - Fixed a bug where some texts would not immediately update when changing language settings If you find any more texts that don't update, please let me know on discord! ;D - Fixed a bug where after placing a Banana Party, isolated, you could click dream spaces to spawn UNLIMITED BANANA PARTIES. Really turning it into a party though! - Fixed a bug where a dreamcatcher would heal a later-placed nightmare's instability even though it never applied said instability. - Fixed a bug where playing a pick/draw card bringing you to 0 stability would open the pick/draw screen rather than losing the player a life. - Added an extra safety net to make sure certain effects would stop life-lost from triggering, potentially softlocking the game - Properly renamed Swift Victory back to World Record - Character descriptions on the mode selection screen now works as intended. - When there are no available fragments left according to the shop-roll rules, use a fallback to fill that slot up with a fragment that breaks these rules. No more empty shop slots! Get your fragments now! - Fixed a bug where Chicken Heaven sometimes wouldn't recognise all of the food types in its row. - All food types are beautiful. - Fixed a bug where Pick/Draw effects would not be retriggered by retriggering effects. - Fixed a bug where the Dust, Essence, and Nightmare Fuel achievements would not properly trigger if you gained TOO MUCH during a run. - Fixed a bug where Treasure Pike's dream space unlock reduction could go above its cap.
🤔What else is coming your way!?
If you haven't bought the game yet... an improved demo will be coming up! All the full game release's quality of life patches and bug fixes included, just a little less content! - Keyword explanations for powerup pop-ups! - More resolution options for windowed mode! - An option to see the encyclopedia during an actual run, in case you need a reminder of what's available in the game! - Some card refactors to make more FUN and ENJOYABLE synergies. - More balancing! I strive to make the game enjoyable, beatable, on all levels where losing should be near impossible IF you play it perfectly. It's a stretch, but that's the goal! - Some quality of life things when it comes to card discovery! - Improved localization
Source
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