In this update3
Full notes
Full BLOODLETTER update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Security
- Fixes
BLOODLETTER changes
Take heed Barber Surgeon for avarice and cupidity have befallen the village. A new Entity with 3 difficulties, 21 new cards, 2 new transmuters and 69 new Lore snippets.
We are happy to finally share new in game content with all of you. This time around while developing the new content we had a big focus on player agency. That means this update is focused on content that can be used in many different ways. Many cards in the new update are like little building pieces that you can assemble however you want. Same goes for how you defeat the entity. A little hint before you open the game: Avarice and cupidity are famished and you decide what stat you want to sacrifice to satiate that hunger.
NEW CONTENT
New Entity "Avarice and Cupidity" with 3 difficulties Steam post image
21 new Cards
2 new Transmuters Steam post image
69 new Lore Snippets that unveil more secrets about the villager's history and "Avarice and Cupidity"
New Visuals of the bathhouse with a new Environment for each Entity and an overhaul of the Queue for better visibility and immersion
We hope you enjoy discovering the new content!
Changelog
We have also worked on the existing content: A few balancing changes, and quality of life features.
Cards
Gluttony:
+15 Purity-> +10 Purity+15 Health-> +10 Health
Marvelous Tang:
While in Hand:
+5 Purity-> +3 PurityRarity:
common-> uncommon
Marvelous Zest:
While in Hand:
+5 Health-> +3 HealthRarity: common -> uncommon
was previously "Feline Substitute"
General
Reduced rare chance for Bloodstone extraction card rewards:
35%-> 10%Our vision for rare cards is that the can be run defining with unique effects, leading to diverse runs depending on which rare cards you find. With a rare chance too high you tend to find all rare cards in every run, decreasing the diversity in different runs. It is definitely a change that makes the game more challenging and we will monitor this closely and adjust it if the game becomes too difficult.
Decision algorithm for which villager goes into the Queue:
1 villager with lowest Purity and 1 villager with lowest health will be the last 2 positions in the queue. Rest is randomAll Queue positions are random but every villager near death (dies next night) will be prioritized
So for example, if there are 3 villagers near death, the queue will be comprised of the 3 near death villagers and 2 other random villagers
if there are more then 5 villagers near death they are randomly selected.
Quality of life
Added Keywords with tooltips for card effects
Bugfixes
Blessings
Fixed a bug where multiple Blessings could be triggered at the same time. They now spawn one after another.
"Exploit" Cards (Cards that trigger when discarded from hand)
Fixed a bug where handcards became blocked after discarding 2 or more Exploit cards from hand.
The Impaled One
Fixed a bug where duplicating a card with a sword piece added a new additional sword piece to the duplicated card.
Fixed a bug where playing 3 sword pieces with "Covetous Ouroboroi" active. The cards where discarded before the Bloodstone extraction animation was finished. The discard effect of "Covetous Ouroboroi" now triggers after the sword pieces are removed from the cards.
And...
...Thank you everyone for your continuous support for BLOODLETTER. Your feedback is incredibly valuable to us and helps us immensely in improving the game. If you have any thoughts, wishes or suggestions please join our discord and come talk to us on there. Alternatively we also read everything in the community hub here on steam and really look forward to hear what all of you think about the new content.
We are already preparing the next update which will be the full release of BLOODLETTER, so please look forward to that.
In the meantime: May your dubious methods work!
Source
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