Hello everyone! The deckbuilding system has evolved quite a bit over the last week! Now, there are special non-combat cards that you can play in dialogue events, but they will never be drawn when in combat.
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Full Cut the Cards update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone!
What changed
0 fixes2 additions2 changes0 removals
Events
Gameplay
Compatibility
Store
changedThe deckbuilding system has evolved quite a bit over the last week! Now, there are special non-combat cards that you can play in dialogue events, but they will never be drawn when in combat. Furthermore, you can enable/disable combat cards to set whether they will be drawn in combat. This is all indicated with a small circle in the top right of the card, only visible when you're in the view deck screen:
addedTo prevent a single over-powered card from dominating a run, if you have less than 10 cards in your combat deck, you'll be forced to add "Nothing" cards until you have at least 10. I considered just requiring at least 10 cards to be selected, but I think it'll be more fun this way. Imagine trying a strategy where you sell all your starter cards to buy a really powerful one -- but now 9/10 cards in your deck are worthless! Risky, but if you're lucky, it might just work out. I hope this additional player choice is as exciting to you as it is to me.
addedLast week, I also looked into the possibility of adding controller support, and I've got great news! I expect that the playtest and demo will both have full controller support -- the store page has been updated!
changedNext week, I'll discuss how shops work in the game.
Cut the Cards changes
changedThe deckbuilding system has evolved quite a bit over the last week! Now, there are special non-combat cards that you can play in dialogue events, but they will never be drawn when in combat. Furthermore, you can enable/disable combat cards to set whether they will be drawn in combat. This is all indicated with a small circle in the top right of the card, only visible when you're in the view deck screen:
addedTo prevent a single over-powered card from dominating a run, if you have less than 10 cards in your combat deck, you'll be forced to add "Nothing" cards until you have at least 10. I considered just requiring at least 10 cards to be selected, but I think it'll be more fun this way. Imagine trying a strategy where you sell all your starter cards to buy a really powerful one -- but now 9/10 cards in your deck are worthless! Risky, but if you're lucky, it might just work out. I hope this additional player choice is as exciting to you as it is to me.
addedLast week, I also looked into the possibility of adding controller support, and I've got great news! I expect that the playtest and demo will both have full controller support -- the store page has been updated!
changedNext week, I'll discuss how shops work in the game.
The deckbuilding system has evolved quite a bit over the last week! Now, there are special non-combat cards that you can play in dialogue events, but they will never be drawn when in combat. Furthermore, you can enable/disable combat cards to set whether they will be drawn in combat. This is all indicated with a small circle in the top right of the card, only visible when you're in the view deck screen:
To prevent a single over-powered card from dominating a run, if you have less than 10 cards in your combat deck, you'll be forced to add "Nothing" cards until you have at least 10. I considered just requiring at least 10 cards to be selected, but I think it'll be more fun this way. Imagine trying a strategy where you sell all your starter cards to buy a really powerful one -- but now 9/10 cards in your deck are worthless! Risky, but if you're lucky, it might just work out. I hope this additional player choice is as exciting to you as it is to me.
Last week, I also looked into the possibility of adding controller support, and I've got great news! I expect that the playtest and demo will both have full controller support -- the store page has been updated!
On the backend, I've been setting up save games, including cross-platform saves via steam cloud. So far, everything works! But it'll be up to the playtesters to help identify any bugs I've missed.
Next week, I'll discuss how shops work in the game.