In this update15
Full notes
Full Faerie Solitaire Dire update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
- Server
- Gameplay
- UI and audio
- Store
Faerie Solitaire Dire changes
Before getting into the patch notes I want to apologize to our fans that this update took so long to come out. Without my brother helping with the art and story I had set the game aside to work on Big Klondike, Faerie Solitaire Remastered: Lost Legends and FaeVerse Alchemy.
Big Klondike was the first small game I worked on while my brother was sick. Then I didn't touch it again for a few years then added some cheap $2 DLC to it to help us out more financially. Off and on I worked on FSR:LL over the course of like 6 years. And sometime earlier this year I decided to fully finish FVA. I actually started remaking FVA within FSD! There is a prototype that's playable and hidden in the game right now. It might be used as a mini game in the future.
My main point here is I was working on other projects to keep myself busy in the hopes my brother would be able to return to help finish FSD. But unfortunately he's decided for health reasons to step away from working on Subsoap projects. But that wont stop me from finishing it on my own.
With FSR:LL completed I'm able to shift all my focus over to FSD. Currently I'd say FSD is about half complete right now. There are a lot more locations and another mode I want to add for better replay-ability. The story will possibly need to be re-written as I wasn't involved in the original writing as much as I should've been, I have an idea where my brother wanted to take the story but we'll see. And of course a final pass on art.
On the topic of art, normally I didn't want to push out an update without mostly "finalized art" but instead I'm going to just work with very rough placeholder art when needed. So expect to see very poorly drawn art that will be replaced in the future.
I don't have a set schedule for updates. I'd rather not rush out updates. But I will be in the forums or you can join our Subsoap Discord server to ask questions or share feedback.
https://discord.com/invite/ZQ72Jqu And with that here's the patch notes for Update 0.9.2:
Re-implemented our Visual Novel style story telling
Story only goes up to chapter 16
After chapter 16 there is a placeholder dialog
Story is incomplete and might be completely re-written
This will take priority in a future update
Character art is all placeholder and very rough
Only first few chapters have character art added
Achievements
Added back the previous 5 unobtainable achievements
Will we be adding more achievements in the future? Yes.
Updated Main menu to include Nexus
Nexus will be built up over time with various buildings, currently it'll only house a method to access the temporary adventure/quickplay select screen
This zone will be a hub to access most of the non-adventure related content with vendors that can use the dire tokens and pure gold
Updated the Artifact Screen
Left clicking on an equipped artifact it will now just select it
Right clicking on an equipped artifact will auto unequip it
Selected artifact will now display an icon to indicate if the artifact is passive or an ability
Added help overlay, when the overlay is open clicking on [Wishing] will display wishing help overlay
Added Main Story reset button, an [!] will indicate that artifacts have been changed
Added Artifact loadout slot feature
You can purchase up to 12 loadout slots for dire tokens
You can rename loadouts to better help organize what they're for
Missing particles and sound effects when interacting with the loadout system
You can access the loadout system from the temporary adventure/quickplay select screen
Added 2 new Artifacts
In the future I want to add ways to find artifact fragments other than the wishing system
I have a lot of ideas for even more artifacts in the future
Updated Equipped artifact screen when playing
Added ability to deactivate any artifact for the rest of the location
Deactivated artifacts if still equipped will be automatically re-enabled upon a new location or location restart
Added Sanhe Shop
Items unlock based on the shop level
Levels are gained based on pure spent
Lucky Loom grants randoms boons
Feedback on costs and progression is much appreciated
Placeholder assets used
Some pfx and sfx are missing
Updated the adventure loop to 50 locations
450 hands in total
Lots of new special cards w/ placeholder assets
Placeholder backgrounds in use
When completing an adventure loop it will just automatically reset to location 1
Balance pass on Locations
Rose Forest #1
Pearl Barrens #2
Tumble Hills #3
Viridian Groves #4
Dragon's Yew #8
Wealding Temple #11
Updated egg drop rate
Now matches the drop rate of our other games
Updated Pet screen alert icon
Easier to differentiate between ready to be activated or evolved
Re-Enabled Difficulty Options (Calamity)
Added location based goals (level objectives)
Adjusted Relaxed luck from -3 to 0
Adjusted Normal luck from 0 to 1
Luck can't drop blow 0 anymore
Added Level Objectives
These will be goals required to pass a location and/or hand
Difficulty is based on Calamity level
Green text is location based
Red text is hand based
More might be added in the future and others might be adjusted
Added Level Restrictions
These will add an extra level of difficulty
These are indicated by the blue text
Their checkbox has a blue star next to them
Updated End of Level screen
Added Level Objectives information
Added Level Restriction information
Added Location Stats
Updated particle system
Just under the hood update to keep things tidy
Updated pure gold gain by 50%
Average max potential of pure before was around 4,000 to 5,000 with high combos
New max potential is closer to 8,000 to 9,000 before buffs
Special Card Visual Change
Improved visuals for when Guiding Relic is active, giving a unique card hover effect for matchable cards
Pure gold gain changes
Matching cards on top of stacks - 2g
Matching cards on bottom of stacks - 5g
Cards left in deck at the end of a hand - 2g each
EoL (End of level) bonus for purity - 25g
Eol bonus for heroic - 50g
Eol bonus for spare not used - 25g
Eol bonus for wild not used - 25g
Eol Bonus for deck not used - 100g
Eol Hand gold formula - (pure_hand+eol_bonus) + round((pure_hand+eol_bonus) x (highest_combo/5.0))
These are subject to change
Bug Fixes
Clear Mantra wasn't always filling to max
Prayer Beads wasn't resetting on new hands
Magic Pouch and Starlight Prism effects when applied is now swapped (Prevents cards from spawning under the wild)
When Fireball card is activated and at least 1 Ooze Wall is on top of a stack, it'll always trigger the fireball effect
Fixed when Light card was cursed and cleared it would show double cursed cards left
Fixed issue when using Clear Mantra with the wild cards on the foundation causing them to break their sprite
Fixed card hover glow activating when the card started to flip instead of being fully flipped over
Many miscellaneous bugs
Linux
Possibly doesn't work right now and needs to be investigated
Use Proton Experimental if it doesn't run
And finally for those who wish to check out the other games I was working on you can get them here:.
[dynamiclink href="https://store.steampowered.com/app/282880/FaeVerse_Alchemy/"]
[dynamiclink href="https://store.steampowered.com/app/1706340/Big_Klondike__Classic_Solitaire/"]
[dynamiclink href="https://store.steampowered.com/app/4144670/Faerie_Solitaire_Remastered__Lost_Legends/"]
Source
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