What changed
0 fixes2 additions2 changes0 removals
- Gameplay
- UI and audio
- Performance
- Store
addedA couple things here may actually have been added in a previous patch, as I skipped notes on the last one.
changedWent through and reworded most shrines to hopefully be more clear in the way the shrine tiles are replaced. Eye of the Storm is now replaced by a Flurry rather than a Fog. Reworded a slew of tile descriptions and fixed some typos. Last patch's new final boss received two minor buffs to his damage output, also his special turn now has a minor visual effect to make it more obvious, as it was easy to miss before due to the amount of text in his ability box. Have feedback on this guy? Hit me up on Discord! Previously added boss descriptions when hovering over enemies, now added a similar thing for all enemies showing what tier they are grouped in. Fixed a handful of bugs hopefully, including one with Long Reach (trait) and gaining HP, and hopefully one where the Home tile was coming up in weird places. I have yet to wrap my head around the cause of this Home tile bug and instead have tried to patch it in another way, if you encounter this bug and gain an extra Home tile in your mosaic, I would appreciate any information you can provide over on the steam forums or the discord. Also fixed a bug that was preventing the logging/jiggling effect by on reveal tiles triggered upon using a grimoire or puzzlebox. I had a line of code specifically to prevent it. This may have unleashed a bug back into the wild, but I couldn't figure out why it existed. Heh. It seems to work okay... Added a very minor boss border. To make it really clear I would like to have something more intricate, but for now we have simple, hopefully it's enough to draw someone's eye. Keeping this on my list and may be improved down the road. Changed a player icon sprite, I doubt anyone's seen it yet but it's better now... Added a minor informational element to the pause menu. One that may clear up the most obvious source of confusion hopefully. Still considering whether or not to change 'revealed'. It's simplicity is a blessing and a curse. I'd like to add a couple more manual-esque reminders on there for players to tab through. It does sort of double up on info from the tips area, but the inclusion of sprites is kind of nice, and it could give players the information more on demand. We'll see where it goes. Removed Desecrates from the Constructive trait's pool. It just seems bad early on and it just seems a lot less exciting than the other options.
addedThat's it for now. Tile descriptions are still on my list, but I do feel like they've improved a little bit in their consistency. Content wise, I would like to add another tier 2 enemy, as this is the longest segment and does not have the most enemy types. I have another sprite for a 3rd final boss, and am working on a skill set for that as well. 3 will likely be the resting point for final bosses for a while. I could see another first boss option, as you get there more often, but have nothing in progress at the moment. I will also continue working toward adding new player portrait options (change them using TAB btw). These are something I work on in my idle time and they usually crash and burn. But eventually I will get another that is not embarrassing. 64x64 art is much harder than 32x32. Serious bugs and impediments to understanding the basic gameplay are the focus still. It's not clear to me whether larger projects (saving and seeds for example) are truly worthwhile. They are remaining on my list for consideration. I suspect both are doable (for me, and with caveats), but would require thorough and time gobbling bug testing to the degree that it may not be practical for such a small game.
changedIf you have questions or comments, you can hit me up here, the steam forums, the discord linked on the store chat and in the forums, at madcapmosaic@gmail.com, @1classydude on twitter, or in the comment section of my youtube channel (1classydude), where you can also find videos of me playing the game (the earlier dev runs are a bit more informative than the later).
Madcap Mosaic changes
addedA couple things here may actually have been added in a previous patch, as I skipped notes on the last one.
changedWent through and reworded most shrines to hopefully be more clear in the way the shrine tiles are replaced. Eye of the Storm is now replaced by a Flurry rather than a Fog. Reworded a slew of tile descriptions and fixed some typos. Last patch's new final boss received two minor buffs to his damage output, also his special turn now has a minor visual effect to make it more obvious, as it was easy to miss before due to the amount of text in his ability box. Have feedback on this guy? Hit me up on Discord! Previously added boss descriptions when hovering over enemies, now added a similar thing for all enemies showing what tier they are grouped in. Fixed a handful of bugs hopefully, including one with Long Reach (trait) and gaining HP, and hopefully one where the Home tile was coming up in weird places. I have yet to wrap my head around the cause of this Home tile bug and instead have tried to patch it in another way, if you encounter this bug and gain an extra Home tile in your mosaic, I would appreciate any information you can provide over on the steam forums or the discord. Also fixed a bug that was preventing the logging/jiggling effect by on reveal tiles triggered upon using a grimoire or puzzlebox. I had a line of code specifically to prevent it. This may have unleashed a bug back into the wild, but I couldn't figure out why it existed. Heh. It seems to work okay... Added a very minor boss border. To make it really clear I would like to have something more intricate, but for now we have simple, hopefully it's enough to draw someone's eye. Keeping this on my list and may be improved down the road. Changed a player icon sprite, I doubt anyone's seen it yet but it's better now... Added a minor informational element to the pause menu. One that may clear up the most obvious source of confusion hopefully. Still considering whether or not to change 'revealed'. It's simplicity is a blessing and a curse. I'd like to add a couple more manual-esque reminders on there for players to tab through. It does sort of double up on info from the tips area, but the inclusion of sprites is kind of nice, and it could give players the information more on demand. We'll see where it goes. Removed Desecrates from the Constructive trait's pool. It just seems bad early on and it just seems a lot less exciting than the other options.
addedThat's it for now. Tile descriptions are still on my list, but I do feel like they've improved a little bit in their consistency. Content wise, I would like to add another tier 2 enemy, as this is the longest segment and does not have the most enemy types. I have another sprite for a 3rd final boss, and am working on a skill set for that as well. 3 will likely be the resting point for final bosses for a while. I could see another first boss option, as you get there more often, but have nothing in progress at the moment. I will also continue working toward adding new player portrait options (change them using TAB btw). These are something I work on in my idle time and they usually crash and burn. But eventually I will get another that is not embarrassing. 64x64 art is much harder than 32x32. Serious bugs and impediments to understanding the basic gameplay are the focus still. It's not clear to me whether larger projects (saving and seeds for example) are truly worthwhile. They are remaining on my list for consideration. I suspect both are doable (for me, and with caveats), but would require thorough and time gobbling bug testing to the degree that it may not be practical for such a small game.
changedIf you have questions or comments, you can hit me up here, the steam forums, the discord linked on the store chat and in the forums, at madcapmosaic@gmail.com, @1classydude on twitter, or in the comment section of my youtube channel (1classydude), where you can also find videos of me playing the game (the earlier dev runs are a bit more informative than the later).
A couple things here may actually have been added in a previous patch, as I skipped notes on the last one.
Went through and reworded most shrines to hopefully be more clear in the way the shrine tiles are replaced. Eye of the Storm is now replaced by a Flurry rather than a Fog. Reworded a slew of tile descriptions and fixed some typos. Last patch's new final boss received two minor buffs to his damage output, also his special turn now has a minor visual effect to make it more obvious, as it was easy to miss before due to the amount of text in his ability box. Have feedback on this guy? Hit me up on Discord! Previously added boss descriptions when hovering over enemies, now added a similar thing for all enemies showing what tier they are grouped in. Fixed a handful of bugs hopefully, including one with Long Reach (trait) and gaining HP, and hopefully one where the Home tile was coming up in weird places. I have yet to wrap my head around the cause of this Home tile bug and instead have tried to patch it in another way, if you encounter this bug and gain an extra Home tile in your mosaic, I would appreciate any information you can provide over on the steam forums or the discord. Also fixed a bug that was preventing the logging/jiggling effect by on reveal tiles triggered upon using a grimoire or puzzlebox. I had a line of code specifically to prevent it. This may have unleashed a bug back into the wild, but I couldn't figure out why it existed. Heh. It seems to work okay... Added a very minor boss border. To make it really clear I would like to have something more intricate, but for now we have simple, hopefully it's enough to draw someone's eye. Keeping this on my list and may be improved down the road. Changed a player icon sprite, I doubt anyone's seen it yet but it's better now... Added a minor informational element to the pause menu. One that may clear up the most obvious source of confusion hopefully. Still considering whether or not to change 'revealed'. It's simplicity is a blessing and a curse. I'd like to add a couple more manual-esque reminders on there for players to tab through. It does sort of double up on info from the tips area, but the inclusion of sprites is kind of nice, and it could give players the information more on demand. We'll see where it goes. Removed Desecrates from the Constructive trait's pool. It just seems bad early on and it just seems a lot less exciting than the other options.
That's it for now. Tile descriptions are still on my list, but I do feel like they've improved a little bit in their consistency. Content wise, I would like to add another tier 2 enemy, as this is the longest segment and does not have the most enemy types. I have another sprite for a 3rd final boss, and am working on a skill set for that as well. 3 will likely be the resting point for final bosses for a while. I could see another first boss option, as you get there more often, but have nothing in progress at the moment. I will also continue working toward adding new player portrait options (change them using TAB btw). These are something I work on in my idle time and they usually crash and burn. But eventually I will get another that is not embarrassing. 64x64 art is much harder than 32x32. Serious bugs and impediments to understanding the basic gameplay are the focus still. It's not clear to me whether larger projects (saving and seeds for example) are truly worthwhile. They are remaining on my list for consideration. I suspect both are doable (for me, and with caveats), but would require thorough and time gobbling bug testing to the degree that it may not be practical for such a small game.
If you have questions or comments, you can hit me up here, the steam forums, the discord linked on the store chat and in the forums, at madcapmosaic@gmail.com, @1classydude on twitter, or in the comment section of my youtube channel (1classydude), where you can also find videos of me playing the game (the earlier dev runs are a bit more informative than the later).