Update log
Full Novus Orbis update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone!
Extracted changes
- Gameplay
- Server
- Balance
- Events
- UI and audio
- Fixes
Some more balancing for the Mechanic, and bug fixes. I have to say that I find the game to be in a very good shape. At this point most of the stuff I'm fixing are some very specific interactions between unusual effects..and in general, the amount of softlocks in the game have drastically decreased.
I want to say a huge thank you to Blank Skies in my Discord server, the amount of testing, feedback and detailed bug reports I'm getting is a great help, especially right now that I don't really have the time to deeply test the game.
And in general another huge thank you to all of you who keep on playing, supporting, and enjoying my game. I appreciate every single one of you. Also, thank you all for the wishes for my newborn. It's an interesting moment in my life, and I'm trying to balance and enjoy all that life is giving me.
Changes:
(General) Another rework on how rarity for cards rewards work. Both fights and chests will now favor more common cards at the beginning of a run, with a gradual increase in rarity with each level.
(Event) Hurt Creature will now give a Platinum Melon when giving a common HP related card. I found that the combination of the event being almost always in the first level, the fact that knowing its outcome means you'd save the initial healing item, and how strong Angel Form is, made it for a no brainer choice (and in most cases you'd have no reason to go for the "rare" option). Additionally, it won't accept Tonic and Barista as a good cards to give anymore (now all cards are strictly HP related).
(Card) As a result of the previous point, Angel Form will now be more rare. Special cards are set to be "one copy only" when getting them as a reward. Because the card was almost always obtained as a reward from the creature in the first level, it was basically never in the pool for the other instances where you can obtain a Special card.
(Cards) Changed the amount of tracking given by some cards.
(Card) Load Missile will now only make 1 Missile instead of 2.
(Card) Guided Missile attack increased to 10.
(Card) Load Rocket will now only make 1-2 Rockets instead of 2-3.
(Card) Eagle Eye changed so that when used on an enemy, it will lose all its tracking next turn.
(Card) 1000 Eyes cost decreased to 4-2, and tracking to 7.
(Card) Seek Weakness combo value changed to 3. In addition, it is now an AoE card, removing all Tracking from all enemies and converting the total into Strength.
(Card) Precise Airstream and Guided Punch combo value changed to 2.
(Blessing) Risk of Chaos changed to give you the same amount of blessings, +1.
(Blessing) Great Sight Lensing reduced to 1 from 2.
(Blessing) Hard Bones now reduces damage by 25% from 10%. Description also changed to point out the damage reduced is to HP (so, it doesn't work on Hull).
(Enemy) Captive status value when Pond's Monarch eats one of your cards increased to 300.
(Status) Changed description for Life Drain, to state that it works only with attack cards as the player.
(UI) The "shiny" effect on recently unlocked cards will now be below the cards' text, making them easier to read.
(UI) Both Dirty Bomb and Nuclear Waste will now be shown as locked in the archive until you unlock Dirty Tactics.
Bug Fixes:
Fixed a bug that would heavily reduce
Source
