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Steam News8 December 20196y ago

Pet upgrades! / Weekly update [ Dec 8, 2019 ]

Another week - another update. This one goes out to all of the supporting characters. Main theme for this week is upgrades!

Full notes

Full Rise of the Slime update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions0 changes0 removals
  • Gameplay
  • Maps
addedAnother week - another update. This one goes out to all of the supporting characters. Main theme for this week is upgrades! Pet upgrades are now available to all of the base pets, after you finish miniboss battles, added more card upgrades, improved and ballanced the Tinkerers Pet and did a bunch of smaller updates.
addedTinkerers Pet new pattern - it charges 1 Mana/Energy per turn, once it reaches the Mana required by card that's embedded - card plays. Some cards play at the start of the turn ( like Peek n Draw and Add Mana cards)
fixedUpdated card descriptions to add missing perish tips - fixed draw from discard pile card, and reduced its cost to 1 - made draw from drawpile non perish - card play system reworks to fix multiple bugs- duplicate and triple def cost increased to 2 mana - fixed card draw and shuffle bugs - lucky wheel positionings adjusted - flame mana no longer reduces your mana if not on fire - burning rage cost reduced - fire backlash parasite adds only one parasite card to hand - skulls make pets wait - slime face not overlapping map nodes - attract flame now also damages the unit, from which the flame is attracted ( unless it has fire immunity ) - implode, does not damage you if you have fire immunity
addedtinkerers pet now has energy, it requires building up specific ammount of energy to play the embedded card - some of the embedded cards play at the start of the turn, not at the end of the turn ( gain mana, peek n draw, summon pet cards) - tinkerer pet should deal backstabs correctly now - tinkerer pet should handle more cards correctly - added new acid cards / card upgrades for base cards - added branching upgrade paths to acid pet - added branching upgrade paths to fire pet - added upgrade paths to bracer pet - added branching upgrade paths to def pet - pets can be upgraded after boss battles - pet count resets to 0 after combat, if pets are unsummoned and no familiar is active

Rise of the Slime changes

addedAnother week - another update. This one goes out to all of the supporting characters. Main theme for this week is upgrades! Pet upgrades are now available to all of the base pets, after you finish miniboss battles, added more card upgrades, improved and ballanced the Tinkerers Pet and did a bunch of smaller updates.
addedTinkerers Pet new pattern - it charges 1 Mana/Energy per turn, once it reaches the Mana required by card that's embedded - card plays. Some cards play at the start of the turn ( like Peek n Draw and Add Mana cards)
fixedUpdated card descriptions to add missing perish tips - fixed draw from discard pile card, and reduced its cost to 1 - made draw from drawpile non perish - card play system reworks to fix multiple bugs- duplicate and triple def cost increased to 2 mana - fixed card draw and shuffle bugs - lucky wheel positionings adjusted - flame mana no longer reduces your mana if not on fire - burning rage cost reduced - fire backlash parasite adds only one parasite card to hand - skulls make pets wait - slime face not overlapping map nodes - attract flame now also damages the unit, from which the flame is attracted ( unless it has fire immunity ) - implode, does not damage you if you have fire immunity
addedtinkerers pet now has energy, it requires building up specific ammount of energy to play the embedded card - some of the embedded cards play at the start of the turn, not at the end of the turn ( gain mana, peek n draw, summon pet cards) - tinkerer pet should deal backstabs correctly now - tinkerer pet should handle more cards correctly - added new acid cards / card upgrades for base cards - added branching upgrade paths to acid pet - added branching upgrade paths to fire pet - added upgrade paths to bracer pet - added branching upgrade paths to def pet - pets can be upgraded after boss battles - pet count resets to 0 after combat, if pets are unsummoned and no familiar is active

Another week - another update. This one goes out to all of the supporting characters. Main theme for this week is upgrades! Pet upgrades are now available to all of the base pets, after you finish miniboss battles, added more card upgrades, improved and ballanced the Tinkerers Pet and did a bunch of smaller updates.

Tinkerers Pet new pattern - it charges 1 Mana/Energy per turn, once it reaches the Mana required by card that's embedded - card plays. Some cards play at the start of the turn ( like Peek n Draw and Add Mana cards)

  • Updated card descriptions to add missing perish tips - fixed draw from discard pile card, and reduced its cost to 1 - made draw from drawpile non perish - card play system reworks to fix multiple bugs- duplicate and triple def cost increased to 2 mana - fixed card draw and shuffle bugs - lucky wheel positionings adjusted - flame mana no longer reduces your mana if not on fire - burning rage cost reduced - fire backlash parasite adds only one parasite card to hand - skulls make pets wait - slime face not overlapping map nodes - attract flame now also damages the unit, from which the flame is attracted ( unless it has fire immunity ) - implode, does not damage you if you have fire immunity

  • tinkerers pet now has energy, it requires building up specific ammount of energy to play the embedded card - some of the embedded cards play at the start of the turn, not at the end of the turn ( gain mana, peek n draw, summon pet cards) - tinkerer pet should deal backstabs correctly now - tinkerer pet should handle more cards correctly - added new acid cards / card upgrades for base cards - added branching upgrade paths to acid pet - added branching upgrade paths to fire pet - added upgrade paths to bracer pet - added branching upgrade paths to def pet - pets can be upgraded after boss battles - pet count resets to 0 after combat, if pets are unsummoned and no familiar is active

  • made the final encounter easier, no 2x golem rooms

Enjoy experimenting. Till next week good people! ( Or till Discord! )

  • Bunkovsky

Link: https://discordapp.com/invite/nhR92wH

Source

Steam News / 8 December 2019

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