In this update4
Full notes
Full Shuffle Tactics update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Maps
- Gameplay
- Compatibility
- Store
Shuffle Tactics changes
Greetings Legends of Asteria!
Today’s 0.11.7 update introduces a new playable hero, UI improvements, and various bug fixes:
NEW HERO: FLETCH
A Former Commander of the Royal Army who has taken up arms against the corrupted king Ogma. Fletch comes with 3 starter decks that reflect his distinct playstyle:
Skilled Archer: Fletch can damage enemies from afar with his ranged attacks, creating powerful combos with elemental effects (such as poison + fire = explosion) or with devastating devices (powder barrels you can push, and then target to explode, ricochet device that allows your projectiles to bounce on it, etc).
Builder: Fletch is also a master at building fortifications and defenses on the battlefield: barricades, automated turrets, exploding devices, toolboxes, trenches, etc. He can fortify a position and benefit from sticking around.
Commander: Fletch can give powerful orders to his sidekicks to bolster them by increasing their strength and defense, as well as giving them extra action and movement points.
CHANGES
Added controller support: most of the game is now playable with a controller, except for shops and encounters! We'll continue to make improvements in the following updates.
Added music to standard shop screen
- Hero selection screenthe screen UI and UX have been improved
- Inventory/Campfire screenA new layout was for this screen added
- Victory screenA new layout was for this screen added
- Sidekick recruitment screenA new layout for this screen was added
Elites Rework: Elite battles are now systematically Corrupted Rifts, which are no longer encountered in normal battles. We heard you! Corrupted Rifts caused difficulty spikes and felt too hard for regular battles, so now they will act as elite battles with powerful rewards
- Map screenthe screen layout has been improved
Maps Rework: We resized combat arenas to not exceed 15 squares in either direction. For the time being, we've only done this resizing in The Deluge. We've also made the water on the Tiny River map non-accessible, to see if that helps legibility on this map. We feel this will help battles feel less drawn out with multiple turns spent getting closer to the enemy while keeping strategic options related to positioning open to the player
Effects UI: Buffs and debuffs are now highlighted by floating text above characters.
- Markings & Effect legibilityWe reworked the legibility of ground markings and effects: from now on, when a tile effect (fire, poison, oil, etc.) or marking (blue movement, red attack, danger zone, etc.) is applied to a tile, its props (i.e. grass, rocks, etc.) become hidden. The aim is to make these effects and markings clear and free from visual pollution. We also changed the visual of the "danger zone" markings, replacing the 3D skull with a red flat cross.
AOE preview: At last! Hero & Sidekick AoE attacks are now previewed on the ground.
Overhaul of direct ranged attacks: Preview lines now show if a projectile is interrupted by an obstacle or enemy more clearly. In addition, interrupted projectiles now inflict status, AoE, and tile effects on obstacles and enemies standing in their trajectory, as opposed to before when they only inflicted their base damage.
Card Keywords: For clarity’s sake, the following Keywords have been changed to better reflect the card’s effects:
Backstab -> Isolated
Carnage -> Reload
Pristine -> Healthy
Tribal Rot -> Ghoul Master
General -> Architect
BUG FIXES
Many localization fixes
Improved UI performance on certain screens
Soft locks no longer occur after an enemy steps on a tile already occupied by a Rusher
Players no longer lose all cards (except skill cards) after selecting “Retry”
The Hire button is no longer almost out of the screen on ultra-wide monitors
Fied a bug where the Assassin's cards would remain on the screen preventing the player from selecting another character to play (this issue happened after upgrading the sidekick to max in the sidekick shop and when Assassin killed the Marauder)
Fixed a soft lock that would occur after King Ogma summoned the enemies during Phase 2.
Fixed a bug where King Ogma’s sprite would become invisible at the beginning of the fight
Fixed King Ogma’s tile that was too small to represent how many tiles he actually takes up on the map
The attack preview of the Gloom Feathers now follows its position as intended
The Ritualist no longer gets stuck in movement animation on the Snarl Bridge battle
Relics now have counters
The Infected effect now works correctly
The Eclipse Relic now works correctly
The Benevolent Eye Relic now works correctly
Removed localization keys in the following descriptions:
Description of the Ritualist Egg enemy
Description of the Vanguard Egg enemy
Description of the Scout Egg enemy
Description of the Hunter Egg enemy
Description of the Rusher Egg enemy
Description of the Spider Web
The HP and MP of the Scout enemy have been readjusted to their intended values (27 and 3)
Damage from the Hunter's Arrow Volley attack is no longer doubled if there is more than one ally in the Danger Zone
The Hunter's arrows no longer damage heroes when they are standing behind the Hunter, outside Danger Zone marks
The counter for the Agility Charm relic now resets properly after each turn
Bandit enemies no longer spawn within assets on stages in the Snarl region.
Enemies no longer spawn behind the wall in the battle with the Corrupted Rift in the Corner
and many many more!
Once again, we thank all of you for coming with us on this Alpha Playtest! Please leave your feedback on our official discord or right here on the Steam Forums!
Keep up with all the latest updates and get exclusive behind-the-scenes sneak peeks of Shuffle Tactics by following us on social media:
https://twitter.com/ClubSandwichInc
Source
Changelog.gg summarizes and formats this update. How we read updates.
