Full notes
Full Slay the Party update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Balance
- Gameplay
- Store
- Fixes
- UI and audio
Slay the Party changes
Demo Update v0.0.4
Sup, Party Slayers!
It’s been a while. I’ve been busy with some IRL stuff, but I’m back and will slowly start picking up the pace again.
This patch primarily focuses on bug fixes, particularly issues involving disconnections and reconnections. I’ve made a major overhaul to the game’s connection logic, accompanied by upgrades to the game engine and multiplayer services.
You won’t see many substantial gameplay changes in this update, but these improvements should make returning to an ongoing game after a disconnection much more reliable. There may still be some edge cases I’ve overlooked, so if you encounter any connection-related issues, I’d greatly appreciate it if you reported them through the Discord server.
The next update will focus more on gameplay, with visual improvements and balance changes. It also shouldn’t take nearly as long, so stay tuned!
As always, thank you for your support.
-Lethion
Connection & Multiplayer Changes
This update includes many technical changes to the game’s network architecture. A large portion of them aren’t listed below, as they won’t be directly noticeable during gameplay. These are the most important changes that you’ll actually see the effects of in-game.
Improved the game’s connection and reconnection logic.
A waiting indicator now appears for the current game host when the game encounters a temporary network issue and is waiting for it to resolve.
Losing connection while in a lobby now automatically removes the player from that lobby.
Players can no longer rejoin a lobby they were kicked from.
Quitting the application no longer immediately removes the player from an ongoing game, allowing them to reconnect.
Fixed a bug where a disconnected player’s Shop decision screen could become stuck.
The game loading screen no longer waits for a disconnected player after they decline to reconnect.
Players are no longer offered the option to reconnect to a game that has already ended.
Fixed a bug where a player could become stuck on the loading screen while reconnecting if the game ended during loading.
Disconnecting from a tutorial game no longer displays a reconnection message.
Fixed a bug where reconnecting to a disconnected ongoing game started a tutorial game instead.
System Changes
Durable can now provide a maximum of 99.9% effective damage reduction. There is still no maximum stack limit.
Bugfixes & QoL Changes
Fixed a bug where Rangers could trigger their own traps.
Fixed a bug where new status effects could no longer be applied after reaching a certain limit.
Fixed a bug where Stocking of Stoking could be triggered by non-Damage over Time status effects and friendly targets.
Fixed a bug where Hype Train could be triggered by non-direct damage.
Fixed a bug where Damage Payment Plan’s Bleed incorrectly scaled with its owner’s upgrade tier.
Fixed a bug where Skill Points were not registered after leveling up through a Treasure experience reward.
Fixed a bug where joining a game after leaving the tutorial prevented the player from using skills.
Fixed the timing of the experience gain and level-up animations.
Updated several UI icons.
Added a tooltip to the Upgrade button in the Shop interface.
Added color coding to modifier number blockers on skill dice and movement dice.
Working On
Unique creature sprites and animations
Unique skill VFX and SFX
Unique board tiles
Missing skill and relic icons
Missing player animations
Emote system
Rogue class
Source
Changelog.gg summarizes and formats this update. How we read updates.
