In this update8
Full notes
Full Sorry, My King update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello!
What changed
- Gameplay
- Server
- UI and audio
- Balance
- Events
- Maps
Sorry, My King changes
"Solo development doesn't affect your mental health at all," they said.
Me: Yeah!
The previous playtest version was 0.1.12.
The second public playtest uses the new 0.1.13 build.
If you participated in the first playtest, please make sure your game has been updated to the latest version.
This is especially important if automatic Steam updates are disabled.
If Steam does not prompt you to download the update, please try uninstalling and reinstalling the game.
The playtest will run for 3 weeks.
Please keep in mind that this is still a test build. A large number of changes have been made over the past few weeks, so some issues may have gone unnoticed.
Throughout the coming week, I plan to release patches and address reported issues as quickly as possible.
Still work in progress
⚠️ The in game tutorial is not yet in its final form.
⚠️ Due to the large number of changes, you may encounter bugs that were not discovered during internal testing.
If you encounter any issues, please report them on the Discord server. Real time reports help me reproduce and fix problems much faster.
Main Changes in Version 0.1.13
Combat System
Improved combo timing windows.
Added a penalty for an incorrect card guess at full combo. The combo is now reset.
Added new music tracks that change the rhythm of combat.
Improved damage, card flight, and combo animations.
Added animations for passive and cursed item effects (23 new animations).
Removed the infinite deck.
Added two deck types: 36 cards and 52 cards.
Added a discarded card tracker.
Added a penalty for exhausting the entire deck. Redealing cards now grants the enemy +2 HP and fully fills their combo meter.
Added automatic healing during combat when potions are available. Manual healing is still available.
Made numerous improvements to UI, colors, layout, and animations.
Added a combat commentator that reports combos, effects, and other important events.
Improved all mini games. Controls and difficulty balance have been refined.
Regular and medium enemies can now spawn with 1–2 points of armor.
Added a new dialogue system for all enemies and bosses. You can now attempt to talk to opponents during combat.
Added new visual assets for armored enemies and bosses.
Inventory
Added a new map item with an active ability: Sickle.
Added a quick selection wheel for items and potions.
Added an item merging system.
Added new positive and cursed passive item properties.
Inventory space is now limited and can be expanded.
Items now have value and can be sold in Vero's shop.
Map
Added automatic dice rolling.
Improved dice animations.
Added new dice skins.
Added a new story location.
Reworked the order of some locations.
Dice now have gameplay effects.
General
Saves are no longer deleted after completing game days.
Improved the intro screen.
Several animations have been updated or reworked.
Some NPCs have been temporarily removed until their development is complete.
Thank you to everyone participating in the second playtest.
See you in game.
The King is still waiting for his gold.
Source
Changelog.gg summarizes and formats this update. How we read updates.
