Full notes
Full Spellbound Shuffle update
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What changed
- Gameplay
- Events
Following Steam Deckbuilder Fest, here are all the changes and improvements implemented :
Game name : A feedback that was widely spread in the community was that the game's art direction didn't match the expectation set by the name aaaaaand... that's true. At first I wanted the game to be wild west themed, but as the development progressed, the art direction has evolved into something else. From now on, High Noon Shuffle is becoming Spellbound Shuffle.
Move rework : clicking ➡ dragging Instead of clicking on the character and then clicking on the ground again to move, it's now used by clicking on the character and dragging to where you want to move.
Traps visual rework :
Traps have new visuals & animations. The goal here is to improve the understanding of what's on the ground by displaying an icon depending on what the trap does.
- Polishes- Obstacles were not always understood "can I shoot over this ?", "Can I walk on it ?". To mitigate this feeling, obstacles are now higher and have an icon showing that they block line of sight. - New boost VFX for - New VFX when a negative status effect is applied to a unit -Archer animations : The Archer character is now shooting arrows out of his bow instead of shooting them from the sky. - When hovering a card, the resource it uses is highlighted. - Elite combat reward : gold, card, card ➡ gold, card, augment
bug fixes : -Card tooltip was not working in shop. - Elite's second card reward didn't give anything.
Balancing : - Archer Slow Trap : the immobilized status effect is too powerful to be in a starting deck. The slow trap card is replaced by the vulnerable trap in the starting deck but stays in the overall card pool. - Bleed : Bleeding felt unfair for some players, especially because there was no way to remove it until the end of the combat. Bleed now decreases by 1 each turn.
That's it for today. See you soon !
Source
Changelog.gg summarizes and formats this update. How we read updates.
