Full notes
Full Tamer Vale update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Store
- Events
- Maps
- Fixes
We've been working hard on updates! There's still a lot on our list to add and tweak, but we felt it's important to share progress as we make it. This update is primarily centered on Dusk’s gameplay and addresses several issues the community has highlighted.
While we don't have a roadmap to share (to keep things flexible and open to inspiration) we can confirm that additional scenes and other improvements are being worked on. We're a small team of just two people, depending on the scope of an update, it might take a bit longer. We really appreciate your patience, understanding, and continued support! <3
Here are the changes for Version 1.6:
Dusk Update
New cards x 5
Stealth Slash and Stealth Shot - new attack cards, using these cards when Hidden deal extra damage
Opportunity and Golden Opportunity - new heavy-hitting cards that come at a relatively low cost. However, they introduce a new "Use or Lose" condition: If you draw one into your hand and don't use it by the end of your turn, it will be removed from the current battle
- Hasty Retreatnew card with Hidden ability with with 0 cost, but the next turn will start with 1 less energy
Anxiety debuff
When dodging an enemy's special attack, Dusk will now receive 4 Anxiety. Dodging normal attacks still results in 2 Anxiety
When emerging from Hidden, Anxiety will no longer be removed. Instead, it will halve every turn as a regular debuff
Sleight of Hand can only upgrade to +1. +1 version updated to 0 cost and draw 2 cards
Poison bomb rarity increased
Hidden Pocket rarity increased
All smoke bomb strengthened
Sneaky Surprise rarity increase, +1 +2 version slightly weakened
For all Shot and Slash cards, attack increased for +1 and +2 version
Scaring Shot and Scaring Slash deal more feeble
Crowdfunding can steal more coins, but it comes with consume
Shop
Everytime you pay to upgrade/remove a card, the upgrade/remove price will increase for the rest of the journey
Price for pre-upgraded card slightly decreased
Pre-upgraded cards will appear earlier in the shop during a journey
Battle reward
Pre-upgraded cards will start appearing slightly sooner in your journey as battle reward
More coins reward for winning elite battles
More coins reward for defeating Treasure Fae
Higher score given for winning elite and boss battles
Slightly more coins for skipping reward cards in elite and boss battles
Enemies/ Battle level
Attack of a few enemies in map 2 and 3 slightly weakened
Sundering wisp will do a low damage pierce attack as its basic action
Map 2 and 3 has a higher chance to generate paths with less elite battles
First battle encountering Skeletal Wyvern become easier
Skeletal Lancer’s special skill will give 1 less Freeze card but hit slightly harder
Skeletal Footman takes 1 more turn to charge special skill
Rearranged enemies combination in levels so less enemy cards will be given in a single turn
The Demonic Commander now gives a reduced 'spike' buff to its minions. Additionally, minion combinations have been updated for better difficulty balance
The battle speed for both 'slow' and 'normal' modes has been increased
Easy mode become a bit easier
Others
When watching animations in the gallery, you can toggle the foreground leaves on and off
More resolution options added
Wording polish on a few cards
Lower coins reward in upgrade node when you already have full HP and all cards already at max level
Alchemist card art update to communicate its effect more clearly
Bug fix
Starting cards popup in character selection screen can no longer be click through
Final score display bug fixed
Map popup visual bug fixed
Overlapping victory and defeated message bug fixed
Source
Changelog.gg summarizes and formats this update. How we read updates.
