Major update

Deckslinger 0.5 Update - Magic vs Tech

Deckslinger · published · build 25120201

Greetings Deckslingers!

It's time for the very first major update to Deckslinger, and there's tons to go through! As usual we will be watching all feedback channels closely and hotfixing the game as soon as we can so please share your feedback.

New Cards

We have 13 new Wizard Card and 31 new Ranger Cards coming with update including 3 brand new Tags for Ranger... Here are a few highlights

Gouge becomes more powerful every time you kill an enemy with it, better yet the multicast effect can be used to snowball this effect even faster!

If you're looking for something off the beaten path, Tech might have what you're looking for.

Spined shell will see a follow-up to the popular Scorch Disk, allowing you to bounce a poisoning shell accross the battlefield!

For Wizard we've added some new cards that should spice up your runs and offer new ways to push through higher difficulties...

Arcane Cards don't have the same win condition synergies that other cards do, but they're exceptionally powerful standalone cards

New Artifacts

There are a total of 15 new Artifacts to discover, including some unlockable ones!

Wizard

Crystal ball gives those powerful standalone Arcane Cards we spoke about an unprecedented 4x boost in damage!

Grimoire gives an additional way to add multicast to your cards. Though, you'll be at its mercy when it comes to deciding which cards get it!

Ranger

Neurotoxin is a perfect capstone for your Toxic builds, giving Poisoned higher damage and giving you even more time to apply it!

Worried about finding your Tech Cards? With Laptop that's a thing of the past!

Gems

Next up with have set of 20 shiny new gems that hit everything from Ethereal Cards to your favourite beasts. We won't spoil everything but here's a few you can look forward to:

New Enemies and Bosses

But who will test your new builds? We have 2 new bosses and 2 new enemies coming right your way!

You've faced down the Broodslime, now it's time to take on the largest goo enemy in the game. Each time he rolls he'll erupt with a few more blobs for you to take down and if you dare to pop him you'll have even more to deal with!

Isn't it annoying when you're trying to play Deckslinger and a boss insists on challenging you to a game of chess?

New Encounters

Moving over to the town, we have some visitors...

The first allows you to pay to win by spending all of your hard earned gold on capsules...

If you're prepared to take the risk, this can really take your run in a new direction with high tier rewards being offered (occasionally).

The second breaks a fundamental Deckslinger rule by allowing you to duplicate any card in your deck... and we really do mean any card...

Other Features

Of course we have a collection of smaller features being added in this update too.

  • Added Breakable Objects to the Town

  • Added a chance for items to go on sale in the Shop and Blacksmith

  • Added 2 new Tavern Meals

  • Added the option to enable/disable Unlocks

  • Adding Unlocks to the pool grants 1% Bonus Gold per Unlock

  • Added 20 new Achievements

  • Improved the save system by saving at the start and end of each Town Action

  • Added a reset data button to the settings menu

Balance

General

  • Reworked Cinderoot: Whenever you play a Card, increase your Basic Attack Damage by Val0 for the Night

  • Hunting Knife has been reworked: Every 5 enemy kills, Your next Card deals +10 Damage

  • Totem has been reworked: Every 10 enemy kills, Your next Card costs 1 less Mana

  • Increased the rarity of Totem to Rare (up from Common)

  • Net has been reworked: Every 20 enemy kills, Retrieve a Card

  • Net is now Epic (up from Rare)

  • The effect of Totem is no longer absorbed by a card with a Base Cost of 0

  • The effect of Arrowhead is no longer absorbed by a non-damaging card

  • Net is now a Rare Artifact (up from Common)

  • Shop Level 1 Epic Probability reduced to 0% (from 1%)

  • Shop Level 2 Epic Probability reduced to 1% (from 3%)

  • Shop Level 3 Epic Probability reduced to 3% (from 10%)

  • Shop Level 4 Epic Probability reduced to 10% (from 25%)

  • Shop Level 5 Epic Probability reduced to 25% (from 50%)

  • Shop Level 2 Legendary Probability reduced to 0% (from 1%)

  • Shop Level 3 Legendary Probability reduced to 1% (from 3%)

  • Shop Level 4 Legendary Probability reduced to 3% (from 10%)

  • Shop Level 5 Legendary Probability reduced to 10% (from 25%)

  • Updated the unlock status of a variety of Cards, Gems and Artifacts

  • Enemy Elite Chance difficulty scalar now increases the elite chance by 0.5% per level (down from 1%)

  • Spawn Rate during Swarms while Double Swarms are active reduced to 25% (down from 35%)

  • Rat King enemies now have a burrow animation before they begin their burrow

  • Power Cards that add damage to cards can no longer benefit from passive damage increases such as those from Artifacts and Tavern Meals

  • The Student Achievement now requires 10 Quest Completions (up from 5)

  • The Mentor Achievement now requires 25 Quest Completions (up from 10)

  • The Master Achievement now requires 50 Quest Completions (up from 20)

Wizard

  • Added Scorch Disk, Wall of Ice and Static Field to the Wizard Starting Pool

  • Meteor's damage increased to 100 (up from 60)

  • Tablet of Lightning damage reduced to 10 (from 25)

  • Tablet of Lightning now grants +10% Critical Strike Chance on Shocked

  • Added new Lethal Gameplay Element that increases Critical Strike Chance of a card by 50%

  • Lightning Storm has been reworked to Cast a Lightning Storm that deals D damage per second. Shocking. Lethal

  • Lightning Bolt now has Lethal

  • The old Lightning Storm has been renamed to Thunder

  • Thunder now has Lethal

  • Lightning Field has been renamed to Lightning Storm

  • Shatter is now Epic (down from Legendary)

  • Shatter now deals 15 damage per burst (down from 25)

  • Sage's Lance now costs 2 (up from 1)

  • Sage's Lance now only returns to your hand when it has moved off screen

  • Loremaster is now Epic (down from Legendary)

  • Reworked the Staff Artifact: Add a random Rare Card to your Deck

Ranger

  • Volley Shots fired increased to 6 (up from 4)

  • Volley damage decreased to 30 (down from 35)

  • Weapon Cache now retrieves 2 cards (up from 1)

  • Storm Trap damage reduced to 25 (down from 40)

  • Increased the Rarity of Call Bat to Epic (up from Rare)

  • Reworked Bootstraps: Whenever you have 0 Supplies, Gain 1 Supply

  • Bootstraps rarity increased to Legendary (up from Epic)

  • Reworked Golden Horn: Whenever you play a Bolster Card, Gain 1 Mana

  • All Bounty Cards can now activate a maximum of 10 times

  • Increased the Rarity of Fang to Epic (up from Rare)

Bug Fixes

  • Added fallback logic stopping cards that are already in your hand from being retrieved to your hand

  • Added a check against naturally drawing cards when hand size is equal or above the intended maximum

  • Fixed an issue where Loremaster was drawing cards instead of Retrieving them

  • Added fallback logic that removes a card from your hand and returns it to your deck if you ever have more than the intended maximum hand size

  • Fixed an issue where Wizard could not bolster cards (even with supplies available)

  • Fixed an issue causing Tablet of Lightning to activate from any Status Effect (not just Shocked)

  • Fixed a bug causing meals to persist longer than a single night

  • Fixed an issue where Eye Balls would sometimes now deal damage when colliding with the castle walls

  • Cards that have been removed from your deck (e.g. from Ethereal) will no longer be offered as rewards or appear in the shop

  • Ricocheting projectiles can no longer jump to the same target multiple times and no longer damage the same target multiple times

  • Ricocheting projectiles no longer ricochet infinite times

  • Fixed an issue where the Black Market would not correctly generate when entered after Night 1 as Wizard

  • Fixed an issue where Ethereal Cards would still be reshuffled into the deck even when removed because of reaching Ethereal 0

  • Corrected the tooltip of Poisoned to show that damage is reduced by 5 each tick

  • Money Bag now correctly doubles the gold added by Town Breakables

  • Permanent damage increases (e.g. those added by Hematite) are now correctly copied when a card is duplicated

  • Fixed an issue stopping Volley and Claw from benefiting from additional sources of multicast beyond their own Bolster effects

  • Fixed an issue causing Arcane Trap, Call Broodslime and Missile Cards with Prismite to split multiple times when hit

  • Damage dealt from Hunter Drones is now correctly tracked in the post-run statistics

  • The Town Hall Event button can no longer be clicked before the town hall event becomes available

  • Birds no longer appear on top of reward choices in the fountain

  • The prices of high cost items that are on sale no longer move onto a second line in the shop

  • Character details no longer show when selecting a character that is "Coming Soon"

  • Fixed a bug causing town location bounce animations to play when loading from a save file

  • Missile Cards no longer cause the Basic Attack animation to play

  • Fixed an issue causing the basic attack animation to play repeatedly before or after the night started

  • Reduced the frequency of the Call Bats sound effect

  • Fixed an issue causing Meditate to not retrieve a second card even when the first card's cost was 0

  • Fixed a performance stutter that could occur when the Wizard fired a basic attack

  • Fixed an issue causing cards to become unselectable after right clicking an instant card to play it

  • The Town Music no longer plays when the game is paused during combat

  • Class specific Quests/Achievements can no only be unlocked while playing that Class

Once we're happy that the update is stable we will be releasing an updated version of the game's roadmap and talking about what's next... until then...

Keep Slingin'

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