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Abalon Demo›Events›v2.97.0
In-game event

v2.97.0

Abalon Demo · published 4 months ago · build 23330696

All eventsPlayers around this dateRead on Steam

Hi D20 Fans!

Another great update here packed with many bug fixes and quality of life improvements based on your feedback. Enjoy!

v2.97.0 Release Notes

  1. Controller: Fixed Bug: where pressing the "B" button on the controller after picking up a card would result in the card being dismissed and the "OK" button being disabled. The "B" button no longer affects card choices and instead continues to act as the escape button (i.e. opens the settings menu in this particular case). (Thanks cdriper and ad)
  2. Controller: Improved the RunSummary prompt by setting focus to it when activated so that background objects (ex: leaderboard) are now disabled while exploring the run summary. (Thanks Quetto)
  3. Controller: Moving the space cursor selector with the keyboard or gamepad will no longer dismiss equipment change previews. This makes it much easier to view the changes to your character that adding new equipment will produce.
  4. QoL: Equipment change previews are displayed away from the targeted unit. This makes it much easier to see which unit you are selecting to equip with gear and view all of the changes (additions/subtractions) the new gear will yield.
  5. QoL: Added a new key listener to explicitly prevent the behavior of the escape key minimizing the game to a window from full screen. This should fix bug where pressing the Escape key on some Windows 11 configurations was kicking the game to windowed mode, but let me know if the problem persists after updating and I'll continue looking for solutions. (Thanks kdmcser)
  6. QoL: Removed the Join QQ link in Chinese translated version and replaced with Join Discord link. (Thanks 猫宫日向)
  7. QoL: Nemesis will no longer spawn in corridors. This fixes issue where the tight space could result in the player's hero and party members being driven off the map. (Thanks Meatsuit and Advant)
  8. QoL: World Map Modules: Added support for new map modules feature. This new feature changes the behavior of map modules including the World Map, Compass, and Insatiable Coffer. Rather than being added to units and taking up valuable equipment slots, these items now permanently update the world map with valuable upgrades.
  9. QoL: WorldMapView Rewards: When the map is explored, player will now be able to see the full list of rewards on that map.
  10. QoL: WorldMapView Rewards: The treasure coffer will now detect and show treasures on maps where monsters are carrying them.
  11. QoL: WorldMapView Rewards: Combining map artifacts now produces additional benefits:
    1. If you have coffer and its a treasure encounter, you can see the rewards list
    2. If you have coffer and the compass, you can see the rewards list for elite/boss encounters
    3. If you have coffer and the map, you can see rewards list for camp/shop encounters
    4. If you have coffer/compass/map, you can see rewards list for all map cells

  12. Fixed Bug: where the procedural population algorithm could potentially hide more gold on the map than resource max allowed.
  13. Fixed Bug: in Abalon Arena where adding local guests did not update other clients with the slots being populated by local guest players.
  14. Fixed Bug: where retreating from an encounter could potentially result in resources being duplicated.
  15. Fixed Bug: where a player attacking an object on the edge of a map containing the Arena Ambush encounter to collect a gold, then going to the arena, then exiting/loading the game, could result in resources being duplicated.
  16. Fixed Bug: where opening the Run Summary prompt after completing a Survival Wave resulted in the animations for the next wave being disrupted.
  17. Fixed Bug: where survival mode could record excess battle records for waves if the player hits "Continue" on the Victory screen and then exits the game before the next wave battle officially starts.
  18. Balance: Created a new algorithm for squirrel hurling that guarantees a squirrel drops if there is any open tile on the board even if there is not surrounding spaces available near the target. The squirrel will drop with preference towards closest to enemy, closest to the direction from which it was hurled. This makes Sylvia more versatile and fixes bug where squirrels were not being dropped when hurled at the Prismatic Dragon. (Thanks Manchot_Royal and Anotnio)
  19. Balance: Changed Fire Shield and Collide so they trigger on AttackPreDamage instead of Attack so that units with Knockback who hit them still take damage from their effect. (Thanks DeleteKabal)
  20. Balance: Fixed Collide ability of Bramble Elemental so that it can't collide with and take damage from itself when knocked back.
  21. Balance: Adjusted several encounters so that the minions generated for the More Minions challenge modifier would be more appropriate to the existing encounter's theme or biome.
  22. Fixed Bug: where terrain (ex: brambles in the harvest world) were being removed while entering a map for battle, creating the appearance of gaps in the potential spawn formation for players and enemies. This clearable terrain was previously implemented to ensure player did not lose party members when fast traveling to tight locations (ex: treasure rooms with brambles blocking their path) and was never intended to be used for battles. (Thanks iuriimlm)
  23. Fixed Bug: where enemies could spawn in the player's deployment zone and potentially block player heroes from being able to enter the map. (Thanks mr.kitty and iuriimlm)
  24. Fixed Bug: where minions generated via the More Minions modifier could spawn in front of the boss and occlude their roar animation in the boss intro.
  25. Fixed Bug: where picking up multiple items in the same interaction could result in duplicate card choices being presented, allowing player to acquire more than one of the same artifact (which are supposed to be unique per run) or extra copies of spell cards. (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3)
  26. Fixed Bug: where player could attack recruitable units at shops using farshot and sprintshot attacks. (Thanks nekomiya)
  27. Fixed Bug: where losing your Summoners upgrades could result in equipped artifacts providing cost discounts and spell power were also losing their effect. (Thanks Anotnio)
  28. Fixed Bug: where using Savage Transformation to transform into a Bear and then using a Phylactery to revive resulted in your Summoner becoming a bear forever. The status effect for transforming back into the summoner is now kept when unit is defeated so that the revived bear will still transform back into a summoner. (Thanks Crims)
  29. Fixed Bug: where Cosmic Tortoise could become unresponsive and not display epilogue prompts. (Thanks Spruce and Rhubarb314)
  30. Fixed Bug: where hurling squirrels at destructible objects could sometimes result in the squirrel landing and picking up duplicate cards or lore scrolls.
  31. Fixed Bug: where retreat coordinates were not being properly configured when teleporting to a map location then exploring outside the playable zones of nearby maps. This could result in a bug where entering a map from a corner containing an encounter (ex: Catch of the Day, Ambush, etc.) then retreating would result in the player's party remaining and the mist of mayhem not concealing the area. The player could then potentially attack neutral units and/or trigger spawning many additional units. (Thanks Wesley)
  32. Fixed Bug: where some projectile based animations (ex: Ice Javelin) were not showing the projectile fire. (Thanks Wesley)
  33. Fixed Bug: where Conflagration fire VFX was not being applied to deadwood trees as designed but would would then poof a brief fire after the final moment of their destruction. (Thanks Arianna).
  34. Fixed Bug: where too many demons emerging from the Demon Dance portal could result in a sync error to extra spawn points being null. (Thanks Dmanduel)
  35. Fixed Bug: where targeting controls could identify a visually incorrect targeting pattern by combining movement paths over and around enemies and then snapping the movement path back. (Thanks Wesley)
  36. Fixed Bug: with targeting controls where drawing flight patterns over units wasn't showing the correct collapse of the potential movement grid until mousing off of a unit being flown over back to an unoccupied space.
  37. Fixed Bug: with targeting controls where flying units couldn't pick up an adjacent object without moving onto the space it was dropped on. Flying units can now directly pickup adjacent objects (like non-flying units) without using an action or drag past the pickup to move over it and pick it up as part of their movement. Flying units can also create a flight path over a pickup and then designate a pickup of the object after landing on a space adjacent to it.
  38. Fixed Bug: where Clik'Clik' was generating combos when attacking barrels and crates with his harpoon while exploring.
  39. Fixed Bug: where Satyr Champion wasn't trigger other units' Warcry abilities when defeating an enemy as listed on his card's abilities. (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3)
  40. Fixed Bug: where knockbacks triggered by combos while using the Crest of Valor were not animating the unit's knockback but rather snapping them into their new position. (Thanks nekomiya)
  41. Fixed Bug: where the portal to the demonic realm could spawn random minions not listed in the potential demon encounter outcomes due to the More Minions challenge modifier. More Mininons will no longer spawn additional minions for encounters spawned during the battle. (Thanks 1_r3gr3t_cr32ting_th1s_us3rn2m3)
  42. Fixed Bug: where knockbacks triggered by combos while using the Crest of Valor were not animating the unit's knockback but rather snapping them into their new position. (Thanks nekomiya)

Showing Your Support


Many of our players have asked me for a way to help support the continued development of Abalon, so I setup a "Buy Me a Coffee" page where you can make one-time or recurring contributions.

Reviews


If you have a moment, leave a Steam review and tell me what you like and where I can keep improving. You can also share feedback in-game via Menu → Share Feedback.

Thank you so much for your thoughtfulness and ongoing support :)

~Ross

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