I've been working hard to implement some of the most requested changes to the game. The main one I'm excited to share today is: more Spell and Trap cards are now available for advanced players!
If you've played the game before, you may remember that at the end of the draft phase, you have to choose 2 Hexes to round up your deck. These used to always be the same, but now the game will introduce more complex card types as you play. For the first time, you'll be able to draft Hexes, Chants, and even Pacts too!
The way to unlock them is through the new Milestones system, which are small challenges you can perform as you play. In this version of the demo there are 10 Milestones, each with a new unlockable card. More Milestones will be added in future updates!
Another very important change in this update: the Ascension 1 encounters have been rebalanced. Previously, the AI would play Pact cards that were very tricky to deal with, since there aren't many cards that can interact with them.
I moved the threat away from the backrow and into the enemy Souls themselves, so now you have way more options to interact with their boards, either through battle, removal, or status effects.
(The previous Pacts will be reintroduced later for Challenge modes! Of course, you'll also have more ways to deal with them too.)
As always, thank you for supporting the game! We're still a long way away from release, but I'm very glad I get to share everything I'm doing with you and I'm always happy to hear your feedback.
Here are the full patch notes:
Added Milestones, in-game challenges that unlock new cards.
Milestone progress and rewards are shown in the Milestones screen and at the end of each run.
Added 6 new Hexes, Chants, and Treacheries unlocked through Milestones. Once unlocked, they can appear during the draft phase.
Added Not So Fast, replacing Miasma.
Added A Little Boost, replacing Rising Strength.
Added The Runt and The Brute, replacing Frostglass.
Added Mischief from Beyond.
Updated Infernal Rally: Follow-up turns now shuffle the summon sequence.
Added randomized action sequences to several encounters. Upcoming enemy actions are still shown in the Next Play panel.
Updated several Ascension 1 Imp encounters to use newer cards and more varied play sequences.
Added Ogre Imp: Gains Empowered each turn, and its Empowered does not decay.
Added Specter Imp: Destroys its attacker when destroyed and takes no battle damage while attacking.
Added Imp Rival: Empowers allies and can redirect attacks to protect herself.
Added Moist Imp: Weakens enemies at the start of either Battle Phase.
Added Veteran Imp: Gains Empowered x2 whenever attacked and Protection x1 when summoned.
Added Ectoplasmic Imp: Summons a Ghost Imp when destroyed by battle.
Tweaked Armored Imp: Now gains Empowered x2 whenever it loses Protection.
Treacheries can now be activated during your own turn after being prepared for at least one turn.
Hunter’s Armor: Now applies Weakened x3 instead of destroying the attacker.
Ascension 1 encounters were rebalanced to use less repetitive plays and more varied card combinations.
Reworked the Game Over screen.
Reworked the Codex screen.
Added Tutorial Animations for:
Brass Whistle
Fusion Residue
Hexbinding Circle
Reprisal
Sun Shard
The Anchor
The game no longer asks you to pick a card reward after defeating the final boss.
Added Beatrice to the card collection. Thanks @ledu_sb.
Fixed Armored Elephant activating after being destroyed during battle. Thanks @ledu_sb.
Fixed the AI activating two copies of the same card when their triggers occurred simultaneously.