Topple to... Tower?

Grids & Goblins Playtest · published

💽 Patch Notes — v0.6.0

New

  • The overworld is now a branching node graph. Each act is a lattice of forward-only routes — every step is a choice between a battle, an elite, a recruit, a forge or a trainer, with a few rows visible ahead before you commit.
  • Battles run as waves: the board clears 2-5 times before a single shared payout.
  • Waves keep the board — props, hazards, dropped loot and your party's statuses all survive the rebuild.
  • Persistent Wave N/M counter in the battle HUD for multi-wave fights.
  • Run loadouts: each class opens a run with a pinned core ability and a random roll, and grows from there instead of rerolling every battle. Geomancer always pins Resonant Pillar.
  • Four guaranteed Trainer / Gem Forge stops per act, both free picks — every route crosses all four.
  • Party portraits on the overworld roster show their equipped loadout, with names on hover.

Changed

  • One free hire and one rest per act are now structural — the recruit rift is a single funnel node at the start of every act, and routes converge on one rest node.
  • More elite nodes per act (roughly 11% to 14% of rolled nodes).
  • Map reads closer: three visible node rows, four lanes, and POI / monster icons at double size.
  • No row is ever uniform — pacing rows alternate Trainer and Gem Forge, and no non-monster node repeats within a row.
  • Skull nodes resolve as the biome's battle with a bumped enemy count.
  • Items ride shoves — Kubinage, Sink Hole, Gravity Well, Resonant Pull and every other push or pull can now throw items. A thrown item damages whatever it crashes into, and breaks and collects at 1 HP. Walls just stop it.
  • Shadow Push can move props, matching Kubinage's rules.
  • Bats are grounded for the round by any damage. Grounded bats take 25% more damage and spend a turn standing back up, and only airborne bats dodge melee.
  • Chokehold's vulnerability ladder is steeper: 1.5 / 2 / 3 / 5 / 8x per stack.
  • Goblin Ballista spins its turret on any blow, not just melee and projectiles.
  • Gems hold at the kill for a moment before flying to the readout, and tutorial spotlights wait for the effects to clear so the drop they point at is visible.

Fixed

  • Chain links resolve in the order you took them instead of unwinding backwards.
  • A player already committed to a queued strike now sits out the chain.
  • Lights release with whatever owns them — charged Rising Pillar and tremor pillars die properly instead of vanishing, poison clouds killed by splash let go of their glow, and prop glows no longer bleed between dungeon rooms.
  • Dungeons no longer generate with an unreachable boss and treasure (previously about 7.7% of seeds were uncompletable).