v0.7.2 "Fix final boss balance & UI overhaul"

Crownkeep Playtest · published

### Content

- Reworked the final boss floor so it's less overwhelming/of a difficulty spike. Only 2 bosses instead of 3 and abilities are less punishing. Should still be a challenge but hopefully more fun/balanced.
- New boss ability for the Reaper, the boss of the Crypts floor. Now is "Whenever an enemy dies, you take 1 damage" (previously summoned a skeletal brute after you played 10 energy worth of cards)
- Change the upgrade to volley to "Deal 1 damage randomly 2 times. Gains +2 times when shuffled." (was "Deal 1 damage randomly 3 times. Gains +1 times when shuffled.")
- Archery card ("Deal 1 damage randomly each turn until an enemy is uncovered.") now costs 0 energy instead of 2, since it can only be gain from unique bow item which made it free anyways

### UI

- New UI showing the next 3 upcoming cards in your deck that you can shuffle to. Also new UI for draw pile & discard pile.
- Added animation speed setting
- In the pause menu, rename "Main Menu" button to "Save & Exit" to make it clear that progress will be saved
- Improve tooltip explaining what shuffle does ("Shuffle your top card back into your deck and draw the next card.") and how discard pile works ("Each card can be played once per floor. You'll get them all back on the next floor.")
- When you gain a status, it flashes white briefly

### Music

- Add new music track for Orc Fortress floors
- When descending floors, switch music slightly earlier (music transition matches visual transition better)

### Visuals

- Add better animation for exploring a blizzard tile
- Add a new animation for when Winter, boss of the Icy Halls floor, summons blizzards
- If player collects souls when soul bar is full, play short chime + flash the soul bar white to notify player
- Whenever a necromancer is blocked from summoning (e.g. if you move a zombie onto a tile it was going to summon on), play a "Summon Blocked" animation and sound effect

### Mechanics

- You can now shuffle even when out of cards (relevant e.g. if you have crossbow "Deal 1 damage every time you shuffle")

### Bug Fixes

- Fix keywords on curse cards not being readable due to low text contrast
- Fix positions of cards overlapping in the upgrade card modal
- Fix sprint and volley not showing card text in green when # of shuffles gained or # of times the card deals damage has been increased
- Fix volley not showing it's damage increase in green & typo in high ground upgrade text
- Fix crossbow and other items not counting towards Slash's 2 enemies for "Deal 3 damage. Costs 0 if you've damaged 2 or more enemies this turn."
- Fix Ice Imp using the wrong death animation
- Fix death animations being played too high up
- Fix settings modal not animating in and out from pause menu unless using keyboard shortcuts
- Remove resolution settings for ultrawide monitors since main menu doesn't support this, and just letterbox for now
- Fix platemail ("Whenever you Block an attack from an enemy, apply Stunned.") only triggering when fully blocking an attack when it should trigger if you block any damage (doesn't need to be all)
- Fix bug where a jumping monster's animation would stutter if you played a card
- Make sure old places that referred to Rage now say Soul Surge
- For the "Remove 2 Cards" and "Transform 2 Cards" campfire rewards, the animation showing the 2 cards was very choppy before. Animation is smooth now.
- Fix poison status ("Enemy takes 1 damage each turn") going away after 1 turn.
- Have High Ground+ say "every" instead of "all" when upgraded to clarify that card doesn't stun all enemies ("Apply stunned. Scout all tiles adjacent to every stunned enemy.")
- Clarify that Grug the Lazy ability only effects revealed enemies, not enemies under tiles ("After 7 turns marks a 3x3 area. Every 7 turns, gives all revealed enemies in the marked area +2 power, then marks a new area.")