Update 31 is now live on Steam and itch.io!



This release heavily focused on introducing some new mechanics to the game, largely inspired by this thread on our forums (Thanks to Raiderrpg and Arkabed for the great ideas). Details can be found in the full patch notes below. Additionally, work continues on building out the campaign.

I’ll repeat here what I said last couple of times, just so no one is surprised. Although I’m sure someone will be surprised.



There is a lot of work going on behind the scenes getting campaign mode ready to go. Some advanced warning to everyone – when the campaign mode is ready, we’re going to do a game wipe and have everyone start from scratch so we can make sure to get the progression and balance right.



As per usual with updates, saved dungeons will be deleted. Additionally, saved campaigns will be deleted, but the only effect will be everyone’s town names will be re-assigned, and you will get all new missions.



We are still building this as a “development build” to help us track down bugs better, so you’ll see a “development build” watermark in the lower right corner of the screen.



Features:



A new monster ability has been introduced: Curses. A curse adds a curse card to your hand, replacing a card at random that’s already there. A curse is an unusable card, and it causes damage every turn. You can get rid of a curse by discarding it, but it will cause more damage when you discard it. Good luck!

Balance Changes:

Burrowing things will now only stay burrowed for a certain number of turns, and they will burrow less frequently now (Thanks Wuffell for the idea!).

The scarecrow’s enfeeble ability has returned to the game; it reduced the size of your hand for a while and forces a random card to be discarded.

The disease monster ability now swaps cards in your hand for lower values of the same cards.

Rescuing a prisoner will now remove stealth (Thanks Wuffell!)

UI Tweaks:

The Troll’s “Troll Smash” ability now shows up properly as an ability on the Troll’s tooltip and character sheet, and will be announced via some floating text when activated.

The rogue’s stealth effect has been changed. Hopefully you will be amused.

When your hero loses, there is now some sounds that play on the final scorecard screen, instead of silence.

The other types of “doors” (hay bales, grass, etc) now have their own distinct sounds instead of a creaky door.

Entrance doors have been re-vamped to be fancier. Everyone likes fancy doors.

Podrick the peg leg now has his own character image in the game.

The gold animation has been sped up.

Mini-map colors have been updated to go better with the new dungeon types.

Bug Fixes: