The Huge demo update patch notes!
Author: Fuzz Force,
published 1 year ago,
It's been just over a month since the demo launched and I've been beavering away in that time improving the game based on what you've been saying. To see the broad strokes, [url=https://store.steampowered.com/news/app/2294160/view/3726223344811649916]click here to see the main changes to this update.[/url]
Here's the full list in the detailed bullet point format
[h3]GAME UPDATES[/h3]
[list]
[*] -Each Critter adds no skill cards to the deck
[*] -Winning a Wild Critter fight gives both the Critter and a Skill Card (a skill card that wouldve been attached to them)
[*] -NPCs now offer more cards for swapping
[*] -NPCs now have at least 1 skill card of each type so they'll always have something you may want
[*] -NPCs will always offer a common/uncommon of each type with a chance of an additional rare
[*] -The Battle deck now requires you to add 6 skill cards for each Critter you add (1=6 deck cards total/ 2=12 deck cards total/ 3=18 deck cards total)
[*] -Stickers are now given their own slots starting at 8 stickers and reducing based upon the rarity of critters you're using
[*] -The player now starts with 3 copies of each energy and attack card. Assuming 2 is the most a player would usually need, this frees up more swapping fodder
[*] -The Enerttack Pak has been added to Booster Machines which contain energy cards and the basic attack cards
[*] -With the addition of the Enerttack Pak, energy and basic attack cards have been removed from the regular booster pack
[*] -Uncommon cards are now worth 2 (Swap Value/Money), Rare cards are now worth 6 (Swap Value/Money)
[*] -Heal, Burn, Poison, Shock, Soak are now affected by the Critters Defence
[*] -Except on common cards where it remains a static value
[*] -Status effects based on turns like power/defence up/down, taunt, stun/dodge/immunity etc are unaffected
[*] -The aim of this is to make defensive Critters more useful in battle as they become more proficient at healing and using status effects
[*] -Power and Defence changes are now on a sliding scale of -3 to +3 and all those buffs/debuffs last 3 turns
[*] -Instead of the length of power/defence up/down, the cards now change in intensity
[*] -Cards from your hand update their text when hovering them over a Critter to show how much damage or status effect will be done
[*] -Cards that the enemy will use will always show these updated numbers
[*] -Burn damage no longer spreads on reaching 5 burn
[*] -Reduced Soak damage from 2 to 1
[*] -Additional description of Stickers on the Stickers page of the battle deck
[*] -Removed the Swap buttons on the overworld. Pointless
[*] -The wild Critters you find are now properly based on the progress through act. No more wild Rares in act 1.
[*] -The Trainers will now use their battle team from the next act if you're using more Critters than they are to bump up the challenge.
[*] -The starter deck now has an additional skill card that generates energy+does an effect in it.
[*] -Each element type now only has 2 weaknesses to make it easier to counterpick trainers
[*] -Opponents now have a certain type of card they want and your swap value will be boosted if you offer those to them
[*] -Dina's ability now works. She gains +1 Swap value on every card swapped. Wow!
[*] -Enemies now use more skill cards in Act 2 and 3 so the game should be a bit tougher
[*] -Having a critter get defeated now removes all skill cards of its element from the battle (if its the only one left of that type)
[*] -This can lead to a very specific situation where all skill cards are removed, and the player just loses in this scenario
[*] -Losing a battle now only takes 1 critter card and a life from you instead of all critters.
[*] -The binder contents buttons now skip to the first card you own from that category (if you own a card in that category)
[*] -The battle deck can now be viewed and edited whilst swapping
[*] -There are now 10 sticker slots. Commons reduce it by 1, uncommon by 2, rares by 3. Players using 1 or 2 Critters should get more Stickers, right?
[*] -Spot effects now stack
[*] -The battle deck now orders the cards based on elements
[*] -Buttons now have text on them for clarity
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[h3]CRITTER UPDATES[/h3]
[list]
[*] -Striqual HP reduced from 40 to 30. Ability changed from On hit:+1 Power to On Attack: +1 Power
[*] -Zappen ability changed from 2 to 1 dodge in line with dodge having a 1 stack max
[*] -Hangolin reduced from 3 Thorns to 2 Thorns
[*] -Aguatto is now 5 Pow 1 Def from 4 Pow 2 Def
[*] -Aguatto starts with Moat instead of Water Shield
[*] -Alerte gains 4 Taunt on Battle Start
[*] -Alertle now has 34HP, 2 Power, 2 Defence
[*] -Fledgee now gains 1 Status Immunity every 3 Turns
[*] -Fledgee now has 32HP, 3 Power, 2 Defence
[*] -Kinecoo changed to 38HP, 6 Pow, 0 Def and a new ability to get 1 Status Immunity every turn
[/list]
[h3]SKILL UPDATES[/h3]
[list]
[*] -Made sure cards only gave 1 stun/dodge/status immunity
[*] -Tsunami and Mind Blast have had their damage lowered as theyre AoE skills
[*] -Thunderstorm damage reduced to 5, one neutral energy added to energy cost
[*] -Meteor has had damage lowered as its also AoE but now also gives 1 Burn to all enemies
[*] -Terra Attack now correctly set to Power + 4 Damage (was +3)
[*] -Stunning Zap now does Power +0 damage to all enemies in addition to stunning all enemies and now costs 4 energy
[*] -Taunt reduced from 3 turns of Taunt to 2
[*] -Soak Spot Soak each turn reduced from 2 to 1
[*] -Power Up Whack reduced from 2 Power Up to 1
[*] -Drench reduced from 2 Defence Down to 1
[*] -Burn Up reduced from 2 Power Up to 1
[*] -Heal Spot reduced from 5HP per turn to 3HP
[*] -Big Hit energy increased from 3 to 4
[*] -Wildfire energy cost increased from 2 to 3
[*] -Reverted the change to the basic attacks damage. All of those are +1 damage
[*] -Moat changed from Allies to All Allies, Heal reduced to Def+1
[*] -Healing Drink now heals All Allies and for 2HP instead of 3HP
[*] -Rescue now affects All Allies
[*] -Take Root now deals Poison and Shock to all enemies for nature/volt/any/any energy
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[h3]BUG FIXES[/h3]
[list]
[*] -Fixed a bug where the top card of the swap pile would be replaced with the equipped skill card
[*] -You can no longer swap with characters who dont have any cards left to swap
[*] -Fixed cards where the attack was listed second not working properly
[*] -Fixed cards that hit twice (barrage/geode smash) not working properly
[*] -Aqua Attack is properly increased by power
[*] -Heat Rash properly applies damage based on power and burn based on defence
[*] -Fixed swapped hand cards having a deep sfx and the swap sfx being really deep on them
[*] -Fixed power and defence changes not wearing off properly
[*] -Fixed the Battle UI elements flying away if the button was spammed making them shake around
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