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1
Game Updates & News / Releasing on Steam June 20, 2022
« on: June 18, 2022, 09:59:55 AM »
After six years in development, we're excited to announce that...

Summoners Fate will be available on Steam Monday June 20th (Early Access)

Demo available on our store page here.

If you're curious to see just how far along the game has come, check out these great videos from some of my favorite content creators, Wanderbots and Retromation:


"This is a solid deck builder roguelike. It’s got a lot of features that I love. It plays completely differently from a lot of other ones on the market [closer to Hearthstone or MtG]. It is a ton of fun." - Wanderbots


"I’m impressed… I’m pleasantly surprised. This is not like anything I’ve ever played…while being a little like everything I’ve ever played" - Retromation

2
Game Updates & News / Release Notes v0.69.1
« on: May 03, 2022, 02:10:22 PM »
    Release Notes
    Latest Release: v0.69.1
    Date Released: 06/12/2022


    Pending Changes
    Coming Soon
    • Fixed bug "RangeError: Invalid child index" when positioning card in hand

    Changes in v0.69.1
    Released: 06/12/2022

    • New Feature: Stats tab in Progression menu allows you to view your collection of gameplay stats.
    • New Feature: When returning to the title menu, any new cards unlocked are now shown to the player.
    • Improvement: Added a "New" flag to indicate cards the player has not yet unlocked when card is shown in "You Found", "Choose Card", and "Shops" prompts.
    • Improvement: Sorted locked Summoners by their relative difficulty to unlock.
    • Improvement: Per player feedback on getting the "Challenger" achievement (defeat boss with no soul gems) and a clever hardcore strategy to avoid picking up heart containers to reserve them as extra campsites, we've disabled auto-loot on soul gems and heart containers. You'll have to walk over these tiles to pick up these items.
    • Improvement: Reduced difficulty of unlocking Antarus, Battle Mage. Reduced difficulty of unlocking Cora, Ice Queen. Changed Sylvia's starting deck cards to include Animal Growth.
    • Fixed bug where tutorial uses the Advanced difficulty instead of Novice difficulty.
    • Fixed bug where crocodiles in forest encounter always took the first turn (even if player is not powerful enough to survive their attack)
    • Fixed bug where it was possible to summon killer bunnies, armored squirrels or skeletons in the water.
    • Fixed bug where Breed spell could copy units onto invalid tiles (such as walls or water).
    • Fixed bug where All-star decks weren't populating after exiting an adventure to the title and then attempting to play a battle.
    • Fixed bug where the same Satchel cards were appearing twice in the progression menu.
    • Fixed various reported desyncs and soft locks.

    Changes in v0.67.1
    Released: 05/26/2022

    • New Feature: All-new progression system allows you to unlock cards, characters and achievements through gameplay.
    • New Feature: Cross-platform cloud save allows you to play on one device and continue on another.
    • Improvement: Defeated guardians are now revived when using a portal to travel to a new world.
    • Improvement: Barbarians who defeat enemies by knocking them into spikes will now get credit for the defeat and trigger their activation. Effectively, we changed the rule for who actually does the damage/defeat such that neutral targets (ex: spikes) do not take the credit, even if they deal the remaining damage.
    • Fixed bug where Gruar appeared super-tiny after defeating an enemy instead of growing larger.
    • Fixed bug where game might lock animations during situations where trees or other placable objects were destroyed.
    • Fixed bug where successions of spore pods being destroyed did not animate the "burst" of adjacent spore pods.
    • Fixed bug where it was not possible to buy the last card from a shopkeeper on desktop.
    • Fixed bug where AI could desync with the player in certain situations.
    • Testing Fix: Implemented a solution to help improve framerate and performance.
    • Testing Fix: Implemented a solution that potentially fixes the stuck on "Loading Assets 100%" bug after updating.

    Changes in v0.65.1
    Released: 05/08/2022

    • Fixed bug where it was possible to get a hurled squirrel to follow you in explore mode. This meddlesome squirrel could then go on to create undesirable mayhem, such as making your Summoner run away or causing the game to freeze.
    • Fixed bug where the Battle Mage did not apply the knockback to some damage spells with multiple AOE targets (such as Dragons Breath or Fireball). The Battle Mage now properly applies knockback to all damage spells with the exception of spells that cause their own gravity effect from a point other than the caster (for example, Exploding Fireball knocks backs units from the center of the blast.)
    • Fixed bug where hurling squirrels at groups of explosive barrels could cause errors (see bug above).
    • Fixed bug where the Guardian Angel redirect could throw exception if the only available adjacent space to summon the angel was against a wall.
    • Fixed bug where dragging a satchel card into play could cause a softlock.
    • Tracking a bug reported by some users that after the game initially updates from a new build, it gets stuck in the loading screen. Restarting the game fixes the issue. Please let us know if you experience this bug and provide information if possible so we can fix in future release.
    • Tracking a bug reported where changing the language can generate an error. Please continue reporting this bug and provide any details you can on what you were doing prior to the language change so we can fix in future release.

    Changes in v0.64.1
    Released: 05/03/2022

    NEW FEATURES

    UI Overhaul: The game’s UI has been completely overhauled and optimized. This includes all-new UI artwork, improvements to the battle interface, new resource HUD, and more.

    New PC Controls: We’ve added numerous controls to improve the experience of the game on PC. Clicking the right mouse button shows the card or description of the unit or tile clicked on. Mousing over resources and buttons in the hud will now identify what the element is and how it works. Mousing over cards in the deck builder instantly shows the expanded details. We’ve also eliminated the “Choose and Buy” buttons on PC in favor of using mouse over to view cards and clicking on the card directly to make your selection.

    Localization: Summoners Fate now supports 6 languages: English, Chinese (Simplified), Chinese (Traditional), Japanese, Korean, and French. Players can change language at the title screen and via settings menu.

    Risk vs Reward Features: In the previous build, we received feedback that there wasn’t enough reward to offset the risk of hunting down enemy minions and elite Summoners. We’ve taken your suggestions and added several new features to make the tension of risk vs. reward more fun and meaningful:
    • Soul Gems: Soul Gems provide incentive to explore and defeat the Elite Summoners. When defeated, each defeated enemy Summoner drops either a red or blue soul gem. A red soul gem depletes the boss’s health by 5. A blue soul gem depletes the bosses mana by 3 (denying them a turn of casting spells against you).
    • Skeleton Keys: Skeleton Keys provide incentive to defeat minions. Minions will now drop keys that can be used to unlock treasure rooms or locked chests containing satchel cards or other valuable resources.
    • Satchel Cards: A new category of cards that can be cast during explore mode to power up your characters for the next battle, upgrade characters, and unlock new content. Satchel cards are found in locked treasure chests, dropped by elites, and bosses.

    Boss Key: No more stumbling into the boss. You’ll now need to recover the boss key (carried by one of the Elite Summoners) and use it to unlock the boss’s chamber.

    Random Bosses: This build adds 3 new bosses (one per each of our current three biomes) for a total of 6 bosses. The bosses in each world are now randomly selected.

    Lore Journal and Collection Completion Reward: The new lore collection in the HUD now shows your progress towards completing your lore collection. Clicking the lore collection in the HUD lets you read the lore you’ve found. Completing the lore collection within a world grants the player their choice of a reward.

    Discard Feature: Per popular request, cards can now be discarded at any time during your turn. Additionally, if you discard two or more cards during the same turn, you generate 1 mana.

    Auto Loot: Characters will now automatically pick up loot dropped when destroying objects in explore mode (but not during combat and not after winning a battle).

    Debris: Environment objects now splinter, shatter and generate debris when destroyed making it much more fun and satisfying to smash barrels and crates to find loot. Debris is also persistent so you can follow the wake of your destruction to tell where you’ve already battled and explored.

    IMPROVEMENTS

    • Character Aesthetics: The size of character heads have been adjusted to more realistic proportions.
    • Environment Aesthetics: We’ve added textures to dirt and dungeon tiles to make the game feel a bit more “gritty” on PC while still maintaining the game’s unique charm and aesthetic. We’ve adjusted the lighting to make dungeons and caves feel darker. Torches and other light sources have been adjusted to improve aesthetics. Doorways have been improved.
    • End Turn Prompt: Adapted the end turn prompt so it now messages whether or not you have unit actions available, cards that can be played, or both. Additionally, the end turn prompt can now be disabled/enabled in Gameplay Settings.
      Updated the difficulty settings: Casual is now Novice. Normal is now Advanced. Added tooltip descriptions to each difficulty setting. Novice difficulty now has additional features to help onboard new players including bonus life to their Summoner, the ability to fully recover their party after each defeat, and having a guardian angel summoned on their last retry.
    • Title Screen, Tortoise and Battle Menus: Overhauled the design of the menus to give it a more modern and premium feel. Players can now choose Adventure, Battle or Tutorial from the Tortoise menu. The old battle menu has been removed and the battle options have been placed directly in the tortoise menu with fly out animations and polished transitions. In addition, when you start a battle and complete it, you now return directly to the battle screen so you can quickly fire up your next battle without having to navigate through the menus.
    • Settings Menu: Restructured the “Exit Game” menu to comply with best practices for PC games, allowing option to exit directly to desktop or title screen, and clearly indicating how game progress is saved.
    • Fast Travel: Added animation to complete the teleport exit effect of the fast travel system.
    • Weather Systems: Added additional support for weather effects (ex: rain storms) to control lighting by removing light/god rays during the duration of weather. Added animated god rays to further improve ambience and immersion in the world.
    • Card Types: Types now show on spell cards (ex: insectoid spells now show insectoid type).
    • Goblin Party: The Goblin party got more exciting! New aesthetics as well as boosted stats for the “Birthday Boy” goblin.
    • Map Landmarks: Key information such as treasures you’ve discovered, shops, enemies, etc. are automatically marked on your map when you discover them. This also now includes marking enemies on the map when you are defeated and opt to retry.
    • Updated tutorial: Removed lore, soul gems and boss key from tutorial (These will be introduced in the first adventure or when the player resets tips from the settings menu). Player now frees the Cosmic Tortoise from the jail cell using a key.

    SUMMONER LAUNCH SET
    To help focus our balance testing, we’re going to limit the characters available in the prerelease to the 8 Summoners planned for launch. As we reach closer towards development milestones, we will unlock additional characters as well as introduce new characters for play testing. These Summoners are:
    • Sylvia, Druid (Nature, Chaos)
    • Antarus, Battle Mage (Chaos, Arcane)
    • Albirich, Fighter Mage (Celestial, Nature)
    • Cora, Ice Queen (Arcane, Void)
    • D’Orc Slayer, Chieftan (Chaos, Nature)
    • Li, Pyromancer (Chaos, Celestial)
    • Sibylla, Conjurer (Void, Chaos)
    • Zenon, Arch Mage (Arcane, Celestial)

    NEW CARDS
    • Guardian: Drax, Scorpion Lord
    • Guardian: Araknia, Spider Queen
    • Guardian: Dameon, Warlock
    • Unit: Vampire Hypnotist
    • Unit: Vampire
    • Unit: Vampire Lord
    • Unit: Gruar
    • Unit: Dark Elf Archer
    • Unit: Dark Elf Witch
    • Unit: Frog Demon
    • Unit: Electrocutioner
    • Unit: Armored Rat
    • Unit: Mantis Warrior
    • Spell: Enrage
    • Spell: Rat Pack
    • Spell: Gust of Wind
    • Spell: Hurl a Squirrel
    • Spell: Spirit Recall
    • Satchel Card: Earth Elemental Scroll
    • Satchel Card: Fire Elemental Scroll
    • Satchel Card: Air Elemental Scroll
    • Satchel Card: Water Elemental Scroll
    • Satchel Card: Anti-Freeze Potion
    • Satchel Card: Anti-Venom Potion
    • Satchel Card: Healing Potion
    • Satchel Card: Big Healing Potion
    • Satchel Card: Mana Potion
    • Satchel Card: Big Mana Potion
    • Satchel Card: Forcefield
    • Satchel Card: Guardian Heart
    • Satchel Card: Life Potion
    • Satchel Card: Stone Ankh
    • Satchel Card: Strength Potion
    • Satchel Card: Mana Potion
    • Satchel Card: Big Mana Potion
    • Satchel Card:Stone Ankh

    BUG FIXES
    • Fixed bug where bridges in forest world weren’t populating wood planks and resulting in 1-tile wide bridges.
    • Fixed bug with some keywords not populating correctly.
    • Fixed bug where quickly adding dice to a fate encounter could result in your hud reporting extra dice that weren’t actually available in inventory
    • Fixed bug where fast traveling to a map could trigger event prompts twice.
    • Fixed bug where clicking rapidly after fast traveling could result in getting the camera stuck in zoomed in view.
    • Fixed bug where using Save and Exit Adventure during a battle within an adventure would clear the battle progress.
    • Fixed bug where light rays in dungeons would follow the player character like spotlights while exploring.
    • Fixed bug that would allow spiderlings shaken off spider mothers to spawn on water.
    • Fixed bug that would allow marauders surrounding captives to spawn on traps.
    • Fixed bug where it was possible to fast travel, land on a trap and receive damage.
    • Fixed bug where releasing card to cast could result in it temporarily appearing at the top of screen.
    • Fixed bug where cards being returned to the deck after a battle appeared super large.
    • Fixed bug where hero won't appear to reposition to gravity effect if they are pulled on the AI's turn going first.
    • Fixed bug where the guardian from Catch of the Day encounter could join the team even if the party was full. The prompt that allows the player to choose their two guardian teammates was not surfacing, allowing a temporary party size of more than 2 guardians.
    • Fixed bug where Loyal units were not being healed when resting at a campsite.
    • Fixed bug where retreating immediately after the AI has taken first turn caused a soft lock.
    • Fixed bug where suspicious tombs could not be opened.

    BALANCE CHANGES
    • Balance: Changed Freeze Time  from (Cost 2) "All non-timekeeper units cannot use actions, cast spells, be targeted or take damage units end of your next turn." to (Cost 3) "Freeze all units on the board except timekeepers."
    • Balance: Changed Revealing Light (Cost 1): "Reveal every Surprise and Stealth unit. Draw 2 cards." To Blinded by the Light (Cost 2): "Blind all enemies until end of their next turn. Reveal every Surprise and Stealth unit."
    • Balance: Steal Lifeforce spell was renamed "Vampire Bite" and changed from "Steal 4 Life from adjacent enemy." to "Give adjacent enemy -0/-4. Gain +0/+4."
    • Balance: Added type "small" to Yellowjacket, Wolf Spiderling, Bat and Rat. You can now use Animal Growth to mutate these animals and Breed to copy them.
    • Balance: Shockwave now stuns all enemies. Stunned units cannot attack or block until end of turn.
    • Balance: Reduced cost of Expose the Rear from 2 to 1.
    • Balance: Reduced cost of Lions Fury from 2 to 1.
    • Balance: Fixed chain lightning targeting so that triggered abilities no longer interrupt the lightning animation before it finishes hitting all targets. Fixed the animation so the lightning bolt seamlessly passes through all targets. Made it so that the Spell Damage Boost now applies to all targets hit by chain lightning (not just the first target). Made it so the targeting now shows all units who will be hit by the chain lightning before casting. Changed Chain lightning text from "Deal 3 damage and chain 3 damage on up to 2 closest enemies visible to last target." to read: "Deal 3 damage on up to 3 enemies closest together and visible to each other."
    • Balance: Wall of Fire was changed to allow summoning the wall on target row or column. Additionally, the Wall of Fire now lasts until the end of battle or removed using dispel magic.
    • Balance: Death Blossoms can now be cast on target row or column.
    • Balance: Reduced the cost of Redirect from 3 to 2.
    • Balance: To make the duration of effects more clear, we changed "Until end of next turn" to "Until end of their turn" and we changed "Until their next turn" to "Until start of their turn". These effects will now last relative to the turn of the unit they are cast on, not the turn of who casted it, which means the status effects placed on them will always communicate the correct duration remaining.
    • Balance: Imprison was changed to read: "Enclose an enemy in a magical cage that blocks sight and attacks until end of their turn.
    • Balance: Changed Hurl a Squirrel, Armored Squirrels, Skeleton Warriors and Killer Bunnies so that these cards can still be cast even if there isn't enough room to summon all of them.
    • Balance: Reduced the cost of purchasing heroes from Inkadoo's House of Hopeless Heroes when encountered at early level in the game. (Now works similar to mercenaries for hire, with prices ranging from 300-500 gold).
    [/list]

    3
    Game Updates & News / Release Notes v0.49.1
    « on: June 30, 2021, 06:29:39 PM »
    Release Notes
    Latest Release: v0.49.1
    Date Released: 10/19/2021


    • New Summoner Select Screen - Improved how summoners are selected for adventures based on player feedback. Each summoner now has a curated starting deck and description to make it more clear how their playstyle works.
    • Privacy - New account registration no longer requires email.
    • Fixed Bug where Battle Mage was showing the Block keyword in his card description.


    Changes in v0.48.1
    Released: 10/10/2021
    • Fast Travel - You can use the world map to fast travel to explored locations.
    • Interactive map - You can mouse over (or tap) on map cells to learn about the contents.
    • Randomized World Order - The world order is now randomized instead of always being Dungeon, Forest, Desert. Note, because of the difficulty of desert encounters, desert will still only surface on level 2 or 3.
    • PC/Mac controls: Added WASD/arrow key movement controls.
    • PC/Mac controls: Added M keypress to open/close map.
    • PC/Mac controls: Added mouse over controls to view spell cards during combat.
    • New animation: Replaced 3 Star Victory/Dance animation with Sword Clash Victory.
    • Fixed bug where running on 4K monitor in 4K resolution in Windows would cause the game to lock.
    • Fixed bug where multiplayer games weren’t showing opponent’s name.
    • Fixed bug where the contents of an explored room were not marked on map after being defeated and retrying.
    • Fixed bug with misaligned text in dice roll prompt for caged animal encounter.
    • Fixed bug where defeating Cho'Tuk while he is transformed into a bear would lock the game.
    • Balance Fix: Orc huntresses controlled by bots will no longer fire arrows at the start of battle.

    Changes in v0.47.1
    Released: 8/26/2021

    • Fixed bug where a multiplayer de-sync could occur as a result of both players using the undo feature on back-to-back turns.
    • Spawn Protection System (Smart Procedural Curation) In this first phase of efforts to address player feedback on early-game difficulty, we've implemented a new feature that protects players from being trapped in a world with battles that are too difficult to win. We accomplish this by comparing your characters current battle experience with the difficulty of encounters, and, if necessary, swapping encounter in the world to ensure a better distribution of fights that escalate in difficulty with the resources available.
    • Added a tutorial tip to for the retreat command. This should trigger during adventure mode when encountering a battle that might be too difficult to win with your current resources. The retreat command provides a way to safely scout the area and leave the battle.
    • Added ultra-widescreen aspect ratio support for Android phones.
    • Fixed bug where the Log Out button was being scaled weird on iOS
    • Added new card: Siphon Mana
    • Added new maps to procedurally generated worlds

    Changes in v0.46.1
    Released: 8/4/2021

    • Fixed bug where starting a multiplayer game, then backing out before a game connected resulted in adventure campaign progress being erased.
    • Improved experience for how Adventures are saved to meet player expectations. The game will still auto-save at every step. In addition, there is now a "Save & Exit to Title" button that will allow you to return to the title screen with campfire and tortoise. From here, you can choose to "Continue Adventure" or start "New Game". This way, it's more clear that campaign progress is protected, and you are free to start new battles (multiplayer or vs. AI). If you try to start a new adventure while an existing adventure is in progress, the game will prompt you with a warning, indicating that starting a new adventure will erase the current adventure progress. Player can then choose to start new adventure or cancel and keep existing adventure.
    • Fixed bug where the first three cards in deck were not getting shuffled.
    • Fixed bug where switching to Desktop UI on mobile would lock the UI in Desktop mode until selecting Mobile UI and restarting the app.
    • Fixed bug where attempting to remove a card from deck while the Sort prompt is filtering it out crashes the deck builder.
    • Fixed bug where debug code was showing on character during rainstorm.
    • UI: Made the magic school buttons in Sort cards prompt consistent with those in the Choose Summoner screen.
    • Balance: Reduced the Insectoid card mana discount granted by Mating Season from 2 to 1.

    Changes in v0.45.1
    Released: 8/1/2021

    Fixed bug where starting a Battle while in Adventure mode could result in advancing to the next chapter with your Battle team and losing your previous adventure progress.

    Changes in v0.44.1
    Released: 7/30/2021

    More updated UI (prompts, victory/defeat, and turn start indicators)

    Changes in v0.43.1
    Released: 6/30/2021

    Single Player Adventures
    This build is all about the new single player experience called "Adventures" (also called "Prophecies"). Your goal is defeat three powerful bosses in an ever-changing lands where new encounters are generated each time you play. Adventures are divided into 3 chapters, with each chapter representing a different world (ex: dungeon, forest, desert). For this release, the order of the biomes and the bosses for each world are fixed. In future builds, the plan is to randomize the worlds, enemy and boss themes so you'll never know quite what to expect next. Even still, there is plenty of content in this build to keep you delighted and surprised :)

    New Tutorial
    Sylvia's squirrel-hurl staff finding mission has been updated to introduce many of the new mechanics of the game's new open-world, free-roam exploration engine.

    New UI and Desktop Layout
    The game's UI artwork has been updated and I've added a new layout mode optimized for playing the game on desktop.

    Seamless Multiplayer Battles
    In previous builds, it was necessary to complete your single player games before you could engage in a multiplayer game. In this build, you can start a multiplayer battle (or quick match against the AI) without disrupting your campaign progress. This build also features an optimized caching system, so game load times after the initial rasterization process should be very fast.

    Music
    Several new music tracks have been added to compliment exploring during adventures, resting at camp, and the escalation of boss battles.

    New Cards
    Nearly 50 new cards/characters have been added to the build and are available in both the single player and battle modes.
    • Animate Plant
    • Ant Pheromones
    • Arcane Insight
    • Bat
    • Bonus Attack
    • Call to Arms
    • Carniflower
    • Celestial Blast
    • Sir Cheesles/Chronomancer
    • Demonic Lash
    • Demonic Strength
    • Dreadnought Titan
    • Dreadnought Warrior
    • Dreamstealer
    • Dwarven Armor
    • Flash Bomb
    • Freeze Time
    • Giant Crocodile
    • Giant Stag Beetle
    • Harpy
    • Hellhound
    • Imprison
    • Incubus
    • Jungle Cat
    • Lightning Storm
    • Mating Season
    • Meditate
    • Necrotic Blast
    • Orc champion
    • Power Overwhelming
    • Rat
    • Screaming Skull
    • Shadow Bolt
    • Shatter
    • Shockwave
    • Silence
    • Skeleton Reaver
    • Stolen Dreams
    • Succubus
    • Shunder Armor
    • Tactician
    • Three Point Palm
    • Time Bomb
    • Timekeeper Warrior
    • Toxic Spores
    • Unusual Size
    • Water Drake
    • Wooden Buckler

    And More!
    Many other game improvements and fixes have also been added in this build.

    4
    Game Discussion / Single Player Campaign Feedback
    « on: July 10, 2019, 01:08:37 PM »
    Single Player Campaign Feedback

    With our recent DLC release of v0.32.5 we added two new single player campaigns. See here for more details. We launched these campaigns intentionally in a rough, WIP form to get early feedback from players. We'd like to hear from you what works/what doesn't work and where you'd like to see us take the experience next to meet your expectations of an amazing single player experience in Summoners Fate.

    Use this thread to share your thoughts and ideas with us  :D

    About the New Single Player Campaigns
    For Ross's campaign (Li's Quest) the focus was to isolate character progression, escalating difficulty of enemies and see if the experience culminating in a final boss battle is fun. If so, we can continue down this path and add to it with ew features.

    Peter's quest (Level 4) focuses on the idea of creating a sense of adventure (story telling without story) by having the levels progress in the environment and having unsuspecting characters play the role of Summoners as well as create new challenges beyond just 1v1 AI battles.

    3 Known Issues:
    • Unit characters are out of proportions in the Choose a Card prompt
    • If you undo a choose a card choice or resize screen with this prompt active, the card choices will vanish and you'll have to restart campaign.
    • The hero's starting health will look like a debut instead of the intended base life being modified on the card.

    IMPORTANT!
    We discovered at the end of the stream that the new levels will not appear if you've previously completed campaign 1 and 2. This is because the playerData stores an impression of the old campaign map. To get the levels to show, you'll need to delete your existing player data. NOTE: This will also delete any custom decks you've made, so be sure to screenshot them before you delete your data.

    To delete playerData on each platform:
    • PC: Delete the sf.sol file located at C:\Users\[USER_NAME]\AppData\Roaming\com.d20studios.summonersfate\Local Store\#SharedObjects\main.swf\sf.sol
    • Mac: Delete the sf.sol file located at /Users/[USER_NAME]/Library/Application Support/com.d20studios.summonersfate/Local Store/#SharedObjects/main.swf/sf.sol
    • Android: Tap and hold app icon. Select App Info. Select "Storage". Select "Clear Storage".
    • iOS: Delete the app and reinstall.

    5
    Game Updates & News / Release Notes v0.32.1
    « on: June 12, 2019, 03:06:05 PM »
    Release Notes
    Latest Release: v0.32.5
    Date Released: 7/10/2019

    New DLC was created live on our Twitch Stream: https://www.twitch.tv/d20studios
    Join us each week to create new content with us.

    Changes in v0.32.5
    Released: 7/10/2019

    Two New Single Player Campaigns!
    For this release, Peter and I each created a new single player campaign for you to play. These can be accessed at the "Campaign" table in the main menu via Level 3 and Level 4 respectively.

    IMPORTANT!
    We discovered at the end of the stream that the new levels will not appear if you've previously completed campaign 1 and 2. This is because the playerData stores an impression of the old campaign map. To get the levels to show, you'll need to delete your existing player data. NOTE: This will also delete any custom decks you've made, so be sure to screenshot them before you delete your data.

    To delete playerData on each platform:
    • PC: Delete the sf.sol file located at C:\Users\[USER_NAME]\AppData\Roaming\com.d20studios.summonersfate\Local Store\#SharedObjects\main.swf\sf.sol
    • Mac: Delete the sf.sol file located at /Users/[USER_NAME]/Library/Application Support/com.d20studios.summonersfate/Local Store/#SharedObjects/main.swf/sf.sol
    • Android: Tap and hold app icon. Select App Info. Select "Storage". Select "Clear Storage".
    • iOS: Delete the app and reinstall.

    About the New Single Player Campaigns
    Our intent was to release these early in the design process so that we can get your feedback on what works/doesn't work about the experience. For Ross's campaign (Li's Quest) the focus was to isolate character progression, escalating difficulty of enemies and see if the experience culminating in a final boss battle is fun. If so, we can continue down this path and add to it with ew features.

    Peter's quest (Level 4) focuses on the idea of creating a sense of adventure (story telling without story) by having the levels progress in the environment and having unsuspecting characters play the role of Summoners as well as create new challenges beyond just 1v1 AI battles.

    Please keep in mind that these new campaigns are very much work-in-progress. As community driven developers, we wanted to provide players the opportunity to see the paths we're exploring and provide a better picture at how the mechanics will come together in the final picture. We don't have all the answers yet, but with each milestone and with your feedback, we approach closer towards achieving the amazing experience we're committed to delivering for WW release.

    Your feedback is very important to us.
    Please share your thoughts on the campaigns on this forum thread and feel free to chat with us directly on Discord in the #summonersfate or #gameideas channels.

    3 Known Issues:
    • Unit characters are out of proportions in the Choose a Card prompt
    • If you undo a choose a card choice or resize screen with this prompt active, the card choices will vanish and you'll have to restart campaign.
    • The hero's starting health will look like a debut instead of the intended base life being modified on the card.

    Special Thanks to our Community Members who joined the stream and helped us get this release out today:
    • Outlander
    • TLark
    • Clevername/LoginError
    • Maltross
    • OdinKong
    • VGSmart/Antlion
    • Aingree

    Really appreciate the support everyone! We would not have been able to make this release without your clever observations, insights and catches on the bug causes (very good eye there, Outlander).  :D

    Changes in v0.32.4
    Released: 7/3/2019
    New Maps
    • Field of Rain (6x9 Rain Forest Level)
    • Dragon Egg Cave (6x9 Cavern with hatchable dragons)
    • Desert Ruins (6x9 Desert)
    • Snow Crossing (6x9 Ice)
    • Forgotten Grove (6x9 Jungle)

    Changes in v0.32.3
    Released: 6/26/2019
    New Cards
    • Mana Loan
    • Cyclops
    • Goblin Champion

    Changes in v0.32.2
    Released: 6/19/2019
    New Starter Decks & AI Opponents Added
    • Birds and the Bees - A deck that really bugs your opponent.
    • The Hoarders - They collect battle scars.
    • Rugged Rebels - Don't stand so close to me.

    Changes in v0.32.1
    Released: 6/12/2019

    THIS IS A MASSIVE UPDATE! I NEED YOUR HELP TO VET THE CHANGES
    As you can gather from the long, long list of changes below, this is a massive update. What I've done here is attempt to resolve as many of the known bugs and player feedback as possible so that I've got a clean slate from which to build out the single player experience. Please, please help me by reporting any bugs or otherwise unusual behavior that you discover. The best way to do this is to submit a bug report from directly within the game immediately after the observed behavior. If a bug window is not automatically triggered, you can manually pull up the window by clicking on settings (the gear icon) and then selecting "Submit Bug Report". This is also a great place to share feedback/balance/suggestions etc. as this automatically sends the information to my backlog, allowing me to track it and ensure it gets addressed in the future.

    New Cards Available
    • Soljuant
    • Gartuant
    • Ants at a Picnic
    • Wall of Fire
    • Lions Fury
    • Reflect Damage
    • Roar
    • Vigilant
    • Bramble Elemental
    • Magma Golem
    • Magma Giant
    • Savage Transformation
    • Green Dragon
    • Poison Breath
    • Blue Troll
    • Fire Shield
    • Time Travel
    • Back, to the Future!
    • Hydra
    • Cat of Nine
    • Samurai
    • Mummy
    • Paralyzing Spider
    • Rock Giant
    • Earth Drake
    • Orc Warrior
    • Evolyn, Paladin
    • Legatus Isabelle
    • Arcana
    • Frozen Blades
    • Grease
    • Fire Trap
    • Time Trap
    Performance and Multiplayer
    • Significant improvement to application loading times (roughly 2X improvement over previous build).
    • Multiplayer matches are now limited to 1 undo per interaction. Players still have unlimited undos, but you cannot undo past your last move (no more undoing the entire turn in multiplayer). We've also added support to limit undos to a fixed number per game that we can enable at player request.
    AI Fixes
    • Fixed bug #623 that was causing a critical desync state with AI when Vigil ability (typically from Soul Reaver) combined with a Freeze effect (typically from Cora). This bug was responsible for the majority of locked games in client v0.31.
    • Fixed desync bug #575 where the Red Imp caused a desync with the AI and locked up the game.
    • Fix bug #589 where the Gate of Fate was causing a desync with AI.
    Balance Changes
    • Changed Giant Meteor so it can now target any space. The impact space now takes 5 damage (and will affect stealth units), but no longer knock back the primary target. Units surrounding the blast now take 1 damage and Knockback (5) from impact space.
    • Fixed Seeker Barrage so that it now gets a cost discount when from Air Elemental.
    • Fixed Psychic Blast, Ice Javelin and Seeker Barrage so they now show the damage bonus gained Lightning Elemental.
    • Changed Sibylla’s buff ability from “Ally units get +1/+1” to “Units you summon get +1/+1”. Additionally, her buff is no longer persistent (like a Skeleton Captain) but rather triggers when she summons a unit and gets applied as a lasting but removable status effect.
    • Gravity Blast/Push: Push all enemies in front of you 5 spaces away.
    • Gravity Well: Pull all enemies 3 spaces towards any space.
    • Changed the Wizard so that he may not draw additional cards unless he holds less than 5.
    • Changed Stealth so that unit is revealed immediately when attempting to attack/cast. This will fix issue where stealth units do not reveal after triggering a Cover of Shadows surprise.
    • Dark Elf Assassin - Reduced cost from 3 to 2, and dropped power from 3 to 2, Life from 6 to 4.
    • Sabertooth - Removed the Moves up to 4 spaces per turn ability. I've decided to limit abilities that change movement to specific characters (Griffon, Cave Spider) and fix the number at 6 rather (double movement) rather than 4.
    • Swift Strike ability upgraded: Now grants +3 power, triggers regardless of facing
    • Changed Fire Elemental from 3/7 to a 2/5 but increased his Fire Shield from 1 damage to 3. He now has immune to Fire in addition to Immune to Freeze.
    • Phoenix now has Immune to Fire in addition to Immune to Freeze.
    • Flesh Golem no longer requires "Unique". Rather, the oldest Flesh Golem will act as body guard until defeated, then newer instances of Flesh Golem will take over.
    • Fighter Mage now has Immunity to Frozen and Immobilize.
    • Changed how Mind Control Effects Work:
      1. When you place a Mind Control effect on a unit, any existing mind control effect is removed.
      2. Mind Control status now indicates the controlling player vs. the name of unit that cast the mind control effect.
    • Increased Spike tile damage from 1 to 2.
    • Increased Wall Spike damage from 1 to 2.
    • Changed Bloodlust so it can be cast on any unit (not just melee units)
    • Death Blossoms now spawns Spore Pods on target row, rather than in a line from caster.
    • Spore Pods once again cause damage and Poison allowing them to cascade explode surrounding spore pods.
    • Units defeated by Disintegrate can no longer be revived.
    • Increased Frost Dragon's Life from 8 to 10 and changed its ability from Freeze units entering adjacent space to Sprintshot: Deal 2 Ice damage and Freeze units in range 3 cone.
    • Meteor Shower now targets everything in a 5x5 AOE anywhere on board vs. ALL enemies. And with its new VFX, it's a lot more gratifying to play this card now.
    • Blizzard now targets enemies in any 5x5 AOE vs. ALL enemies.
    • Ice Fall now targets non Ice Dwellers in any 5x5 AOE vs. ALL non Ice Dwellers.
    • Marauder Metalist will now buff himself as well.
    • Increased Mummy Queen's Life from 11 to 12.
    • All targets of a swipe/spin attack can now counter attack if able to do so.
    • Fire Damage will now remove Frozen status. While something is on fire, it cannot block. Fire lasts only for the duration of the current interaction chain.
    • Reduced cost of Earth Elemental from 3 to 2.
    • Entangle now Anchors enemies (holds them to ground, preventing gravity effects) in addition to Immobilizing them.
    • Iron Golem: Cost 3 -> 2. Can now be equipped.
    • Knight:  +2 Power on Charge -> +3 on Charge.
    • Kyra, Bard: Life 10 -> 11
    • Titus, Gladiator: Stats Life 10 -> 11
    • Orc Shaman: Increased Power 2 -> 3. Changed him from a Range unit to a Melee unit. His attack now inflicts the -2/-0 debuff, and then he heals the closest ally. This change was intended to further distinguish the Orc Shaman as a unique, aggressive type healer.
    • Flesh Golem: Life 7 -> 8
    • Horse Demon: Increased the "no sacrifice punishment" from 5 damage to Summoner to 8.
    • Angel Warrior - Cost 3 -> 2
    • Marauder Metalist - Life 10->8, Armor up 2 ->3.
    • Ice Giant: Power 3 -> 4
    • Ice Golem: Power 2 -> 3, Life 5 -> 6.
    • The Barrier keyword has been replaced with Spellblock. Now, it prevents only spell attacks, not simply non-physical attacks (ex: Dragon breath, Cora's ice attack).
    • Changed Celestial Barrier from a Cost 3 equipment to a Cost 1 Surprise: Counter the next range attack or spell cast on this unit. The previous Celestial Barrier is now a new Freewill card called "Arcana" that equips the spell book shield wielded by the Battle Mage at cost 2 instead of 3.
    • Celestial Shield: Reduced cost 1 -> 0.
    Combo/Counter Attack System Changes:
    In large thanks to player feedback from folks like t_lark and vgsmart, we’ve come to understand how our combo system is exploitable in a way that other players may perceive as unfair. In the original system, it’s possible to use a combination of 2 or more knock back units to create  “ping-pong” effect where the damage dealt within the group is multiplied by a factor of 2, quickly ending the game when the victim is the opposing summoner. By combining gravity effects with the ping-pong, the combo is easily achieved with little recourse for the player to counter it. Here’s how we’ve changed the combo system to remove this exploit while managing to keep combos in the game in a strategically meaningful way:
    • Previously, units got 1 regular attack (via player command) and 1 bonus attack per round that could be used for a combo or a counter attack. With this update, each unit will now receive exactly 1 attack per turn.
    • When a unit attacks, it will now exhaust their attack for the turn, meaning that you can no longer both attack and combo attack in the same turn. This will be reflected on the unit with the following visual indicators:
          1. The unit’s idle animation will reflect a relaxed idle pose vs. weapon raised pose
          2. The unit will show a crossed out sword icon near their life bar
          3. The unit will have a status effect that reads "No attacks left this turn."
    • Clerics can no longer be used to remove the "No attacks left this turn" status effect.
    • When the turn ends, units will replenish their attack so you can always counter attack (once per turn) on the enemy turn whether you used your combo attack or not.
    • Units with the harpoon ability (Gladiator, Clik’Clik) can still trigger combos in the same turn by pulling enemies toward them (however, if the pull is blocked by an obstacle, their 1 attack per round will still be exhausted like other units).
    • Vigil units still have unlimited counter and combo attacks, though they can only attack once "per command chain" to prevent infinite ping-ponging.
    • Combos exhaust a unit’s command.
    • Combos will no longer require "1 space distance traveled" to activate. You can now trigger combos by knocking a unit directly into an adjacent ally (similar to how the spike walls will trigger if pushed into).

    Neutral Status Effects:
    This build introduces a new type of status effect "Neutral" that is neither a buff nor a debuff. This status type is now used for Cannot Block and Attacks Used so that Clerics can no longer remove these types of effects from a unit. Additionally, the concept of "relative debuff" (where an opponent cast spell would show as a debuff relative to that opponent) has been removed. This proven too confusing to players and the game engine. Now, status effects will simply be explicitly defined as buff, debuff or neutral.

    Ranged Attack Rule Changes:
    Ranged abilities have been consolidated to two types: Farshot and Sprintshot.
    • Farshot provides an alternative attack when targeting an enemy at range. It can be used at unlimited range on enemies within line of sight, but units with Farshot cannot move and attack in the same turn. It’s keyword definition has been changed from "Use a special attack against non-adjacent enemies.” to “Shoot unlimited range. Can’t move and attack."
    • Sprintshot allows a unit to move and shoot in the same turn, but unlike Farshot, it is limited to a range of 3 spaces. This new keyword replaces the previous combination of Farshot and Move and Shoot to a single definition that reads: "May move and shoot up to 3 space away."
    • The "Ranged" keyword has been deprecated, and units previously holding this keyword now have Farshot: Attack. Additionally, range units will now make an explicit melee attack and use a different animation than their bow and arrow attack for melee hits.

    Equipment System Changes:
    As players have expressed a lot of passion for equipment and the ability to customize their heroes (particularly in the single player experience), I have revamped our equipment system as follows:
    • The previous system had hard-coded restrictions on what could be equipped due to both the character animations and the listed card abilities. For instance, it used to be impossible to equip a two-handed wielding hammer character with a shield because this would break their attack animation. Also, a shield wielding character could not equip a two-handed hammer because this would remove the shield and the Block ability would no longer make sense. These restrictions have been removed.
    • When a character that starts with a two-handed weapon is equipped with an offhand weapon (for example a shield), they will retain their existing abilities and gain the shield block ability. Their attack animation will switch accordingly to a single hand swing animation. My reasoning for this is that if the character started with that weapon, they are skilled enough to dual-wield it.
    • When a character equips a two-handed weapon (ex: a hammer) and then equips an offhand weapon, they will lose their equipped two-handed weapon. My reasoning is that since they didn't start with this weapon, they are not trained to dual-wield it.
    • When a character equips an item that would make it reasonably impossible to use an ability listed on their card, they will lose that ability. For example, if you decide to equip a shield wielding Cleric with a two-handed hammer, you will lose the Block ability since the ability to block can be directly attributed to a shield. Similarly, if you equip a Gladiator with a dagger, you will lose the harpoon pulling ability. This breaks the previous spirit of "Equipment is only additive" but I feel this results in more natural behavior. It was weird seeing my Mantis mage throw a poison dagger and still harpoon enemies to him.
    • When dragging an equipment card to give it to a unit, the curved targeting arrows are replaced with a contextual preview indicating in real-time before you cast which abilities the character will gain and which abilities the character will lose when the item is equipped. After the item is equipped, any abilities lost that were listed on the card text will appear as grayed out text.
    • When equipment is destroyed or replaced, any of the characters original equipment and abilities that are now legal will be restored.
    • Added SFX for when unit is equipped. Additionally, the character will float above other characters on the board as they are transformed.

    Gameplay Fixes
    • Fixed issue where DLC may fail to update on PC.
    • Improved controls: Made it so that cards no longer hide after pressing and holding to show a unit card and mousing off a unit. Instead, user must click to dismiss card.
    • Adapted iOS app to use the LaunchStoryboard instead of launch screen PNGs. This enables true fullscreen on iPad Pro 11 inch model.
    • Fixed bug where tapping on a unit card to reveal it would result in the character not showing on the mini card.
    • Gaining control of a unit no longer automatically resets the available action. This was done to prevent Red Imp exploit where you could cleanse him to regain control in an unfair way to steal another enemy unit in the same turn multiple times.
    • Fixed and status removal bug #580 that was causing the Red Imp control effect to show as debuffs rather than buffs, resulting in undesirable situation where healing a controlled imp would release control of it back to its owner.
    • Fixed bug #551 where Griffon should have flown over trap since it would have been flying to go over the wall.
    • Fixed bug #612 where bonus actions were being allowed when removing rebuffs.
    • Fixed formatting error in Keyword scanner where spaces/periods were getting removed.
    • Fixed bug where damage effects not in the first effect slot were not getting modified on card text until after an undo or drawing the card (the cards would initially appear without the buff showing on text).
    • Fixed bug with Prison of Brambles where the creating player could not attack their own brambles.
    • Fixed bug #620 where the Stealth ability would fail when the attacker did not have an available adjacent space. This was due to copying and carrying over the Guardian Angel trigger.
    • Fixed status effect formatting issue where a blank empty line would show for units with Taunt.
    • Fixed the animation glitch when using Battle Mage with Chain Lightning.
    • Fixed Barrier ability so that unit blocking the spell now faces its source.
    • Fixed Bug: After summoning lightning elemental, lightning bolt stopped glowing even tho it could be cast.
    • Fixed bug #632 where cards that were Unsummoned by Zenon would incorrectly lose their cost bonus at the end of turn.
    • Fixed bug #491 where a Polymorphing a Mind Controlled unit would return it to the control of its original owner rather than than the current controller.
    • Fixed Bug where damage numbers could appear off the top of screen and out of view.
    • When a character is summoned, it will now fall from above other characters. No more dragons flying underneath characters ;)
    • Card sort filters are now cleared after leaving the card collection screen or the deck editor screen. This is to avoid any confusion about the availability of a card that may be unclear due to lingering filters. Card sort preferences are still saved and persist.
    • D'Orc Slay, Orc Chief no longer summons goblins for killing terrain.
    • Fixed bug where Dark Temptation could not be cast on ranged units.

    Added Rules for Exploring Dungeons:
    • After battle non-loyal units will vanish from the board. Guardians (your starting heroes) always receive the Loyal ability. Certain units (like the Wolf) also have the Loyal ability.
    • Units  summoned after battle while in explore mode will carry over to the next room (even if they are not loyal).
    • After battle, any status effects (buffs, debuts, etc.) are removed. All equipment remains.
    • During explore mode, any debuffs placed on your units are automatically removed. This is to prevent situations like walking on an ice trap and having it freeze you. Since there are no turns, there is no way to unfreeze.
    • Buffs may be placed when in explore mode and will carry over to the next level and last until the next battle is over.
    • Spells that would put a unit in limbo cannot be cast in explore mode. This includes Savage Transformation and Time Travel. This is because the engine does not support storage of units in limbo when crossing over. In the case of Time Travel, there would be no way to return your Summoner since there are not turns to trigger it.

    6
    Events / Develop with Ross - Episode 11
    « on: March 19, 2019, 06:42:22 PM »
    Develop with Ross - Episode 11: 8 Awesome Cards to Make

    I've got another developer stream planned for tomorrow Wednesday March 20th (9AM-11:30AM MT) on our Twitch channel Our community Discord helped me decided the following agenda of cards for tomorrow. Maybe I went ahead and threw in a few I wanted as well ;)

    ...
    ...

    In addition, I'll also be implementing the following balance changes:
    • Increase cost of Swarm from 3 -> 4
    • Decrease cost of Your Soul is Mine from 4 -> 3

    7
    Events / Develop with Ross - Episode 8 New Summoners
    « on: February 26, 2019, 05:50:43 PM »
    Develop with Ross - Episode 8: New Summoners

    Hope you guys are as excited as I am for my development stream on Wednesday February 27th (9AM-11:30AM MT) on our Twitch channel. In this episode, I'll be implementing new Summoners and attempting to deliver them to you during the stream in what I hope will become our first successful OTA update.

    Summoners are the hardest characters to design because they are your main character, and their core abilities (including what spell colors they can use) will be the foundation for your creative deck building. Possible powers have been simmering in my mind for some time and I've presented my most recent ideas here. My hope is to get your feedback during the stream, tune them appropriate and maybe get some inspiration for some of the characters still lacking designs.

    ...

    ...

    ...

    ...

    ..

    8
    Game Updates & News / Release Notes v0.30.1
    « on: February 26, 2019, 12:44:44 PM »
      Release Notes
      Latest Release: v0.31.6
      Date Released: 3/27/2019


      Hello players,

      Thanks so much for continuing to provide valuable feedback in our Discord, Forums and in-game bug reporting tool. I've done my best to address the majority of your feedback in this release so that you can enjoy a stable and balanced build while I push forward to develop our ever-changing single player adventure for future release. Below are detailed release notes on all of the changes made in this build as well as past build releases.

      Changes in v0.31.6
      Released: March 27, 2019
      New Cards Available
      • Orc Shaman
      • Mummy's Curse
      Game Changes
      • Changed Off Sides so it can no longer target Summoners. This was making it too easy to create game-ending combos that players impossible to defend against. The spell can however target ANY minion (not just visible) so it works more similar to Teleport.
      • Changed Skeleton Hound's starting stats from 2/3 to 1/1
      • Increased Soul Harvester's life from 5 -> 6
      • Fixed bug where removing debuffs on a unit would also restore their command action for that turn.

      Changes in v0.31.5
      Released: March 20, 2019
      • Fixed bug where attacking with Red Imp would prevent casting of spells.
      • Fixed the range of Lightning Elementals attack to 3 spaces.

      Changes in v0.31.4
      Released: March 20, 2019
      New Cards Available
      • Dragon Hatcher
      • Dragon Whelp
      • Shadow
      • Preserver
      • Death Blossoms
      • Prison of Brambles
      Game Changes
      • Increased cost of Swarm from 3 -> 4
      • Decreased cost of Your Soul is Mine from 4 -> 3
      • Increased Life of Scorpion from 4 -> 6
      • Changed Spore pod from Damage 1, Poison 1 to Poison (2). This means spore pods will no longer cascade explode each other.
      • Buffed Maltross (he needed it)

      Changes in v0.31.3
      Released: March 13, 2019
      New Cards Available
      • Dark Elf Sorcerer
      • Your Soul is Mine
      • Antarus, Battle Mage
      • Celestial Barrier
      Game Changes
      • Changed Cleansing Fire and Rust spells so that they can target any unit (instead of visible) so that they can be used to reveal Stealth.
      • Make it so card ALWAYS reveal on end turn. This fixed bug where players could reveal Wizard cards on opponent turn, breaking multiplayer matches.
      • Make it so that Necromancer cannot attack placables to summon skeletons.
      • Balanced starting spawn location on multiplayer maps to mitigate unfair first turn advantages such as dropping a taunt unit in the pocket of opponents entire team.
      • Added additional power to Rugged Mage allowing him to deal damage equal to his power when using his Farshot ability.
      • When Transfer consciousness is used on Red Imp, the player loses summoner. We need to make it so that isHero status transfers with red imp swap. Also fixed weird animation with Red Imp swap ability.

      Changes in v0.31.2
      Released: March 6, 2019
      New Cards Available
      • Priestess
      • Reinmund, Wizard
      Balance Changes
      • Added Vigil ability to Kailyn
      • Switft Strike now only triggers when adjacent unit attacks (so that it's not wasted when units out of range attack).
      • Changing the starting spawn locations of several maps to provide a minimum safe distance from first turn grappling.
      • Offsides spell now requires line of sight.
      • Psychic Blast can now target enemy summoners for damage.
      • Reduced the range of Grapple spell to 3 to.

      Changes in v0.31.1
      Released: February 27, 2019
      New Cards Available
      • Clik'Clik, Impaler
      • Sibylla, Conjurer
      • Rugged Mage
      • D'Orc Slayer, Orc Chief
      • Serpenta Deceiver
      • Kailyn, Valkyrie Mage

      Also added back the "Combo!" SFX/VFX that was missing with v0.30.1 update. See below for major change list.

      Changes in v0.30.1
      Released: February 26, 2019

      New Cards Available
      • Marauder Metalist
      • Chimera
      • Demolish
      • Skeleton Hound
      • Swift Strike
      • Vigilant
      • Weaken
      • Lightning Elemental
      • Poison Blade
      • Orc Battlehorn
      • Plague
      • Orc Huntress
      • Revealing Light
      AI Fixes
      • Fixed bug where AI turn would freeze and generate the timeout error when it tried to move and cast a spell next to a taunt unit. (#502)
      • Fixed bug where AI would generate a timeout error on the first tutorial mission on older iOS devices. This was due to card rasterization consuming all the resources in backworker. I added timed breaks between card rasterization so that the AI can take priority of the backworker resources. (#520)
      • Fixed bug where selecting a unit card while AI is processing their turn and defeats the player would result in the game becoming locked in the paused state. (#523)
      Balance Changes
      • After triggering a combo attack, units may not move/attack/use support ability for remainder of turn. This change was made to reduce chances of a first-turn victory where opponent is unable to react.
      • Backstab abilities will no longer trigger from combo attacks, you must explicitly order the unit to backstab.
      • Freeze now removes Stealth.
      • Mana Burn - Increased the damage dealt to caster from 6 -> 8. This spell is incredibly powerful for the advantage it offers, so I think it warrants a greater risk being used.
      • Changed how Arch-Mage's draw card ability works to address player concern regarding the "scry" ability that can be exploited using the undo feature. Now, when he draws cards, they are drawn face down. While cards are face down, Arch Mage can undo his previous action like normal. But, once you click on the card to reveal it, the "cannot undo" (replay only) action is activated and you can no longer undo past that point. Cards will also reveal automatically when the turn ends and the discount wears off.
      • Taunt units no longer pin enemies if they cannot attack or cannot be attacked. This means you can now freeze a taunt unit to escape its pin. Players will see the taunt VFX remove when Taunt is inactive for that unit under these conditions.
      • Increased the damage of Blizzard and Ice Shards form 2 -> 3.
      • Changed Disintegrate from Deal 10 Fire damage to -> Deal 10 Fire damage with Pierce to target enemy and prevent Downfall.
      • Spike blocks now trigger Collide when pushed to surrounding space rather than just adjacent (so spear knockbacks from an angle impact can trigger damage).
      • Changed Animal Overrun from +2/+2 and Lunge until start of next turn to “end of turn”. The spell is intended as offensive, not defensive, and with the prior version change to eliminated buffs not reducing life, this spell was gaining too much defensive capability.
      • Changed Animal Growth from mutating only rodents to "Give ally animal +3/+3. If its small, mutate it." The following animals are now considered small: Squirrel, Killer Bunny, Snake, Fennec Fox and Red Starling. Yes, this means you can now create snake mutants (among others).
      • Changed Breed! from creating copies of only rodents to "Copy all small animals." to provide even more creative possibilities for synergies with animals.
      Gameplay Fixes
      • Fixed bug where casting Dark Temptation on an already armored unit would result in their armor being removed and the new armor not showing visually on character.
      • Added support for OTA DLC content updates. This will allow Ross to distribute new cards during his weekly Twitch development stream.
      • Rust will no longer target characters with surprises nor remove surprises
      • Fixed bug where Cleanse could not be cast even when status effects are on the board. Also, Cleanse will no longer reveal locations of status effects being removed. Previously, the targeting of Cleanse would reveal locations of all targets with status effects which would allow player to determine location of hidden surprises.
      • Fixed bug where equipping a unit with an identical instance of a weapon (ex: a second Orc Warhammer) would result in its effects being stacked rather than replaced.
      • Fixed bug where Cleric could remove the armor granted by Dark Temptation.
      • Fixed bug where a unit would be assigned incorrect team, making it so you could target your own ally for attacks if they had Dark Temptation on them removed before it's control effect took place.
      • Fixed bug where Fennic fox could attack a diagonal enemy after swapping with an ally.
      • Fixed Gravity Well so it doesn’t pull units standing on the target space. This fixes bug where collide effects (such as standing adjacent to a spiked wall) could trigger on a unit standing on the gravity well target space.
      • Fixed bug where shadows were not appearing on quadrupeds, bugs, and snakes in the camp and on animated cards in the deck builder and collection.
      • Changed description of keyword "Block" to "Stop next physical attack from front or sides." to help clarify that side attacks are also blocked.
      • Warcry ability was changed to read: Triggers effect when entering battle.
      • Rally (X) keyword added as: Triggers effect when (X) enters battle.
      • Fixed bug where on screen items might not scale to fit a single atlas and result in unnecessary draw calls and performance drops.
      • Cleansing Fire can no longer detect surprises on units (it will be target units that only have surprise status effects). However, it will remove surprise status effects on units it is cast on.
      • Fixed bug where stacking a Life debug on a unit would result in the unit taking damage and (on armored units) this would cause the damage to be taken to armor instead of life, resulting in a life remaining that overflows the life bar available.
      • Fixed bug on Android when phone screen goes off due to inactivity and then is turned back on again, the game's sound levels restore to default despite the sliders being in the same position player put them in. (#529)
      • Fixed bug where an extra impact SFX played after a shield carrying unit blocked a combo attack.
      • Fixed bug where shield unit would play its impact animation before an arrow fired at it actually hit.
      • Fixed bug where sticky stats do not show on units that are newly summoned. (#537)
      • Animation System Upgrade: Made a special adaptation to the animation system to create more seamless animations when possible for multiple combined effects. For example, when multiple units collide into spikes or multiple units are poisoned, the animations will now occur together (if possible) rather than waiting for each animation to finish separately. Animations will group together when they come from an identical action as part of an uninterrupted sequence. If another action triggers (for example, as result of taking poison damage), the animation group will break apart at that point and show the animations to resolve that event tree before resuming the poison animations for the other units within that group. Note that the animation group will also break apart if the same action type targets an individual unit in more than one separate action so that each of the effects (ex: taking damage) are clearly shown as separate steps.
      • Fixed bug where you could not knockback or pull units through gateways.
      • Fixed bug where terrain obstacles were not getting colored or scaled properly when viewing their card.
      [/list]

      9
      Game Updates & News / Prerelease Available Wednesday, February 6th!
      « on: February 01, 2019, 04:56:13 PM »
      Summoners Fate Prerelease Available on February 6th, 2019


      With great passion and excitement:

      The Summoners Fate prerelease will be available for purchase on our game’s website on Wednesday, February 6th.

      The price will be $29.99 and includes access to the game on all supported platforms (Windows, Mac, iOS and Android). Currently supported features include deck building with over 170 implemented cards and real-time turn-based combat versus player and AI. Our ever-changing single player adventures are still being developed and will be added in a future update. Prerelease players will receive access to all game content as its being developed as well as entitlements to the full release content when the game launches officially.

      I’m sure you have many questions, so I’ve put together this handy FAQ about the prerelease. Please let me know if you have other questions I can answer. I look forward to seeing you on the battlefield with me next week!

      ~Ross

      Summoners Fate Prerelease FAQ

      What is the Summoners Fate Prerelease?

      Our prerelease is an opportunity to purchase and play the game before its official release and play a critical role shaping its development through direct interactions with the developer, me, Ross!

      Why should I buy the game now versus waiting for full release?

      One of the most unique aspects of Summoners Fate is my pillar of “community driven design”. What this means is that player feedback is at the heart of how I work and why I develop this game. Players of my first game, Hero Mages, took part in the early design phase, making key contributions to the playability and creative aspects of the game, including the game’s distinctive squirrel-themed cards. Since then, Kelly and I have involved you throughout our development journey on social media, Kickstarter, our forums and our Discord. And recently, I’ve been streaming the development weekly on Twitch where I’ve created player-inspired cards live while you work with me.

      Buying the game in prerelease means you have a chance to shape its development and be an integral part of helping to create an exceptional community and game experience. Prerelease sales also helps me continue funding development and deliver the high-caliber quality you’ve come to expect from the games I create for you.

      Why the $29.99 price point?

      I speak sincerely and from the heart when I say you’ll be getting an exceptional experience easily worth multiple times more than our price point. Player satisfaction is my top commitment as a developer. I looked closely at our competitors and was dismayed to learn an average F2P CCG player might spend $400/year on cards, many of which aren’t even the ones they want. I don’t do that. Summoners Fate will include the entire launch cardset with the game and each of our cards has value and is super fun to play. If you’ve participated in our Discord or Twitch, you already know this. I don’t design “filler” content. We don’t have rares and commons to manipulate your spending habits. You’ll never dust cards because you bought something you didn’t want. Summoners Fate is a game developed from the heart and this shines through when you’re playing it. It’s not just a game you’re getting, either. You get to be part of a fantastic, welcoming community of like-minded players. You get to participate in live discussions with me on Discord and my weekly Twitch stream. You have a voice that is heard and recognized. You get to be a part of building something great and share in the joy of all those who hear and validate your ideas and see them come to life in my work.

      Is the prerelease available on Steam, Discord or other third-party stores?

      We have plans to distribute via third party stores (Steam, Discord, etc.) in the springtime when we have completed the single player features and the game is ready for mass audience. The prerelease offered on our website is not Steam “Early Access” nor does the purchase of the prerelease come with any third-party distributor entitlements (ex: access to game via Steam). Upon purchase, you’ll be able download the build on your desired operating platforms (Windows and/or Mac) and use the one-time-use registration key to activate the full release game entitlements on all platforms. When the game launches on mobile, it will be a free-download and offer DLC purchases to unlock the premium content that’s already included with your prerelease purchase. You’ll be able to access this content when you login with your account from any platform. Like the desktop version, the mobile builds are still in development and currently require access to our testing programs (Test Flight and Google Play Closed Alpha Testing) to access. Invitations to participate in these programs are available now to all prerelease players.

      How many cards are included in the prerelease?

      Currently, there are over 170+ of the 400+ cards planned for launch implemented within the game. During the prerelease, all cards are unlocked for testing purposes. When the single player is ready, I will reset the card access to follow the intended gameplay flow of completing the adventures to unlock the cards for your deck. When this happens, Kickstarter backers who purchased card bundles will receive access to the cards and exclusives included in their reward tiers.

      I supported the Kickstarter when Summoners Fate was presented as F2P, how does this change affect my rewards?

      I put a lot of thought and consideration into my decision to change from a F2P to a premium business model. As I’ve communicated before, I couldn’t reconcile the design values of the game (outlined above) with a business model that’s dependent on an extrinsic-reward-motivated core loop. I believe this change creates both a better game and a far better value for our players. I will do my best to ensure everyone who supported us is satisfied with the project and their rewards. Anyone that backed us at the Orc Battle Barrel tier or higher is entitled to a prerelease key, so please reach out to me if you haven’t yet received one. I look forward to seeing you on the battlefield!

      I missed the Summoners Fate Kickstarter and want to support development, is there anyway I can still contribute and get access to the exclusive rewards?

      Several members of our community have expressed regret that they missed the chance to participate in our Kickstarter and would love to support development and gain access to some of the very exclusive rewards (such as having a character designed in their likeness). I’m honored by this request, and to give you this opportunity, I will be setting up a development contribution on our website. This will include pledge rewards mirroring the tiers we used for Kickstarter. Excluded from this is the Golden Dragon, which was specifically defined as a Kickstarter-only exclusive. These options will be available on February 6th when the prerelease is available.

      10
      Game Updates & News / Upcoming Changes in Next Build
      « on: January 23, 2019, 06:14:25 PM »
      Hello players,

      In interest of keeping each other best informed of the issues discovered in the current build and the ones that will be fixed in the next build, I'm going to start maintaining a list here. This list is not definitive, but growing. I'm simply logging changes as I have them ready to introduce to the new build so that you can get a sense of where I'm at and with what is known to be coming.

      Changes Coming in v0.32.1

      THIS IS A MASSIVE UPDATE! I NEED YOUR HELP TO VET THE CHANGES
      As you can gather from the long, long list of changes below, this is a massive update. What I've done here is attempt to resolve as many of the known bugs and player feedback as possible so that I've got a clean slate from which to build out the single player experience. The changes listed below are player-facing changes. However, this update also includes a major back-end change to how the game content logic is defined and stored. Thus, everything in the game should be looked at closely with fresh eyes as there may be differences in how the new logic resolves. Please, please help me by reporting any bugs or otherwise unusual behavior that you discover. The best way to do this is to submit a bug report from directly within the game immediately after the observed behavior. If a bug window is not automatically triggered, you can manually pull up the window by clicking on settings (the gear icon) and then selecting "Submit Bug Report". This is also a great place to share feedback/balance/suggestions etc. as this automatically sends the information to my backlog, allowing me to track it and ensure it gets addressed in the future.

      New Cards Available
      • Soljuant
      • Gartuant
      • Ants at a Picnic
      • Wall of Fire
      • Lions Fury
      • Reflect Damage
      • Roar
      • Vigilant
      • Bramble Elemental
      • Magma Golem
      • Magma Giant
      • Savage Transformation
      • Green Dragon
      • Poison Breath
      • Blue Troll
      • Fire Shield
      • Time Travel
      • Back, to the Future!
      • Hydra
      • Cat of Nine
      • Samurai
      • Mummy
      • Paralyzing Spider
      • Rock Giant
      • Earth Drake
      • Orc Warrior
      • Evolyn, Paladin
      • Legatus Isabelle
      • Arcana
      • Frozen Blades
      • Grease
      • Fire Trap
      • Time Trap
      Performance and Multiplayer
      • Significant improvement to application loading times (roughly 2X improvement over previous build).
      • Multiplayer matches are now limited to 1 undo per interaction. Players still have unlimited undos, but you cannot undo past your last move (no more undoing the entire turn in multiplayer). We've also added support to limit undos to a fixed number per game that we can enable at player request.
      AI Fixes
      • Fixed bug #623 that was causing a critical desync state with AI when Vigil ability (typically from Soul Reaver) combined with a Freeze effect (typically from Cora). This bug was responsible for the majority of locked games in client v0.31.
      • Fixed desync bug #575 where the Red Imp caused a desync with the AI and locked up the game.
      • Fix bug #589 where the Gate of Fate was causing a desync with AI.
      Balance Changes
      • Changed Giant Meteor so it can now target any space. The impact space now takes 5 damage (and will affect stealth units), but no longer knock back the primary target. Units surrounding the blast now take 1 damage and Knockback (5) from impact space.
      • Fixed Seeker Barrage so that it now gets a cost discount when from Air Elemental.
      • Fixed Psychic Blast, Ice Javelin and Seeker Barrage so they now show the damage bonus gained Lightning Elemental.
      • Changed Sibylla’s buff ability from “Ally units get +1/+1” to “Units you summon get +1/+1”. Additionally, her buff is no longer persistent (like a Skeleton Captain) but rather triggers when she summons a unit and gets applied as a lasting but removable status effect.
      • Gravity Blast/Push: Push all enemies in front of you 5 spaces away.
      • Gravity Well: Pull all enemies 3 spaces towards any space.
      • Changed the Wizard so that he may not draw additional cards unless he holds less than 5.
      • Changed Stealth so that unit is revealed immediately when attempting to attack/cast. This will fix issue where stealth units do not reveal after triggering a Cover of Shadows surprise.
      • Dark Elf Assassin - Reduced cost from 3 to 2, and dropped power from 3 to 2, Life from 6 to 4.
      • Sabertooth - Removed the Moves up to 4 spaces per turn ability. I've decided to limit abilities that change movement to specific characters (Griffon, Cave Spider) and fix the number at 6 rather (double movement) rather than 4.
      • Swift Strike ability upgraded: Now grants +3 power, triggers regardless of facing
      • Changed Fire Elemental from 3/7 to a 2/5 but increased his Fire Shield from 1 damage to 3. He now has immune to Fire in addition to Immune to Freeze.
      • Phoenix now has Immune to Fire in addition to Immune to Freeze.
      • Flesh Golem no longer requires "Unique". Rather, the oldest Flesh Golem will act as body guard until defeated, then newer instances of Flesh Golem will take over.
      • Fighter Mage now has Immunity to Frozen and Immobilize.
      • Changed how Mind Control Effects Work:
        1. When you place a Mind Control effect on a unit, any existing mind control effect is removed.
        2. Mind Control status now indicates the controlling player vs. the name of unit that cast the mind control effect.
      • Increased Spike tile damage from 1 to 2.
      • Increased Wall Spike damage from 1 to 2.
      • Changed Bloodlust so it can be cast on any unit (not just melee units)
      • Death Blossoms now spawns Spore Pods on target row, rather than in a line from caster.
      • Spore Pods once again cause damage and Poison allowing them to cascade explode surrounding spore pods.
      • Units defeated by Disintegrate can no longer be revived.
      • Increased Frost Dragon's Life from 8 to 10 and changed its ability from Freeze units entering adjacent space to Sprintshot: Deal 2 Ice damage and Freeze units in range 3 cone.
      • Meteor Shower now targets everything in a 5x5 AOE anywhere on board vs. ALL enemies. And with its new VFX, it's a lot more gratifying to play this card now.
      • Blizzard now targets enemies in any 5x5 AOE vs. ALL enemies.
      • Ice Fall now targets non Ice Dwellers in any 5x5 AOE vs. ALL non Ice Dwellers.
      • Marauder Metalist will now buff himself as well.
      • Increased Mummy Queen's Life from 11 to 12.
      • All targets of a swipe/spin attack can now counter attack if able to do so.
      • Fire Damage will now remove Frozen status. While something is on fire, it cannot block. Fire lasts only for the duration of the current interaction chain.
      • Reduced cost of Earth Elemental from 3 to 2.
      • Entangle now Anchors enemies (holds them to ground, preventing gravity effects) in addition to Immobilizing them.
      • Iron Golem: Cost 3 -> 2. Can now be equipped.
      • Knight:  +2 Power on Charge -> +3 on Charge.
      • Kyra, Bard: Life 10 -> 11
      • Titus, Gladiator: Stats Life 10 -> 11
      • Orc Shaman: Increased Power 2 -> 3. Changed him from a Range unit to a Melee unit. His attack now inflicts the -2/-0 debuff, and then he heals the closest ally. This change was intended to further distinguish the Orc Shaman as a unique, aggressive type healer.
      • Flesh Golem: Life 7 -> 8
      • Horse Demon: Increased the "no sacrifice punishment" from 5 damage to Summoner to 8.
      • Angel Warrior - Cost 3 -> 2
      • Marauder Metalist - Life 10->8, Armor up 2 ->3.
      • Ice Giant: Power 3 -> 4
      • Ice Golem: Power 2 -> 3, Life 5 -> 6.
      • The Barrier keyword has been replaced with Spellblock. Now, it prevents only spell attacks, not simply non-physical attacks (ex: Dragon breath, Cora's ice attack).
      • Changed Celestial Barrier from a Cost 3 equipment to a Cost 1 Surprise: Counter the next range attack or spell cast on this unit. The previous Celestial Barrier is now a new Freewill card called "Arcana" that equips the spell book shield wielded by the Battle Mage at cost 2 instead of 3.
      • Celestial Shield: Reduced cost 1 -> 0.
      Combo/Counter Attack System Changes:
      In large thanks to player feedback from folks like t_lark and vgsmart, we’ve come to understand how our combo system is exploitable in a way that other players may perceive as unfair. In the original system, it’s possible to use a combination of 2 or more knock back units to create  “ping-pong” effect where the damage dealt within the group is multiplied by a factor of 2, quickly ending the game when the victim is the opposing summoner. By combining gravity effects with the ping-pong, the combo is easily achieved with little recourse for the player to counter it. Here’s how we’ve changed the combo system to remove this exploit while managing to keep combos in the game in a strategically meaningful way:
      • Previously, units got 1 regular attack (via player command) and 1 bonus attack per round that could be used for a combo or a counter attack. With this update, each unit will now receive exactly 1 attack per turn.
      • When a unit attacks, it will now exhaust their attack for the turn, meaning that you can no longer both attack and combo attack in the same turn. This will be reflected on the unit with the following visual indicators:
            1. The unit’s idle animation will reflect a relaxed idle pose vs. weapon raised pose
            2. The unit will show a crossed out sword icon near their life bar
            3. The unit will have a status effect that reads "No attacks left this turn."
      • Clerics can no longer be used to remove the "No attacks left this turn" status effect.
      • When the turn ends, units will replenish their attack so you can always counter attack (once per turn) on the enemy turn whether you used your combo attack or not.
      • Units with the harpoon ability (Gladiator, Clik’Clik) can still trigger combos in the same turn by pulling enemies toward them (however, if the pull is blocked by an obstacle, their 1 attack per round will still be exhausted like other units).
      • Vigil units still have unlimited counter and combo attacks, though they can only attack once "per command chain" to prevent infinite ping-ponging.
      • Combos exhaust a unit’s command.
      • Combos will no longer require "1 space distance traveled" to activate. You can now trigger combos by knocking a unit directly into an adjacent ally (similar to how the spike walls will trigger if pushed into).

      Neutral Status Effects:
      This build introduces a new type of status effect "Neutral" that is neither a buff nor a debuff. This status type is now used for Cannot Block and Attacks Used so that Clerics can no longer remove these types of effects from a unit. Additionally, the concept of "relative debuff" (where an opponent cast spell would show as a debuff relative to that opponent) has been removed. This proven too confusing to players and the game engine. Now, status effects will simply be explicitly defined as buff, debuff or neutral.

      Ranged Attack Rule Changes:
      Ranged abilities have been consolidated to two types: Farshot and Sprintshot.
      • Farshot provides an alternative attack when targeting an enemy at range. It can be used at unlimited range on enemies within line of sight, but units with Farshot cannot move and attack in the same turn. It’s keyword definition has been changed from "Use a special attack against non-adjacent enemies.” to “Shoot unlimited range. Can’t move and attack."
      • Sprintshot allows a unit to move and shoot in the same turn, but unlike Farshot, it is limited to a range of 3 spaces. This new keyword replaces the previous combination of Farshot and Move and Shoot to a single definition that reads: "May move and shoot up to 3 space away."
      • The "Ranged" keyword has been deprecated, and units previously holding this keyword now have Farshot: Attack. Additionally, range units will now make an explicit melee attack and use a different animation than their bow and arrow attack for melee hits.

      Equipment System Changes:
      As players have expressed a lot of passion for equipment and the ability to customize their heroes (particularly in the single player experience), I have revamped our equipment system as follows:
      • The previous system had hard-coded restrictions on what could be equipped due to both the character animations and the listed card abilities. For instance, it used to be impossible to equip a two-handed wielding hammer character with a shield because this would break their attack animation. Also, a shield wielding character could not equip a two-handed hammer because this would remove the shield and the Block ability would no longer make sense. These restrictions have been removed.
      • When a character that starts with a two-handed weapon is equipped with an offhand weapon (for example a shield), they will retain their existing abilities and gain the shield block ability. Their attack animation will switch accordingly to a single hand swing animation. My reasoning for this is that if the character started with that weapon, they are skilled enough to dual-wield it.
      • When a character equips a two-handed weapon (ex: a hammer) and then equips an offhand weapon, they will lose their equipped two-handed weapon. My reasoning is that since they didn't start with this weapon, they are not trained to dual-wield it.
      • When a character equips an item that would make it reasonably impossible to use an ability listed on their card, they will lose that ability. For example, if you decide to equip a shield wielding Cleric with a two-handed hammer, you will lose the Block ability since the ability to block can be directly attributed to a shield. Similarly, if you equip a Gladiator with a dagger, you will lose the harpoon pulling ability. This breaks the previous spirit of "Equipment is only additive" but I feel this results in more natural behavior. It was weird seeing my Mantis mage throw a poison dagger and still harpoon enemies to him.
      • When dragging an equipment card to give it to a unit, the curved targeting arrows are replaced with a contextual preview indicating in real-time before you cast which abilities the character will gain and which abilities the character will lose when the item is equipped. After the item is equipped, any abilities lost that were listed on the card text will appear as grayed out text.
      • When equipment is destroyed or replaced, any of the characters original equipment and abilities that are now legal will be restored.
      • Added SFX for when unit is equipped. Additionally, the character will float above other characters on the board as they are transformed.

      Gameplay Fixes
      • Fixed issue where DLC may fail to update on PC.
      • Improved controls: Made it so that cards no longer hide after pressing and holding to show a unit card and mousing off a unit. Instead, user must click to dismiss card.
      • Adapted iOS app to use the LaunchStoryboard instead of launch screen PNGs. This enables true fullscreen on iPad Pro 11 inch model.
      • Fixed bug where tapping on a unit card to reveal it would result in the character not showing on the mini card.
      • Gaining control of a unit no longer automatically resets the available action. This was done to prevent Red Imp exploit where you could cleanse him to regain control in an unfair way to steal another enemy unit in the same turn multiple times.
      • Fixed and status removal bug #580 that was causing the Red Imp control effect to show as debuffs rather than buffs, resulting in undesirable situation where healing a controlled imp would release control of it back to its owner.
      • Fixed bug #551 where Griffon should have flown over trap since it would have been flying to go over the wall.
      • Fixed bug #612 where bonus actions were being allowed when removing rebuffs.
      • Fixed formatting error in Keyword scanner where spaces/periods were getting removed.
      • Fixed bug where damage effects not in the first effect slot were not getting modified on card text until after an undo or drawing the card (the cards would initially appear without the buff showing on text).
      • Fixed bug with Prison of Brambles where the creating player could not attack their own brambles.
      • Fixed bug #620 where the Stealth ability would fail when the attacker did not have an available adjacent space. This was due to copying and carrying over the Guardian Angel trigger.
      • Fixed status effect formatting issue where a blank empty line would show for units with Taunt.
      • Fixed the animation glitch when using Battle Mage with Chain Lightning.
      • Fixed Barrier ability so that unit blocking the spell now faces its source.
      • Fixed Bug: After summoning lightning elemental, lightning bolt stopped glowing even tho it could be cast.
      • Fixed bug #632 where cards that were Unsummoned by Zenon would incorrectly lose their cost bonus at the end of turn.
      • Fixed bug #491 where a Polymorphing a Mind Controlled unit would return it to the control of its original owner rather than than the current controller.
      • Fixed Bug where damage numbers could appear off the top of screen and out of view.
      • When a character is summoned, it will now fall from above other characters. No more dragons flying underneath characters ;)
      • Card sort filters are now cleared after leaving the card collection screen or the deck editor screen. This is to avoid any confusion about the availability of a card that may be unclear due to lingering filters. Card sort preferences are still saved and persist.
      • D'Orc Slay, Orc Chief no longer summons goblins for killing terrain.

      Added Rules for Exploring Dungeons:
      • After battle non-loyal units will vanish from the board. Guardians (your starting heroes) always receive the Loyal ability. Certain units (like the Wolf) also have the Loyal ability.
      • Units  summoned after battle while in explore mode will carry over to the next room (even if they are not loyal).
      • After battle, any status effects (buffs, debuts, etc.) are removed. All equipment remains.
      • During explore mode, any debuffs placed on your units are automatically removed. This is to prevent situations like walking on an ice trap and having it freeze you. Since there are no turns, there is no way to unfreeze.
      • Buffs may be placed when in explore mode and will carry over to the next level and last until the next battle is over.
      • Spells that would put a unit in limbo cannot be cast in explore mode. This includes Savage Transformation and Time Travel. This is because the engine does not support storage of units in limbo when crossing over. In the case of Time Travel, there would be no way to return your Summoner since there are not turns to trigger it.

      11
      Events / Develop with Ross - Episode 3 Player Ideas Brought to Life
      « on: January 22, 2019, 08:56:28 PM »
      Develop with Ross - Episode 3: Player Ideas Brought to Life!

      For those joining my development stream on Wednesday January 23th (9AM-11:30AM MT) on our Twitch channel here are the cards I plan to implement during the stream. These cards were inspired by player ideas that we discussed the past week on our Discord channel.

      ...

      12
      Events / Develop with Ross - Episode 2
      « on: January 15, 2019, 08:45:57 PM »
      Develop with Ross - Episode 2: Let's make some more cards!

      For those joining my development stream on Wednesday January 16th (9AM-11:30AM MT) on our Twitch channel I've put together this sampling of cards I plan to implement. If you've got other ideas you'd like me to try during the stream, feel welcome to post them here.

      ...
      ...

      13
      Game Discussion / Game Duration Solve Ideas
      « on: December 29, 2018, 10:22:36 AM »
      One of my original goals for PvP was quick battles (~3 minutes) to provide optimal experiences for mobile and short interim breaks on PC. I've observed that our recent update (adding both the heavy freeze mechanics and the advent of custom decks with trillions of possible combinations to affect game outcome) has resulted in longer game durations. This isn't necessarily a bad thing (if players are still finding the experience engaging) but I still want a solution for those quick battles for players that want or need that choice.

      This has got me to thinking about ways of constraining the battles. Lain has suggested an idea of limiting the rounds as a potential solution (something akin to Warhammer objectives) which I really liked. Playing off this idea, I'm considering a way to combine restricted turn time with objective to create a fast pace game where the duration is guaranteed.

      Rather than limiting turn time like other games might do (ex: 90 seconds) which doesn't actually reduce game time (in fact, it can increase it when players intentionally drag out turns to frustrate their opponent) what if we were to limit the game duration itself like a chess match?

      Let's say we wanted games to take no longer than 5 minutes. Each player would get a total of two minutes, 30 seconds. You can manage that time however you like, but after you've spent your turn time, you no longer take turns, which adds a very intensive pressure  to complete your turns as quick as possible. If both players exhaust their time limit, the game determines the winner based on whichever summoner has the lowest life, tie breaking by life of remaining units, and finally establishing a draw if everything is equal.

      Thoughts on this from the community?


      14
      Events / Cold Hearted Christmas Deckbuilder Launch Stream
      « on: December 23, 2018, 04:10:17 PM »
      It's a "Cold Hearted" Christmas...
      And your presents have arrived!

         

      Greetings everyone!

      I'm stoked to announce that our much anticipated Deck Editor feature for Summoners Fate will launch tonight to coincide with Liz (Alizigators) "Summoners Sunday" live stream tonight on Twitch. The event starts on Twitch at 7PM MT on Liz's channel here. Since everyone is in different timezones, you can sign-up in advance using our handy calendar which should present the event in our local time zone. Let us know you're coming.

      If you would like to play the build with us during the Stream, join our Discord and send a message to me (@RossD20Studios) so I can provide you with download instructions.

      For tonight's event, we're playing exclusively on PC so I can patch in the event of any issues. Per popular demand, we're rolling this build out early knowing that we couldn't test every possible card combinations' impact to build stability, though we have done a thorough smoke test and fixed everything we can to ensure a smooth experience. For those already participating in our early access, I will have a full list of change notes available shortly.

      15
      Events / Summoners Streamers
      « on: December 05, 2018, 10:48:34 AM »

      Please welcome Mike (MCN_Mike), Liz (Alizigator), and Ethan (thefuzzydwarf) to our community.

      Sign-up to watch streams in our new calendar.

      We’re excited to announce the first Summoners Fate streams on Twitch! We’re partnering with enthusiastic, up-and-coming streamers to be the first to play our game for viewers worldwide. Mike kicks off on Wednesday, December 5th 11:30AM MT with an in-depth play of our current build. Liz aims to keep you entertained each week with Summoners Sundays. Ethan aspires to compete when we grow to become a fan-favorite eSport.

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