Summoners Fate

Summoners Fate => Game Updates & News => Topic started by: RossD20Studios on June 12, 2019, 03:06:05 PM

Title: Release Notes v0.32.1
Post by: RossD20Studios 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 (https://www.twitch.tv/d20studios)
Join us each week (https://teamup.com/kspgvrr8cvr73tpbf1) 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:

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 (https://summonersfate.com/forums/index.php?topic=122.new#new) and feel free to chat with us directly on Discord (https://discord.gg/d20studios) in the #summonersfate or #gameideas channels.

3 Known Issues:

Special Thanks to our Community Members who joined the stream and helped us get this release out today:

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

Changes in v0.32.3
Released: 6/26/2019
New Cards

Changes in v0.32.2
Released: 6/19/2019
New Starter Decks & AI Opponents Added

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
Performance and Multiplayer
AI Fixes
Balance Changes
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:

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.

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:

Gameplay Fixes

Added Rules for Exploring Dungeons: