Halloween 2024 Improvement and Balance Update
Happy Halloween, everyone! Let’s celebrate the Scare Fest with an update to Draft of Darkness! What better time to get cozy and dive into the survival-horror deckbuilder than the time of chills and spooks?
This update focuses on improvements and balance changes, where I’ve revisited my backlog of tasks and your feedback to implement some balance tweaks, fixes, and improvements.
[h2]Gamepad Scheme Improvement[/h2]
The default gamepad scheme for Draft of Darkness admittedly had some unusual configurations, such as using the "Start" button to close windows in the UI. With this change, a new "Close Window" binding has been added, which is mapped to "gamepad east/B" by default—a more common "go back" button. Some default bindings like "Open Map" have also been changed, as they were uncomfortable to use.
[h2]New Challenges: Face Cian, Mona, and the Daemon II[/h2]
Two new challenges have been added where you can face the end game bosses. The boss fight for the "The Darkness Prowls" challenge has also been updated to include the Daemon’s second phase. Previously, these bosses were only accessible after progressing quite far in Story Mode, making them harder to pursue for achievement hunting, etc. I thought it would be a good idea to make these bosses available in Challenge Mode.
[h2]New Effects for Consumable Items[/h2]
I’ve implemented a frequent suggestion by adding encounter-phase effects for the Matches and Flare consumables. Flares can now be used to reveal Stealthed enemies by applying the "Revealed" status, which you may have guessed based on their exploration phase functionality. This makes Flare a useful item to have in case an enemy goes stealth and becomes untargetable—a rare but scary occurrence.
Matches were often overlooked with their exploration-only effect as well. With the new encounter-phase effect, Matches can now deal 10 Unscaled Burn Damage to enemies. This new effect feels fitting, as it can be quite powerful for early-game survival and still useful later on for removing Dodges, finishing off low-health enemies or triggering other effects.
Make sure to try out the new consumable effects and let me know what you think!
[h2]Balance Changes[/h2]
We’ve been playtesting the game and addressing some of the issues, keeping your feedback on balance in mind. In general, some of the powerful and common moves are slightly toned down, and some changes have been made to buff less frequently used cards and effects. Some of the weapon-tied equipment cards needed some more incentive to pursue them, since they may be harder to get and require a special upgrade method. Cards that previously had no immediate advantage on their own, but required other damage cards or conditions to be useful, now cost less energy (or no energy) to make them easier to use in combination. Check out the changelog below for a detailed list of changes.
[h2]Japanese Translation Release and French Translation Progress[/h2]
Although it was released in a smaller update recently, I think it’s worth mentioning here: the Japanese translation of the game, completed by @Ashwall_penguin, is now available on the main branch! French translation is also added to the listed localization support that is in progress and being worked on by @Camille Roland. You can access the ongoing partial translations by switching to the testing branch beta version in the game’s properties settings on Steam.
[h2]Steam Scream Fest 2024[/h2]
Draft of Darkness will be 50% OFF during the Steam Scream Fest. Don't miss out!
https://store.steampowered.com/app/1380650/Draft_of_Darkness/
[h2]Closing Thoughts[/h2]
As you know, we've been winding down on the bigger updates for Draft of Darkness. Moving forward, I plan to release smaller patches and maintenance updates when necessary. The localization updates are going to be coming as they are completed as well. I’ll keep working on the game, so please keep sending your feedback. And again, thank you for your support—it’s been an incredible journey as a solo developer to complete this huge project, and I wouldn't have done it if not for your help and motivation. I’m excited to keep working on Draft of Darkness and other cool projects!
This update focuses on improvements and balance changes, where I’ve revisited my backlog of tasks and your feedback to implement some balance tweaks, fixes, and improvements.
[h2]Gamepad Scheme Improvement[/h2]
The default gamepad scheme for Draft of Darkness admittedly had some unusual configurations, such as using the "Start" button to close windows in the UI. With this change, a new "Close Window" binding has been added, which is mapped to "gamepad east/B" by default—a more common "go back" button. Some default bindings like "Open Map" have also been changed, as they were uncomfortable to use.
[h2]New Challenges: Face Cian, Mona, and the Daemon II[/h2]
Two new challenges have been added where you can face the end game bosses. The boss fight for the "The Darkness Prowls" challenge has also been updated to include the Daemon’s second phase. Previously, these bosses were only accessible after progressing quite far in Story Mode, making them harder to pursue for achievement hunting, etc. I thought it would be a good idea to make these bosses available in Challenge Mode.
[h2]New Effects for Consumable Items[/h2]
I’ve implemented a frequent suggestion by adding encounter-phase effects for the Matches and Flare consumables. Flares can now be used to reveal Stealthed enemies by applying the "Revealed" status, which you may have guessed based on their exploration phase functionality. This makes Flare a useful item to have in case an enemy goes stealth and becomes untargetable—a rare but scary occurrence.
Matches were often overlooked with their exploration-only effect as well. With the new encounter-phase effect, Matches can now deal 10 Unscaled Burn Damage to enemies. This new effect feels fitting, as it can be quite powerful for early-game survival and still useful later on for removing Dodges, finishing off low-health enemies or triggering other effects.
Make sure to try out the new consumable effects and let me know what you think!
[h2]Balance Changes[/h2]
We’ve been playtesting the game and addressing some of the issues, keeping your feedback on balance in mind. In general, some of the powerful and common moves are slightly toned down, and some changes have been made to buff less frequently used cards and effects. Some of the weapon-tied equipment cards needed some more incentive to pursue them, since they may be harder to get and require a special upgrade method. Cards that previously had no immediate advantage on their own, but required other damage cards or conditions to be useful, now cost less energy (or no energy) to make them easier to use in combination. Check out the changelog below for a detailed list of changes.
[h2]Japanese Translation Release and French Translation Progress[/h2]
Although it was released in a smaller update recently, I think it’s worth mentioning here: the Japanese translation of the game, completed by @Ashwall_penguin, is now available on the main branch! French translation is also added to the listed localization support that is in progress and being worked on by @Camille Roland. You can access the ongoing partial translations by switching to the testing branch beta version in the game’s properties settings on Steam.
[h2]Steam Scream Fest 2024[/h2]
Draft of Darkness will be 50% OFF during the Steam Scream Fest. Don't miss out!
https://store.steampowered.com/app/1380650/Draft_of_Darkness/
[h2]Closing Thoughts[/h2]
As you know, we've been winding down on the bigger updates for Draft of Darkness. Moving forward, I plan to release smaller patches and maintenance updates when necessary. The localization updates are going to be coming as they are completed as well. I’ll keep working on the game, so please keep sending your feedback. And again, thank you for your support—it’s been an incredible journey as a solo developer to complete this huge project, and I wouldn't have done it if not for your help and motivation. I’m excited to keep working on Draft of Darkness and other cool projects!
[h2]Update Notes for Patch v1.2.13[/h2]
[h3]Improvement[/h3]
Default keybindings and layout for gamepad controls are improved. "B" (Gamepad East) key is now consistently used to go back in the UI, instead of Start:
- Added an “Open Menu Window” key binding. (Keyboard: ESC, Gamepad: Start)
- Changed default key binding for “Close Window” to B, instead of Start (Gamepad).
- Changed default key binding for “Deck Edit Undo" from B to Start (Gamepad).
- Changed default key binding for “Open Map” from Left Trigger to Right Shoulder Button.
Other:
- Updated localization progress.
[h3]Content[/h3]
- New Challenges: Mona’s Image, Cian’s Image. These challenges allow you to fight the two bosses that were only available in the Story Mode.
- Changed “The Darkness Prowls” boss fight to also include the second phase of Daemon. This allows fighting Daemon II outside the Story Mode.
New consumable effects:
- (Item/Consumable) Flare: (Encounter) Apply Revealed 1 to all enemies (including ones who have Stealth). Can be used once per turn.
- (Item/Consumable) Matches: (Encounter) Deal 10 Unscaled Burn Damage. Can be used 3 times per turn.
Balance changes:
- Reduced credit gain on abandon by 50%. Run wipe patch refunds are unchanged.
- Boss Rush penny drop is reduced by 50%. Boss card drops are reduced from 5 to 3. Duo Boss Rush is unchanged.
- (Card/Pistol) Hidden Weapon: Base Crit Chance / Crit Multi increase 10%->20%. Increase per weapon swap 10%->20%.
- (Card/Flashlight) Flicker: Now has keyword “Preloaded” (won’t cost resources on Repeat.)
- (Card/Flashlight) Blunt Hit: Damage 1.25x->1.5x. (+1: 1.5x->1.75x)
- (Card/Flashlight) Cascading Light: Energy Cost 2->0.
- (Card/Flashlight) Dim Light: Non-upgraded version also has the effect to reduce Resource Costs by 100%. Power decrease 50%->60%. (+1: 50%->40%)
- (Card/Flashlight) Sunburn: Energy Cost: 4->3.
- (Card/Flashlight) Snap Out of It: Layers removed: 1->3.
- (Card/Syringe) Blinding Needle: Damage 0.8x->2x(4x).
- (Card/Syringe) Squirt Acid: Energy Cost 4->1 (+1: 3->1), Damage 1x->0.5x(1x). (+1: Damage increase per condition applied 0.3x->0.5x)
- (Card/Shield) Shield Bash: Energy Cost: 3->1. Damage per shield 2->3 (+1: 3->5)
- (Card/Shield) Overwhelming Presence: Energy Cost 4->0.
- (Card/Shield) Patronize: Energy Cost 4->0.
- (Card/Shield) Guardian’s Blessing: Energy Cost 5->3.
- (Card/Dark Cannon) Clarity: Energy Cost 3->0.
- (Card/Dark Cannon) Crushing Darkness: Base Damage 0.2x->0.5x. Damage per Time Manipulation 0.6x->1x. (+1: 1x->1.8x)
- (Card/Dark Cannon) Dark Wave: Energy Cost 4->3.
- (Card/Dark Cannon) Recall: Energy Cost 2->0.
- (Card/Dark Cannon) Strip Essence: Energy Cost 5->0.
- (Card/Unarmed) Sprint: Draw count 2->1 (+1: 3->2.)
- (Card/Unarmed) Heavy Punch: Energy Cost: 5->3.
- (Card/Other) Cut Tentacle: Energy cost 5->3.
- (Card/Robot) Unstable Core: Energy Cost 3->1.
- (Status/Perk) Dissolver: Also affects Burn Damage.
[h3]Fixes[/h3]
- Fixed an error where the "Extermination Team" challenge companion had Needle Poke moves.
- Fixed issues with the "Snap Out of It" move.
- Typo fixes.
[h2]Update Notes for Patch v1.2.13.p1[/h2]
[h3]Improvement[/h3]
Balance changes:
- "Crowbar" can now drop as normal loot.
- "Shield" moves now have weak versions:
(Card/Shield) (Weak) Weak Shield: Gain 2 Block. (+1: Gain 3 Block.)
- (Card/Pistol) Desperado: Now has “`Preloaded`“ keyword (won’t cost additional resources on Repeat.) P. Bullet Cost 1->3 (+1: 1->2.) (+1: Pistol Bullet gain on crit 2->1.)
- (Card/Shield) Shield Bash: Energy Cost: 1->2. Damage per shield 3->2 (+1: 5->4)
- (Card/Shield) Roar: Block Gain 4->6.
- (Item/Consumable) Crowbar: Max drop count 2->1.
- (Decision) Altar of Darkness: “Sacrifice Talent” choice stat reduction 2->1.
[h3]Fixes[/h3]
- Fixed "Portable Printer" being able to drop "Mineral Water".
- Fixed "Locked Fence" showing wrong stat requirements.
- Fixed rest screen health refill buttons not refreshing properly on undo or dust spend.
- Fixed "Entangled" condition not transferring condition damage or health loss damage.