[Demo] The First Major Update

As We Descend

The roguelike deckbuilder with the soul of a strategy game. Recruit and upgrade your forces. Deploy them to counter monstrous foes in card-slinging battles. Play your cards carefully in the treacherous city. Against all odds, will you bear the torch of humanity?

[h1]First Major Update[/h1] [v.375682] ːsteamthisː ⇒ Community-inspired change [i]Hail, Wardens! Kev here, game director of Box Dragon and our resident game designer. I've left some extra design notes in the patch notes to help you breakdown the patch since it's quite a chunky patch. [u]A quick disclaimer first:[/u] we'll be taking down the demo on November 11th with the intention to bring it back sometime in the future, so you've got just two weeks from now to play on the new patch! If you want continued access to the game, you'll have to [b]signup for closed beta[/b] at [url=https://steamcommunity.com:/linkfilter/?url=https://www.AsWeDescend.com]www.AsWeDescend.com[/url]. If you're in the mood for a challenge, we're holding a [b]100% speedrun challenge[/b] in the [url=https://steamcommunity.com:/linkfilter/?url=https://discord.com/invite/AsWeDescend]official As We Descend discord[/url]. Further instructions are available in the announcements channel.[/i] https://store.steampowered.com/app/3256480/As_We_Descend_Demo [i]Now, onward to the notes. Our primary design goals of the patch: [list] [*] Add more difficulty expression in the form of a new Descension modifier [*] Unify difficulty of waves and encounters, especially the weaker ones [*] Provide more information and clarity [*] Provide more consistent tools across units [/list][/i][h2]Modifiers[/h2] [i]Designer notes: More Descension! The hardest Descension modifier yet has been added to the game in the form of “Lethal Foes”, which greatly increases the difficulty of regular expeditions. In line with many other major difficulty modifiers, “Lethal Foes” also grants you a new ability: the Retreat option, allowing you to perform a tactical retreat after you see which enemies spawn at a location. Be warned: Retreating still uses up your Expedition.[/i] [list] [*] Maximum Descension Level in the demo increased from 2 → 5 (and raised from 6 → 11 in the Closed Beta) [*] [b][NEW][/b] Lethal Foes [list][*] Increases the difficulty of all Expeditions [*] Allows you to retreat from encounters at the Deploy Screen. Retreating from an Expedition abandons the Lantern and counts as failure [*] Worth +3 Descension Levels [/list][*] Several (Demo Locked) unlocks were moved around; all unlocks surrounding the Votive origin are now available in the Demo [*] Several new (Demo Locked) unlocks are visible as teasers for the Closed Beta [/list][h2]City & Events [/h2] [i]Designer notes: The opening sequence of the game has been simplified to get players into the game just a bit faster, with the addition of some of the background text being moved into optional dialog choices. It's slightly more reactive to the player's choices too. Additionally, there are many new events and a few new event options along with more clear information about all of them; this should make the city gameplay loop a lot more obvious for all players.[/i] [list] [*] Introductory flow [list] [*] ːsteamthisː Initial player flow made slightly faster and slightly less wordy [*] ːsteamthisː Rewards are handled in a more streamlined way [*] ːsteamthisː Added a special event outcome in the initial player flow [/list][*] Collections visibility [list] [*] ːsteamthisː Improved readability of city locations when they are ready for collection [/list][*] Location Info Panel [list] [*] ːsteamthisː Location Info Panel now shows up during the collections phase [*] ːsteamthisː Updated minimum copper costs displayed at various locations [*] ːsteamthisː Updated many display names of various location events to use a descriptive name rather than thematic name [/list][*] Rally Point [list] [*] Preparation events (using Prepare the Defenses to take your chances at the Rally Point) are adjusted slightly so options tend to only show up when you have enough resources to make a meaningful choice. Additional choices are added here to prevent the pool from being too small under certain circumstances [*] [b][NEW][/b] “Harsh Lesson” - Old Mentor offers a costly perk [*] [b][NEW][/b] “Brewing Trouble” – The Alchemist attempts to help [*] [b][NEW][/b] “In Need of Favor” – The Collector attempts to help [*] “The Cycle is Nigh” and “Combat Preparations” have new requirements so both choices are always available when these show up [/list][*] [b][NEW][/b] Fountain - Market Stall Location [list] [*] Grants Favor or Healing with a long cooldown [*] Allows you to turn in Ancient Data Logs for an alternative reward. [/list][*] Artificer [list] [*] Renamed Charm Artificer [*] Useless Charm is no longer Useless [*] Artificer events simplified slightly [*] Artificer no longer sells a one-time Lantern card removal [/list][*] Artisan [list] [*] Artisan now sells a one-time Lantern card removal [/list][*] Work Pit (Foreman) [list] [*] Added variance to the discovery event for the Copper payout [/list][*] Shopkeeper [list] [*] Shopkeeper – Lantern items can be sold for Copper here [*] Shopkeeper stat check now requires Charisma rather than Intelligence [*] Shopkeeper shortage in Biome 2 reduced in severity [/list][*] Elder [list] [*] Replaced placeholder art with new art [/list][*] Old Mentor [list] [*] Preparing with your Mentor before a wave no longer has the option to gain a Perk for 7 Favor; instead, you can spend 1 Favor to draft a card for the unit of your choice [*] You can no longer spend 1 Favor and train with him normally in Biome 2 to draft a card for the unit of your choice; that has been moved over to his normal preparation [/list][*] Collector [list] [*] Reworked slightly. Activities are now cheaper, standard option can grant copper, and the location generally goes on cooldown rather than relying on leaving your ally there [*] Added variance to the discovery event for the Copper payout [/list][*] Undermarket [list] [*] ːsteamthisː Fixed bug where you could get an Undermarket discovery event at this location after you had already discovered it [/list][*] Adjusted position of the Dark Alley to prevent it from being obscured by your hand [*] ːsteamthisː Fixed bug where a player could attempt to start an Expedition when no units were available (due to a combination of dead and MIA) by introducing a new special event [*] Fixed bug with Critical Support event choice Copper cost amount [*] Fixed bug where the City market would appear as flourishing even before you started exploring it [/list][h2]Units & Cards[/h2] [i]Designer notes: The Arbalist and the Dauntless receive the biggest changes, with both units gaining a starting innate. This should give both classes a more defined role in your lineup. The Vanguard also becomes a bit more focused in its role as a bruiser. On a smaller note, Fixation has been improved to make it easier to use and provide consistency. Dazed removal synergies are now present for both Bombardier and Guardian as well. Notes with parenthesis means the difference between the regular card(the upgraded card).[/i] [list] [*] Fixation debuff: Now lasts until Fixation is applied to a new target. [*] Lantern [list] [*] Seeker Beam damage increased from 10 → 11 [*] ːsteamthisː Added new anim and VFX to Incinerate and Disruption Wave [/list][*] Vanguard [list] [*] [b][NEW][/b] Dashing Warrior perk [*] [b][NEW][/b] Hunting Blade card, deals damage and grants Fleeting Attack Power [*] Can no longer learn Quick Blade [*] Rally reworked [list] [*] Cost reduced from 1(0) → 0 [*] Applies Fixation by default, applies Fleeting Attack Power 2(4) to self [*] {Formation bonus}: Fleeting Attack Power applies to all [/list][/list][*] Arbalist [list] [*] [b][NEW][/b] Monster Hunter innate – Fixation allows Arbalist to ignore normal targeting restrictions, always prioritizing the Fixated target. [*] Auto-Action now has standard targeting type rather than aimed (so it's guardable by Guard Zone enemies) [*] Quick Shot [list] [*] Renamed Steady Shot [*] Damage reduced from 6(8) → 5(7) [/list][*] Pincushion reworked [list] [*] Command cost 1(0) [*] Applies Fixation [*] {Guard Zone Bonus} Grants Auto-Flurry 2 [/list][*] Evasive Action reworked [list] [*] Move a unit to the Support Zone. (Switch the unit's zone instead.) [*] Draw a card. [/list][*] Strafing Shot [list] [*] Targeting type changed from Aimed → Standard [*] Damage reduced from 6(8) → 6(7) [*] {Guard Zone Bonus} changed from 10(12) Stagger → Hitting x3 times [/list][/list][*] Dauntless [list] [*] [b][NEW][/b] Phalanx innate, always prioritized by enemies for attack [*] [b][NEW][/b] Spearmaker perk, creates a Javelin each turn [*] Javelineer perk ranged spear damage bonus increased from +3 → +4 [*] [b][NEW][/b] Javelin card, a spawnable card with the new Spearmaker perk [*] Spear Throw adjusted [list] [*] Damage increased from 7 → 8(10) [*] Critical damage multiplier reduced from x2.0(3.0) → x1.5(2.0) [/list][*] Piercing Thrust reworked [list] [*] Always ignores armor now, but only applies Armorshred on bonus. [*] Changed {Guard Zone bonus} → {Formation bonus} [/list][*] War Spear reworked from granting Provoke → apply Fixation [*] Undaunted reworked from granting Provoke → Draw a card [*] Spears at the Ready can now be upgraded, increasing the Fleeting Attack Power from 2 → 4 [*] Immortalize can now be upgraded, increasing its uses from 1 → 3 [/list][*] Forge Smith [list] [*] [b][NEW][/b] Enflame card, grants massive Fleeting Attack Power and Fleeting Armor [*] Coal Smash [list] [*] Tar amount reduced from 2 → 1 [*] {Empower Bonus} Burning amount increased from 1 → 2 [/list][*] Firestarter stats adjusted, and can now be upgraded [*] Purify in Flames base stats reduced, but can now be upgraded [*] Fire Wall base stats reduced, but can now be upgraded [*] Dancing Cinders applies 1 less Burning and 1 less Tar [/list][*] Bombardier [list] [*] Heavy Weapon renamed Big Weapon [*] [b][NEW][/b] Calm Under Pressure card: <0 Command> Removes Dazed from all friendlies and grants Fleeting Attack Power to the Bombardier. [/list][*] Knight [list] [*] ːsteamthisː Removed the duplicate Bellow card from the Knight [/list][*] Lancer [list] [*] [b][NEW][/b] Ready for Action card: <0 Command> Gain Readiness and Redraw. Lancer gains Dazed. [*] Renamed Ready the Lance → Lance Reload [*] Rocket Loader can now target any friendly. Lancer always receives the Dazed debuff, rather than the target [*] ːsteamthisː Recoilless buff tooltip made more clear that it only ignores the effects of Dazed, it doesn't make the Lancer fully immune [/list][*] Guardian [list] [*] [b][NEW][/b] Fixed Focus card: <0 Command> Removes Dazed from all friendlies and applies Fixation and Armorshred. [*] Solemnity slightly reworked to give less Barrier but cleanses Dazed, can now be upgraded [*] ːsteamthisː Reckless Strikes cost increased from 0 → 1 [*] ːsteamthisː One Punch damage reduced from 20 → 15 [/list][*] Limited-Use cards: Reworked many of these cards to have slightly lower value per use, but increased number of uses before they’re expended [list] [*] Core Cycler: [1 Use] 3(4) Runes → [2(3) Uses] 2(3) Runes [*] Shelter: [1 Use] 2(3) stacks Gift of Light → [2 Uses] 1(2) Stack Gift of Light [*] Radiant Formation: [1 Use] 1(2) stacks Strength → [1(2) Uses] 1 stack Strength [*] Enhanced Barriers: [1 Use] <1(0) Command> → [1(2) Uses] <1 Command> [*] Battle Forged: [1 Use] <1(0) Command) → [1(2) Uses] <1 Command> [/list][*] Perks [list] [*] Provocateur is no longer available [*] Magnetic perk now draws a card for this unit each hand rather than just the initial combat hand [*] Renamed Quick Shield → Undulating Barrier [*] ːsteamthisː Executioner wording now states that it only affects auto-attacks [/list][*] Miscellaneous Unit/Card related fixes [list] [*] ːsteamthisː Fixed bug where Bombardier could have leftover Dazed from the previous combat [*] ːsteamthisː Fixed wording of Spears at the Ready so it's consistent with other Reposition cards [*] Fixed bug where Dash Attack showed the incorrect Stagger preview [*] Fixed bug where Lantern barrier would drain to ¼ instead of ½ each turn [*] ːsteamthisː Fixed bug where Rekindle (miracle) stated 10 base-power rather than 8 base-power [*] ːsteamthisː Fixed bug where Fixation wouldn't work if the target was exposed [/list][/list][h2]Enemies & Afflictions[/h2] [i]Designer notes: The weakest Waves have been buffed to challenge you and ensure that players aren't slipping through the defense battles unscathed. Critically, these serve as important checks on your deckbuilding skills.[/i] [list] [*] Biome 1 [list] [*] Skitterling now always attempt to attack after recovering from Exposed [*] Bane Quartet encounter no longer shows up in the demo [*] Fodder now uses a different attack animation when using its direct attack [*] Vermin animations changed to look more twitchy [*] Buzzkill [list] [*] Increased health [/list][*] Husk/Impaler no longer fail to recover after dealing lethal damage to a unit with their Vengeful Recovery [*] ːsteamthisː Piper Encounter [list] [*] Bane Piper [list] [*] Increased health and stagger threshold [/list][*] Fool [list] [*] Increased health [*] Grants more barrier to the Bane Piper now [/list][/list][*] ːsteamthisː Thrasher [list] [*] Increased Health and Stagger Threshold [*] Enters battle with +Raging Thrasher buff (2), increasing its Strength whenever it misses an attack [*] Attempts to break free from Exposed on the first turn (immediately), rather than the second turn [*] When Pheromone Sacks is destroyed, stuns for an extra turn (in addition to its ability to generate more Pheromones). Health reduced from 10 → 8 [*] Sickle Tail health increased from 10 → 12 [/list][*] Behemoth – Aftershock has new card art [/list][*] Biome 2 [list] [*] [b][NEW][/b] Added regular encounters: Bomber Bug, Bomber Bug plus add, Hermit plus add, Broodmother, Dune Stalker plus add, Murk plus adds [*] ːsteamthisː Removed Exploder encounters from the expedition encounter pool [*] ːsteamthisː Early 2x Spiker 2x Debaser fight now only spawns 1x Spiker [*] [b][NEW][/b] Added elite encounter: Murk encounter [*] Replaced placeholder art for Dire Mongrel and Dire Fodder with fully animated new models [*] Murk now buffs all other Bane creatures when it dies (not just other Murks) [*] Dire Skitterling now always attempt to attack after recovering from Exposed [*] Spiker [list] [*] Increased health [/list][*] Besieged encounter [list] [*] Spore Spire stun turns decreased from 3 → 2 when Chimney is destroyed [/list][*] ːsteamthisː Murk Company encounter [list] [*] Murk and Murk Lancer both have increased health [/list][*] ːsteamthisː Thunder Bug encounter [list] [*] Thunder Bug has increased health and armor [*] Skitterlings have slightly higher stats [/list][*] ːsteamthisː Fixed bug where Symbiosis (Impaler & Vermin) would spawn in Biome 2 [*] ːsteamthisː Fixed bug where Hermit intent could be hidden by the camera cutoff [/list][/list][h2]UI & UX [/h2] [i]Designer notes: More clear iconography, card frames, and tooltips across the board. Notably, many elements are a lot larger and should be easier to read. Ideally, most of the game's UI elements should be recognizable at a glance.[/i] [list][*] Intents [list][*] Renamed Aimed Intent (any) → Wild, now utilizes new Wild Icon [*] Renamed Hunter Intent (non-Lantern) → Aimed, now utilizes new Aimed Icon [*] ːsteamthisː Enemy DoT intent now utilizes Plague icon instead of Fire icon [*] ːsteamthisː Fixed some wording issues with intents [*] Enemies now show a Stunned intent when affected by Stun [*] Fixed unit intent tooltips to be clearer; they refer to the target selection rather than referencing “units” [*] ːsteamthisː Combat Health and Status Bar is now visually more prominent, and scales only horizontally rather than in both directions for larger entities such as the Gate Lantern and Bosses [/list][*] Card Frames [list] [*] Updated the Miracle card frame [*] Updated the upgraded card frame to be more prominent [*] ːsteamthisː Adjusted the Card Frame for Allies and Resources to improve readability [*] ːsteamthisː Card bonus zone now has a darkened visual while inactive [/list][*] Unit Chip [list] [*] ːsteamthisː Now displays the zone requirement for the auto-action in addition to its targeting class, and improved the hover area for tooltip purposes [*] Targeting Class symbol for "Aimed" changed [/list][*] Expedition Map [list] [*] ːsteamthisː Greatly increased the visibility (size + color + position) of the “Interested Citizens” UI on the Expedition Map screen [*] ːsteamthisː Overlaid the top bar (with cycle, forces, and other information) over the expedition map, so you can now check your units before choosing a destination [/list][*] Run Summary [list] [*] Added the current descension level and active modifiers to the run summary [*] Added markings for expeditions won/lost throughout the run [/list][*] Upgrade Preview [list] [*] ːsteamthisː All full-sized cards in UI screens now can be right-clicked to see the upgraded version [/list][*] Unit & Enemy Combat Tooltip [list] [*] Added a tooltip for barrier in combat [*] Improved the tooltip hover areas for Armor, Flying, and Plated armor in combat [*] ːsteamthisː Reworded Armor tooltip for added clarity [/list][*] Tooltips [list] [*] Reintroduced End Cycle button tooltips and added a more specific tooltip for when the player is in the collection phase [*] For tooltip description, floating point precision on multiplicative factors increased from none to one (e.g. x2 → x2.0, x1.5 → x1.5) [*] Added a tooltip for both Ally cards and Item cards in the City [*] Added tooltip for Perk [*] ːsteamthisː Added tooltips on the Favor icons in the combat resources and the Lantern display in the deploy screen [*] ːsteamthisː Limited Use keyword added to all relevant combat cards [*] ːsteamthisː Tooltip wording changed from "Orb" → "Lantern" [*] ːsteamthisː Tooltip wording changed from "Squad" limit → "Unit" limit [*] Fixed bug that caused the tooltips in the event screen to be right on top of the text [/list][*] Event Panel [list] [*] Increased opacity on the dialogue panel to improve contrast when the event background is brightly colored [*] Increased the size of font in the dialog panel [*] Draft rewards now have a draft reward icon in the event panel [*] Fixed bug with the layout of the small event screen, which caused the position of the character portrait to be screen resolution dependent [*] Event Choice requirements are now separated by parenthesis [*] Adjusted reward icon for draft options in event screens [*] ːsteamthisː Fixed the dialog text jump issue where the text would shift after the options appeared. You should be less likely to lose track of where you were reading now! [*] ːsteamthisː For all Events that have a stat threshold as a requirement, it's now listed in the Event Choice [/list][*] UI-Related Fixes [list] [*] ːsteamthisː Fixed bug with squad-scaling cards showing the wrong values in the description in most screens [*] ːsteamthisː Fixed bug where a player could click through the initial disclaimer screen directly onto an underlying main menu button, potentially allowing an accidentally click on quit immediately after starting the game [*] ːsteamthisː Fixed bug where the unit count on the Deploy Screen would say “-1” as the maximum number of units [*] ːsteamthisː Fixed bug where it was possible to click on caves and ruins and focus the camera on them [*] Fixed bug where Nemesis tooltip on the Cycle Bar used placeholder text [*] Fixed bug where Supercritical buff and Stunned debuff would not be shown on the combat HUD [*] Fixed the hitbox of the Runic Recycler (card redraw area) [*] Fixed bug where the extra name on a unit display would sometimes change when new cards were drafted for it [*] Fixed bug where the card wheel seen in screens such as the upgrade screen could not display when a unit had two or fewer cards [*] Fixed bug where the targeting helper used old icons and help text [/list][/list][h2]Music[/h2] [list] [*] ːsteamthisː New arrangement on Expedition Track in Biome 1 [*] Adjusted City Ambience [/list][h2]Settings[/h2] [list] [*] ːsteamthisː Added red range to audio sliders, signaling the range where it is above the regular 0-100 values [/list][h2]Save Games[/h2] [list] [*] Added a notification for when your saved run gets cleared due to a new patch [*] Fixed bug where run saves were not being wiped when the player lost for reasons other than the destruction of the City [*] Fixed bug where the game did not clear out the run save when the game loss occurred outside of combat [/list][h2]Crash & Hard-Stuck Fixes[/h2] [list] [*] ːsteamthisː Fixed bug where the game would get stuck if you had no living units when a battle began [*] ːsteamthisː Fixed a blockage related to having no units alive when defending the City [*] ːsteamthisː Fixed a crash related to choosing the Old Mentor last-minute lesson when all units already had maxed out card slots [*] Fixed a crash if attempting to draft a new perk when perks were already maxed out on all units [*] Fixed a crash related to the event screens [*] Fixed a crash that could happen when losing the game, if the progression save file was deleted [/list] Congratulations on making it to the end of the patch notes! If you've got any thoughts, please leave a comment below. Eager for more? [b]Wishlist[/b] and [b]Follow[/b] [i]As We Descend[/i] to make sure you get all the announcements as well as a notification when the game launches: https://store.steampowered.com/app/1769830/As_We_Descend Again, a reminder that the demo is only available until [b]November 11th 2024[/b]. You'll have to [url=https://steamcommunity.com:/linkfilter/?url=https://www.AsWeDescend.com]signup for closed beta access[/url] to keep playing. You can also [url=https://steamcommunity.com:/linkfilter/?url=https://discord.com/invite/AsWeDescend]join the 100% speedrun in the Discord[/url] to earn your beta key. Thanks for following along in our development journey, looking forward to seeing you in the Demo (and hopefully the Beta too)! Cheers, Kev Game Director at Box Dragon