Rebel against your legacy in this farming action roguelite. Tend your spooky farm by day & defend your crops from enemies at night! Upgrade Voltaire, youngest son of Dracula, with devious new abilities & discover dozens of new plants to cultivate. Send dad a message: a vegan life is no missed steak!
Hello, non-floaty human friends!
This week marks the first 2 months of Early Access for Voltaire, and we have a pretty exciting patch to celebrate the occasion! Along with 8 other content patches under our belt since release, we are pretty confident in the core we are creating and can't help but feel excited for the future of the game.
This major update sets an important milestone in our roadmap, but we have so much more already in the works behind the curtain that we can't wait to reveal, and more importantly, get your feedback on! This means we will soon be detailing more information about our list of upcoming features and shedding a light on our planned release windows for all the listings in our roadmap.
As per usual, with new content come new challenges, so if you have any feedback on these or any upcoming features please do share it with us. Now, without further ado... patch notes!
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[h2][b]NEW![/b][/h2]
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[*] [b]New System: Class Modifiers[/b]
Wield new powers and unique visual effects while progressing through skill trees that augment a specific playstyle!
[*] [b]New Class: Pyromancer[/b]
Transform into a flame-wielding sorcerer, focusing your power on ranged attacks and a scorching new firewall ability!
[*] [b]New System: Events[/b]
Meet new characters along the way and aid them through brand new quests!
[*] [b]New Event: Elga’s Soups[/b]
Soup-making is no joke, and Elga needs your help with… unusual ingredients!
[*] [b]New Event: Ylga’s One-Stop-Broom-Shop[/b]
Not quite a convenience store, but pretty conveniently stored!
[*] [b]New Event: Olga’s Lost Pet[/b]
Poor Mister Wiggles, where could it be?
[*] [b]New baddie: Necromincer[/b]
Often mistaken for a typo, Necromincers actually earned their name due to their unusual ritualistic practices, mostly involving minced skulls and fruit salads.
[*] [b]New baddie: GubGub[/b]
GubGubs are colorful critters that share a lot of similarities with most ancient species of beetles, with the exception of those found on a particular shade of yellow submarines.
[*] [b]New baddie: Frostling[/b]
With a coating of fur almost as thick as their wits, Frostlings are well prepared for snowy weather, harsh conditions, and spontaneous snowball fights alike.
[*] [b]New baddie: Ghostavo[/b]
Once a ragtag group of ruthless scallywags, Ghostavos now roam the lands as lost souls, often complimented for their transparency.
[*] [b]New baddie: Raider[/b]
A prevalent tribe across Transylvania’s Hunting Grounds, Raiders are an equal threat to innocent passersby, small critters, and unprotected fridges.
[*] [b]New baddie: Treeant[/b]
Even though they do move through complex underground tunnel systems, a Treeant really is mostly related to a tree, and not so much an ant.
[*] [b]New baddie: Clayton[/b]
These surly, bulky figures can be found across the steepest dunes and driest deserts, but such harsh conditions can make one kinda rude, especially during sandstorms.
[*] [b]Updated baddie: Werebat[/b]
Half bat, half wolf, half vampire and fully unaware of how math works.
[*] [b]New QOL: Reactive Tutorials[/b]
A more intuitive way to learn while embarking on your adventure (to be expanded!)
[*] [b]New QOL: Skippable Tutorials[/b]
Because some vampires have walked the walk and farmed the farm before.
[*] [b]New QOL: Skippable Boss Animations[/b]
Gone are the days of watching Skully laugh in our faces for the 7th time.
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[h2][b]BUGFIXES[/b][/h2]
[list]
[*] Your custom zoom level will now be logged and should properly apply after you close any interface windows.
[*] Fixed an issue that could cause baddies to attack towards the opposite side of their target.
[*] Fixed an issue that could cause baddies to start attacking from further away than their intended range.
[*] Fixed an issue that could cause an incorrect image to display on under construction Haunted Mines and Haunted Sawmills
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[h2][b]BALANCE[/b][/h2]
[list]
[*] Introduced new biome-specific baddies.
[*] Monastery Graveyard: Necromincers are frail baddies that will continuously summon floating skulls to attack for them.
[*] Green Grove: Treeants are mischievous baddies that will tunnel underground and pop out near your crops.
[*] Glowbug Forest: GubGubs are tiny critters that will spawn out of their eggs if not dealt with in time.
[*] Southerns Barrens: Claytons are bulky baddies that will split into two once defeated
[*] Hunting Grounds: Raiders are sturdy baddies composed of a werehog and its rider, and both must be defeated.
[*] Silverbane Bay: Ghostavos are sneaky swashbucklers that will remain immune to all sources of damage until they get close enough to their target.
[*] Snowscale Tundra: Frostlings are tricksters at heart that will mostly focus on hitting you with snowballs and stunning Voltaire.
[*] Castle Gardens: Werebats are Dracula’s minions and can fly over your traps or traverse terrain pretty quickly.
[*] Buffed Rootie-Frooties’ HP value by 1 point.
[*] Slightly reduced the total material cost of Haunted Mines and Haunted Sawmills.
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