Shuffle Tactics is a roguelite deckbuilding tactical RPG. Strategize to survive tough battles, pick the right cards to create powerful synergies, and bond with your sidekicks to get an edge in battle. Adventure awaits! Will you rise as Asteria's new King?
[h3]Greetings Legends of Asteria![/h3]
Today’s 0.11.7 update introduces a new playable hero, UI improvements, and various bug fixes:
[h2]NEW HERO: FLETCH[/h2]
[img]{STEAM_CLAN_IMAGE}/43164273/b1c4f50a0d8ef148831df49886b2900cba4ce2d3.png[/img]
A Former Commander of the Royal Army who has taken up arms against the corrupted king Ogma. Fletch comes with 3 starter decks that reflect his distinct playstyle:
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[*] [u][b]Skilled Archer:[/b][/u] Fletch can damage enemies from afar with his ranged attacks, creating powerful combos with elemental effects (such as poison + fire = explosion) or with devastating devices (powder barrels you can push, and then target to explode, ricochet device that allows your projectiles to bounce on it, etc).
[img]{STEAM_CLAN_IMAGE}/43164273/2e59686c8e8fe1a48f3ae21510eff7343d9332ac.gif[/img]
[*] [u][b]Builder: [/b][/u]Fletch is also a master at building fortifications and defenses on the battlefield: barricades, automated turrets, exploding devices, toolboxes, trenches, etc. He can fortify a position and benefit from sticking around.
[img]{STEAM_CLAN_IMAGE}/43164273/3dced41fcf3a97aaae0898171fdd9d8d00bee79e.gif[/img]
[*] [u][b]Commander: [/b][/u]Fletch can give powerful orders to his sidekicks to bolster them by increasing their strength and defense, as well as giving them extra action and movement points.
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[h2]CHANGES[/h2]
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[*] Added controller support: most of the game is now playable with a controller, except for shops and encounters! We'll continue to make improvements in the following updates.
[*] Added music to standard shop screen
[*] Hero selection screen: the screen UI and UX have been improved
[*]Inventory/Campfire screen: A new layout was for this screen added
[*]Victory screen: A new layout was for this screen added
[*]Sidekick recruitment screen: A new layout for this screen was added
[*]Elites Rework: Elite battles are now systematically Corrupted Rifts, which are no longer encountered in normal battles.
[i]We heard you! Corrupted Rifts caused difficulty spikes and felt too hard for regular battles, so now they will act as elite battles with powerful rewards[/i]
[*] Map screen: the screen layout has been improved
[*] Maps Rework: We resized combat arenas to not exceed 15 squares in either direction. For the time being, we've only done this resizing in The Deluge. We've also made the water on the Tiny River map non-accessible, to see if that helps legibility on this map.
[i]We feel this will help battles feel less drawn out with multiple turns spent getting closer to the enemy while keeping strategic options related to positioning open to the player[/i]
[*] Effects UI: Buffs and debuffs are now highlighted by floating text above characters.
[*] Markings & Effect legibility: We reworked the legibility of ground markings and effects: from now on, when a tile effect (fire, poison, oil, etc.) or marking (blue movement, red attack, danger zone, etc.) is applied to a tile, its props (i.e. grass, rocks, etc.) become hidden. The aim is to make these effects and markings clear and free from visual pollution. We also changed the visual of the "danger zone" markings, replacing the 3D skull with a red flat cross.
[*] AOE preview: At last! Hero & Sidekick AoE attacks are now previewed on the ground.
[*] Overhaul of direct ranged attacks: Preview lines now show if a projectile is interrupted by an obstacle or enemy more clearly. In addition, interrupted projectiles now inflict status, AoE, and tile effects on obstacles and enemies standing in their trajectory, as opposed to before when they only inflicted their base damage.
[*] Card Keywords: For clarity’s sake, the following Keywords have been changed to better reflect the card’s effects:
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[*] Backstab -> Isolated
[*] Carnage -> Reload
[*] Pristine -> Healthy
[*] Tribal Rot -> Ghoul Master
[*] General -> Architect
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[h3]BUG FIXES[/h3]
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[*] Many localization fixes
[*] Improved UI performance on certain screens
[*] Soft locks no longer occur after an enemy steps on a tile already occupied by a Rusher
[*] Players no longer lose all cards (except skill cards) after selecting “Retry”
[*] The Hire button is no longer almost out of the screen on ultra-wide monitors
[*] Fied a bug where the Assassin's cards would remain on the screen preventing the player from selecting another character to play (this issue happened after upgrading the sidekick to max in the sidekick shop and when Assassin killed the Marauder)
[*] Fixed a soft lock that would occur after King Ogma summoned the enemies during Phase 2.
[*] Fixed a bug where King Ogma’s sprite would become invisible at the beginning of the fight
[*] Fixed King Ogma’s tile that was too small to represent how many tiles he actually takes up on the map
[*] The attack preview of the Gloom Feathers now follows its position as intended
[*] The Ritualist no longer gets stuck in movement animation on the Snarl Bridge battle
[*] Relics now have counters
[*] The Infected effect now works correctly
[*] The Eclipse Relic now works correctly
[*] The Benevolent Eye Relic now works correctly
[*] Removed localization keys in the following descriptions:
[*] Description of the Ritualist Egg enemy
[*] Description of the Vanguard Egg enemy
[*] Description of the Scout Egg enemy
[*] Description of the Hunter Egg enemy
[*] Description of the Rusher Egg enemy
[*] Description of the Spider Web
[*] The HP and MP of the Scout enemy have been readjusted to their intended values (27 and 3)
[*] Damage from the Hunter's Arrow Volley attack is no longer doubled if there is more than one ally in the Danger Zone
[*] The Hunter's arrows no longer damage heroes when they are standing behind the Hunter, outside Danger Zone marks
[*] The counter for the Agility Charm relic now resets properly after each turn
[*] Bandit enemies no longer spawn within assets on stages in the Snarl region.
[*] Enemies no longer spawn behind the wall in the battle with the Corrupted Rift in the Corner
[*]and many many more!
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Once again, we thank all of you for coming with us on this Alpha Playtest! Please leave your feedback on our [url=https://discord.com/invite/vjDMQyGfzJ]official discord
[/url] or right here on the Steam Forums!
[img]{STEAM_CLAN_IMAGE}/43164273/962534fb9da12f7cb0e018f1438d47a1196bba44.png[/img]
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