You call that a challenge? (WizardChess 0.7.8)

WizardChess

WizardChess is a deckbuilding roguelike, where Chess meets Trading Card Games. Fight in strategic permadeath battles, acquire and upgrade new units, and carve a path to the boss. Challenge the Fae in their annual tournament and the Fae Queen herself might just grant your wish. If you survive...

Welcome to WizardChess 0.7.8! This is a minor update that addresses balance, progression, difficulty and bugs. TL;DR? The start of a run is more consistent, rewards and enemies scale up over the course of a run and (at high ranks) the late game is harder than ever. PSA: I (Ben, programmer) will be on the road for a couple weeks so we'll only be doing bug fixes during that time. There's no devlog for this patch but I'll do a "round up" video once I'm back from this trip. As always, appreciate the support especially from those of you who've been following along for years. It's all starting to come together! If you missed the last video, now's a good time to catch up: [previewyoutube=qIJzatf8Tt0;full][/previewyoutube] [b]NEW[/b] Enemy: Gorgon ↳ [i]Spawns during the Hss boss fight on Rank F and above.[/i] [b]NEW[/b] Dynamic shops ↳ [i]Shops will spawn with 3 units of varying quality and price, determined by your party and the run difficulty.[/i] [b]NEW[/b] Idle animations for: ↳ [i]Bounty Hunter[/i] ↳ [i]Deer[/i] ↳ [i]Gorgon[/i] ↳ [i]Grappler[/i] ↳ [i]Tenggi[/i] [b]NEW[/b] Crash detection ↳ [i]If a fatal error is thrown the game SHOULD catch it and display a message.[/i] ↳ [i]This makes it easier to get the game log and post it in Discord.[/i] [b]NEW[/b] Music in the Fae Biome (WIP) [b]CHANGED[/b] Difficulty curve has been massively reworked ↳ [i]Slower takeoff, tapers off towards higher ranks.[/i] [b]CHANGED[/b] Cursed Deal encounters are animated [b]CHANGED[/b] "Jump into board" animation on title screen [b]CHANGED[/b] Target indicator is now colorized by Unit Allegiance [b]CHANGED[/b] New (WIP) Codex browser, displays all content in a grid [b]CHANGED[/b] Options menu has been rebuilt for controller support ↳ [i]You can now reset the options to default at any time using ` + Backspace[/i] [b]CHANGED[/b] Reworked wording on Unit and Element Type upgrades [b]CHANGED[/b] Introduce overhead augmentation notification for Dog & Cat effect [b]CHANGED[/b] More nuanced map generation for the overall game board ↳ [i]Biases some kinds of encounter to appear later in the run[/i] ↳ [i]Gates some encounter types behind a minimum rank[/i] [b]CHANGED[/b] All attacks will be grouped by the attacking unit ↳ [i]Previously attacks were ordered by board position, but this was confusing.[/i] [b]CHANGED[/b] Boost Tourist base Defense [b]CHANGED[/b] You can now inspect units from the unlock popup ↳ [i]And also the fallen units list[/i] [b]CHANGED[/b] More robust error handling around Developer Analytics [b]FIXED[/b] Controller support for Cursed Deal [b]FIXED[/b] Input system rebindable controls [b]FIXED[/b] Mimic was spawning exclusively Pythems (wrong) [b]FIXED[/b] Ronin movement range [b]FIXED[/b] Cormag Rank D enemy config [b]FIXED[/b] Disappearing reward cards in trade offers [b]FIXED[/b] Soft-lock when Stormliege targets an Insulated unit Thanks for reading to the end <3 Ben & Ricky (TwoPM Studios)