GuildMestar Developer Insights - November 1, 2023


Hello GuildMestars,

Today is the long awaited release of 0.2.0.0! -kind of.

With this update the entirety of the story's first act was added and with it the game would finally evolve out of the demo stage. In addition to releasing here on itch the plan was to also release the game into early access on Steam. I was however unaware of just how long their on-boarding process is and, even though the update is complete, I am still waiting on Steam to finish their end.

And while I may not be able to release the full game yet I can still release the update to the demo version here!

Updated on the main page you will find the new version of the demo and while many of the new features will not be available the new combat streaking system and renown rework are, plus... you will be able to continue the demo save into the full game once it has released!

Below are the patch notes for 0.2.0.0 but again many of the features rely on story progression which is not available until the early access release, whenever Steam deems the project properly reviewed. These patch notes will be posted again with the actual release but posting them now feels right as well.

As always should you have any feedback feel free to drop by our discord and let us know.

Signed,

StrangerTod - OffPath


Version: 0.2.0.0

New:

- Major -

• Questscene system updated. Check them out 🙂

• The entire story of Act 1

• More of Lorn to explore

• New Handcrafted Dungeons

• New Randomly Generated Dungeons

• New Adventurers to control

• New Enemies to fight

• New Bosses to challenge

• New Item Mechanics

• New Character Mechanics

• New Dungeon Mechanics

• New type of item specific to trading

• Reworked the Renown system, more information available in the new Renown sub-panel of the Guild panel

• Updated Combat system:

    • Added a card streak system, item stats are now multiplied (x2, x3, x4, etc.) once the streak has been hit (default: every second card after the first (3, 5, 7, etc.))

    • Defense, unless otherwise altered, is now capped by a character's max Health

    • Item attack values and some enemy attack values have been doubled

- Minor -

• Daggers no longer deal flat direct health damage, now always has the Pierce mechanic

• Selecting an item to pass an event no longer destroys the item, instead items lose 1 durability and can not be used if broken

• Fishing reel direction can now be controlled via the arrow keys

• Increased the base draw of Ranger by 1

• Cleric renamed to Guardian (Healing Touch renamed Mend, Repent removed, Bash Added)

• Shops no longer have an infinite amount of money, their new value is displayed near the opinion indicator

• Adventurers and Shop opinion values now decay toward 0 each week by a small amount

• Padding has been added to various Shop containers to prevent the last item's hover information from being partially obscured

• A dungeon's chance to be of another difficulty rather than the current average has been reweighed

• The Cave background has been re-sprited

• Random Dungeon Capstones now have a timer causing them to reroll if not completed after a certain time frame

• Dungeons can now have multiple backgrounds depending on the Room's eventBase

• Characters in combat now have a chance to speak small lines of dialogue

• Mechanics present on characters during exploration can now be hovered to read their full text

• Non playable cards now have an overlay indicator while in combat

• Renown is no longer lost if a bored adventurer leaves

• Added new icon to better indicate when the game saves

Bugs:

• Sorting buttons for Archwin's shop now once again only effect the shop screen

• Upgrading the guildhall to a tier that would change the door's position no longer causes that day's adventurers to enter through the walls, use the door people

• The cliff no longer attempt to grow in seasons outside of spring

• Storeroom counter upgrades now correctly apply the 10% increased opinion when trading

• Characters eating cooked food while on an expedition now respects dietary restrictions

• Characters no longer turn in place during back to back combat actions

• Loading the game while in the Evening phase will now correctly start the map on the dungeon's basePoint rather than the map center

• Using multiply character's "Masterstroke" actions per turn now longer persists the previous mechanic's behavior

• The Salty flavor mechanic text now correctly reflects its effect

• Non traditional fish are once again obtainable

• Overheal is no longer reset if attempting to heal while over baseHealth with non overheal values

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