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New Features
Visual combat resolve revamped.
During best of 3 the loser of the round will now get to pick who goes first next round.
Surrender rounds when not in one-game
Improvements
Check renamed to Pass, End Deploy renamed to End Phase.
Naming/wording improvements for various notifications and match UI elements.
Discard windows order in hierachy adjusted to make them appear on top of all non notification/tutorial elements.
(Tutorial Match) Various UI improvements and fixes for scaling and to match the highlighted element(s)
Tutorial revamped and updated to new script.
Welcome panel for first time players recreated in UI toolkit and can now be reopened from the bottom bar.
Parry reset between phases removed.
Parry shield effect added that takes hits and breaks when cap reached.
Mulligan window resized to fit under the top header, this moved the keeping x cards .. text now a seperate floating box in the bottom right corner.
Tutorial mulligan2 panel adjusted for the new mulligan window size.
Attacker and Blocker selection windows resized, structured, positioned to not block the header and to fully hide again apart for the button.
Bug Fixes
Card ID being shown in life gain notifications.
Top bar deck/discard/hand amount label blocking the tooltip hover.
Incoming Attackers list not clearing on match reset -> this leads to the next match starting with blocker selection window open with any remaining incoming attackers.
Mana available indicator for opponent reading the player mana availability instead of opp.
(Tutorial match) Next panel after loyal gatewarden deploy prematurely flashing visible after the deploy.
Unequipping items causing a disconnect when server tries to add inventory interaction log due to a wrong reference.
Adventure mode map icons targetable while not in adventure mode.
Active deck for constructed mode validating the wrong drop down selections during match accept.
Multi target Or actions labels missing.
Music audio setting not matching master after system change (appearently master does not include music here somehow).
Unblocked cards without alert and with twinstrike tapping after ambush step.
Disconnects not showing the correct screen after disabling the main UI.
Heavy damage moving on while attackers are dead -> needs more testing.
New effect for buffs.
Random common item rewards for match winners.
Reagent loot with 50% drop chance at match wins.
RPG Mode map added (not usuable yet, for display and preview).
Updates to map and line drawing based on user progress for RPG mode, map is now fully functional.
Tooltips for matchUI check/end deploy button.
Statistics UI rebuilt.
Demo UI rebuilt.
Demo queues and modes adjusted.
Tooltips for missing old tooltip triggers replaced with the new tooltip system.
More UI updates and fixes.
Draft mode color background for indication of maindeck selections being correct so hopefully people notice they need to drop 6 cards to the bench to proceed.
Set background music to the tutorial track while in tutorial mode.
Card tapping sound rained in have a cap to reduce the mass tap sound spam at turn changes.
New item cards for loot drops.
Some tutorial text / visuals improvements.
Tutorial UI fully rebuild, scaled, positioned to correctly scale to aspect ratios.
Tutorial text improvements.
Tutorial card interactions locked to requiring highlight.
Inventory and Equipment tooltips and UI improved.
All card selection prompts (start cards, blockers, attackers, trigger selections, damage division) are now reinforced during the tutorial to ensure all proper selections are made to progress.
Rulebook/Patch notes indexing now focuses headers top rather then bottom.
Improved (serverside) logging for inventory interactions.
Tooltip positioning.
Battleground/Adventure UI not persisting through tab changes on main menu.
Various UI related issues.
SFX for action impact missing.
Queue buttons using wrong deck selection to validify decks.
Notifications not showing up due to recent changes.
Patchnotes button on loading screen not reacting.
Tutorial panel actionTurnResolve not resetting after tutorial / on new tutorial start.
Bug form multi line fields not escapable.
Tutorial match auto deployed mana disappearing.
Chat message by enter sending empty text.
Not clicking a button before turn resolve completes makes a panel never hide in tutorial match.
Previous UI panel becoming visible again by pressing the hide mana button when not intended during tutorial mode.
Audio system causing issues on initialization creating bugs anything audio related.
Match Audio playing the same clip for any fx play.
63 new cards were added to Manacaster today, bringing the base set to nearly 800 cards! New players might be thinking "my God man, 800 cards, how will I know them all at first sight!?" Don'tcha worry. Because of how Manacaster is designed, if we make a card for one Element, we have to make it for all 6 elements. If we make a card for one Hybrid, we have to make it for all 9 hybrid elements! And if we make a Neutral card, we have to make every version of that card possible. ( see: Jab, 1 mana = 2 damage up to Thundershock, 12 mana = 13 damage. With that said, lets get to the new hotness!
Until one sits down to design a game, it's difficult to see how game mechanics are taken for granted by game designers. From a player's perspective, it's nearly impossible to differentiate between a "best practice" and an "outdated practice". Anyone attempting to design a new game needs to be aware of the greater design patterns across the industry. Below is a list of common patterns that we intentionally removed from the design space of our strategy-and-tactics card game. Manacaster is built on the premise of extremely precise, mathematical game balance, augmented by AI tools that can simulate millions of games. As one might imagine, the frameworks underlying the math include a large number of restrictions about what "can and can't be". Technically speaking, these are our design assertions against which we test all newly-created Manacaster cards. Speaking plainly, these are the "major sins" of our design space. They are not to be violated, full stop. In other words, a card will fail a balance check and be rejected by the "system" if one of our designers tries to do it. This may sound strict to some game designers, but we consider this a cornerstone of Game Engineering. Games, after all, are a self-contained system that produces a dynamic and repeatable outcome when given the correct inputs. What else to call such a thing, but an engine? So, with that premise set, here is a rather large list of mechanics you might see in other games, but you'll never find in Manacaster. Most of these mechanics were in the game at some point, but have since been removed, much to the delight of our beta testers :)
This affects _ALL_ Units, and you will generally see Units are about 1 stat point bigger on average. Must Attack got a further buff such that they are now 2 stat points bigger than before. We also brought back Cannot Block as a credible alternative to Must Attack, since some decks prefer to avoid the risk of mandatory combat. This ability is similar ( but slightly less ) in point value to Must Attack. These balance changes also opened up a large design space for over 100 new Units, many of which fill existing "holes" that players have been feeling during draft and deckbuilding. These new Units are _not_ in this balance patch. We anticipate we can begin releasing the new Units in about one week, and with over 100 to work with, we think that will last quite a long while :) As always, balance is subject to change as we inspect the math and the gameplay logs. Manacaster's game balance is handled by a "point balance" algorithm that ensures all cards properly represent an equal sum of Costs and Benefits. Keep on 'casting! -- Admins
Manacaster is a tabletop card-battle game for two players. It was designed with an emphasis on balanced gameplay and rewarding skillful play. Here are three things you should know about our game:
Balanced Gameplay = Brilliant Victories: The Power and Mana Cost of every single card and ability in Manacaster is carefully calibrated according to a strict mathematical algorithm, leading to intense, evenly-matched battles that keep you on the edge of your seat until the final moment of victory...or defeat.
Digital + Tabletop = Play Your Way: We have built a digital clone of the tabletop edition of Manacaster which plays identically. Ensuring a consistent experience between digital and physical was a top priority as we designed and streamlined our game's rules.
Streamlined Gameplay = Rewarding Skillful Players: In Manacaster, your ability as a player is the most important factor. For example, players are given a large set of choices when selecting their starting hand, both players deploy a Mana resource of their choice every single turn, but only one player can attack the other.
Keep reading to discover what other game mechanics have been designed to ensure your strategic decisions are more important than luck of the draw.
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