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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Nowhere Prophet 

 

Developer

 Sharkbomb Studios 

 

Publisher

 Sharkbomb Studios 

 

Tags

 Strategy 

 

RPG 

 

Singleplayer 

Release

 Q2 2018 

 

Steam

 € £ $ / % 

 

News

 48 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 9 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/681730 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Nowhere Prophet Linux [594.61 M] 


DLC

 Nowhere Prophet Original Soundtrack + The Art and Design of Nowhere Prophet Book 




LINUX STREAMERS (4)
hatniXnusueysir_diealotalotsirsamsai




Day 1: Bugfixes and Boss musings

After the madness of the launch weekend it's time for me to get back into a proper rhythm. And to that end I've scoured my emails, the forums and Discord today looking for bug reports. Many thanks to everyone that reported something with special mentions to anyone who provided screenshots or log files. This is the best way to help me quickly find, reproduce and fix a problem.



Patching the bugs
That said, there's already a patch in the works: Version 1.00.004 will address a number of issues I've seen crop up. Here's the changelog:

CHANGELOG


  • Game fails a bit more gracefully when a save game was corrupted: Now tries to load the backup save if it can.
  • Stunned followers directly destroyed (cull the strong, neural shiv etc.) no longer trigger an error when trying to un-stun them
  • Double clicking the "end combat" button in the combat results no longer causes a crash
  • Pressing ESC while while in the "show battlefield" mode during Mulligan Phase no longer locks you out
  • Putting units down quickly while a unit is auto-spawned could make one of the units vanish.
  • "Stubborn" no longer triggers twice on units that are both damaged AND exhausted.
  • "Bodhisattva" no longer shuffles enemy units into the deck but returns them to the hand, as expected, as well.
  • "Dynamo" no longer triggers on Convoy cards as well
  • "Quick Charge" status effect now triggers properly
  • "Hard Impact" now properly uses Attack 6+ as condition (used to use Cost 6+ by mistake)
  • Blackout properly resets CanAttack/CanMove states. Followers can attack and move. Obstacles and Constructs can not.
  • "Stop Levelling" achievement now unlocks properly: Was erroneously limited to the Banshee class
  • "Fatality" achivement now unlocks properly: Incidentally overkill damage is now also properly displayed on the enemy leader.
  • Speaker's Circle Hope option now is properly accessible if you have enough hope
  • Steam Leaderboards now displayed even if you have not submitted a score that day
  • Steam Leaderboard also displays more scores at once now (top 100 if no score submitted, +/- 50 around your position if score submitted)
  • Event: Convoy Thief, showing mercy no longer kills the follower
  • Discord link from the "About the Game" popup works again
  • Action Log text alignment fixed (vertically centered)
  • Various typos and text issues addressed (for example the double colon in the boss hint on the map decision screen)


This is a pretty good list for a day, if you ask me. However this version is not yet available because I want it to see some testing before I put it live for everyone. Just to be sure it breaks nothing else. If you want to give it a spin though, you can right click on the game in your library and select the PREVIEW branch to get access. There's no password or anything so go right ahead.

In fact this branch will come handy for the next steps:

Next Steps: Boss Balancing
So, I've mentioned yesterday that I will take a closer look at the bosses. I will start doing so right away tomorrow (unless something strange catches fire).

My current plans are to make sure all the bosses are on a more event footing. A few of them are clear peaks in the difficulty curve, especially at the beginning of the game when you don't yet have a well-tuned deck. To that end I plan to restrict the status effects a bit and also reduce the synergy in the enemy decks, especially on the lower levels.

My plan (as said, if nothing suddenly explodes) is to do the first draft of changes tomorrow and then also make those available into the above-mentioned PREVIEW branch so you folks can give them a spin right away.

Also, if you haven't already, please fill out the online form! It will help me better gauge the difficutly of the bosses and my potential solutions!


[ 2019-07-22 16:59:14 CET ] [ Original post ]