Day 10: Bugfixes and beyond
So, what's foremost on my mind there? Equipment Powers A number of the equipment powers are clearly better than the others, skewing equipment and limiting the choices because some are clearly better. I'm looking at the unit spawn and refresh items for example. During prototyping I tried out a number of variants of the equipment system. One where items had a number of uses in each fight, or a general number of uses per item. A version where power use cost energy (different based on the power) but I removed all these things that to keep the system simple. Right now though it feels like the Tool Power design space would benefit from having Energy cost added back into it. Costs could be used to balance some of the powers of course, but this would also make a wider variety of powers possible in the future: Stronger powers for higher costs. In general I think this is something that will improve the play experience, so keep your eyes peeled for that. We're currently discussing the ramifications of this in the discord #workshop-chat channel. Come join us! Better Follower Filters This is the quality of life update the game needs the most right now. I'll ultimately have to see what makes the most sense but my current thoughts are: Remove all filter buttons on the screen directly. Only keep a button that opens up a filter menu and a simple text-box that allows you to search card names and text. The button opens a small overlay menu where you can select your filters:
What do you think? Any good ideas on how to improve this? Am I missing anything vital or important? If so, join the discord and let me know! Comeback Content Another thing the game could do better is to allow players to come back from having lost board control. To that end I'm looking at maybe modifying some existing cards or adding new ones that make the game a bit more forgiving if you fall back. An example would be a card that stuns all followers. This isn't something you would ever want to use when you're leading, but when you're behind it can give you enough room to put some of your units down in a safe environment. This would allow me to put the price of the card down a bit, which means it doesn't eat up all your Energy budget for the turn. I have a few ideas for pieces of content like this but as always I'm curious to hear your thoughts!
So with these changes coming up next, how will these roll out? Well the current plan is to keep the Preview branch active for this. Ideally I'd like to update Preview at the end of each week and then give you all time over the weekend to play and test. If nothing unforeseen catches fire or explodes then the update could go live to everyone after the weekend.
And in line with that today marks a new update to the preview branch. This one is mostly bugfixes, some balancing and interface improvements. As usual: If it breaks nothing major it will go live early next week, so give it a whirl! [quote=changelog]Balancing Improved states for opening the gate with follower count was reduced to 25/50 Armored enemies have a tad less armor AI now properly evaluates and targets obstacles with Taunt You gain Focus as normal on Doomed difficulty now Juggernaut cost increased to 5 (was 3) Decoy changed to 2/4 (was 1/4) Interface Followers in Combat now only show the "multiple effects" icon if they actually have multiple icons to display Critical enemy buffs are marked blue in pre-combat screens Event buildings leading to potential boss fights are marked red in locations Focus value display changed in edit deck screen Crypt Gate events split and put on the map and into the location Chance labels in event options adjusted to be more accurate Added visual effect to unsummoning of units Bugfixes Brain Drain can now target obstacles as expected Coordinated Swarm now also potentially targets the enemy leader Battlefield Sense no longer triggers if Energy is full Quickly unsummoning a unit with a fury effect no longer creates a stuck card Can no longer spam ESC to quit out of Mulligan while game is still setting up starting state Can no longer sneak illegal attacks in during animation (queueing an attack while kennel master is off the board and before his dog has appeared now leads to no action happening) Route Generator now no longer creates multiples of unique locations (gladiator camp, boss locations)[/quote] Alright, and that's it for today! As always, thanks for reading, thanks for playing and thanks for speaking up! - Martin
[ 2019-08-02 14:52:08 CET ] [ Original post ]
It's now exactly two weeks after the release of Nowhere Prophet and from where I stand it looks like I managed to deal with all the really big issues. A lot of bugs and problems are fixed (I'm sure there are more so please keep reporting what you find) and now it's time to look beyond simply repairing things and to making the gameplay experience better.
Coming Updates
So, what's foremost on my mind there? Equipment Powers A number of the equipment powers are clearly better than the others, skewing equipment and limiting the choices because some are clearly better. I'm looking at the unit spawn and refresh items for example. During prototyping I tried out a number of variants of the equipment system. One where items had a number of uses in each fight, or a general number of uses per item. A version where power use cost energy (different based on the power) but I removed all these things that to keep the system simple. Right now though it feels like the Tool Power design space would benefit from having Energy cost added back into it. Costs could be used to balance some of the powers of course, but this would also make a wider variety of powers possible in the future: Stronger powers for higher costs. In general I think this is something that will improve the play experience, so keep your eyes peeled for that. We're currently discussing the ramifications of this in the discord #workshop-chat channel. Come join us! Better Follower Filters This is the quality of life update the game needs the most right now. I'll ultimately have to see what makes the most sense but my current thoughts are: Remove all filter buttons on the screen directly. Only keep a button that opens up a filter menu and a simple text-box that allows you to search card names and text. The button opens a small overlay menu where you can select your filters:
- Show Wounded/Unwounded
- Show Common/Rare/Legendary/Mythic
- Show Factions
What do you think? Any good ideas on how to improve this? Am I missing anything vital or important? If so, join the discord and let me know! Comeback Content Another thing the game could do better is to allow players to come back from having lost board control. To that end I'm looking at maybe modifying some existing cards or adding new ones that make the game a bit more forgiving if you fall back. An example would be a card that stuns all followers. This isn't something you would ever want to use when you're leading, but when you're behind it can give you enough room to put some of your units down in a safe environment. This would allow me to put the price of the card down a bit, which means it doesn't eat up all your Energy budget for the turn. I have a few ideas for pieces of content like this but as always I'm curious to hear your thoughts!
Update Schedule
So with these changes coming up next, how will these roll out? Well the current plan is to keep the Preview branch active for this. Ideally I'd like to update Preview at the end of each week and then give you all time over the weekend to play and test. If nothing unforeseen catches fire or explodes then the update could go live to everyone after the weekend.
Preview Update: 1.00.014
And in line with that today marks a new update to the preview branch. This one is mostly bugfixes, some balancing and interface improvements. As usual: If it breaks nothing major it will go live early next week, so give it a whirl! [quote=changelog]Balancing Improved states for opening the gate with follower count was reduced to 25/50 Armored enemies have a tad less armor AI now properly evaluates and targets obstacles with Taunt You gain Focus as normal on Doomed difficulty now Juggernaut cost increased to 5 (was 3) Decoy changed to 2/4 (was 1/4) Interface Followers in Combat now only show the "multiple effects" icon if they actually have multiple icons to display Critical enemy buffs are marked blue in pre-combat screens Event buildings leading to potential boss fights are marked red in locations Focus value display changed in edit deck screen Crypt Gate events split and put on the map and into the location Chance labels in event options adjusted to be more accurate Added visual effect to unsummoning of units Bugfixes Brain Drain can now target obstacles as expected Coordinated Swarm now also potentially targets the enemy leader Battlefield Sense no longer triggers if Energy is full Quickly unsummoning a unit with a fury effect no longer creates a stuck card Can no longer spam ESC to quit out of Mulligan while game is still setting up starting state Can no longer sneak illegal attacks in during animation (queueing an attack while kennel master is off the board and before his dog has appeared now leads to no action happening) Route Generator now no longer creates multiples of unique locations (gladiator camp, boss locations)[/quote] Alright, and that's it for today! As always, thanks for reading, thanks for playing and thanks for speaking up! - Martin
Nowhere Prophet
Sharkbomb Studios
Sharkbomb Studios
Q2 2018
Strategy RPG Singleplayer
Game News Posts 48
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(684 reviews)
http://www.nowhereprophet.com
https://store.steampowered.com/app/681730 
The Game includes VR Support
Nowhere Prophet Linux [594.61 M]
Nowhere Prophet Original Soundtrack + The Art and Design of Nowhere Prophet Book
Nowhere Prophet is a roguelike deck-building game set in a post-apocalyptic future.
Take on the role of a powerful leader and mystic. Empowered with the gifts of technopathy, the ability to sense and affect eletrical currents.
You are the last hope to a band of outcastes and refugees. Lead them across the randomly generated wastelands. Pick fights with greedy slavers and crazy machines using the turn-based card combat. But always spend your resources carefully. Can you survive long enough to reach the mysterious Crypt?
TRAVEL
During travel you navigate across a procedurally generated map. Make sure your convoy has enough resources to travel as you pick your route. On your journey you will encounter strange places and even stranger people. You will be thrust into situations that put the fate of your followers in your hands.
If you're lucky enough to gain some rewards, maybe for helping someone - or robbing them, then you can invest those to improve your decks. Recruit more followers to have more and different units to put into battle. Equip your prophet or level up and learn new skills to have access to stronger action cards in combat.
COMBAT
You will have to overcome some enemies to keep your convoy and resources together. And sometimes you may even want to pick a fight for righteousness or just for loot. Once in battle the game changes to the turn-based card game mode.
Play convoy cards to put your followers onto the field and position them so you can overcome your enemy. Or play action cards to dramatically change the battlefield. But be careful: If you're wounded you will have to find a safe place to heal. And if one of your followers takes too many wounds, they are lost forever.
In this world inspired by Indian culture you lead a convoy of outcastes. These desperate men and woman following your vision of a better future. Under your guidance they travel with you through the wastelands. Your goal is the Crypt, a mystical place that promises untainted technology and safety.
If you can survive long enough to find it.
Take on the role of a powerful leader and mystic. Empowered with the gifts of technopathy, the ability to sense and affect eletrical currents.
You are the last hope to a band of outcastes and refugees. Lead them across the randomly generated wastelands. Pick fights with greedy slavers and crazy machines using the turn-based card combat. But always spend your resources carefully. Can you survive long enough to reach the mysterious Crypt?
These features make Nowhere Prophet stand out
- Card-based tactical combat system
- Randomly generated maps and events
- Two decks to build: Followers and Leader!
- Unlock new content across multiple playthroughs
- Stunning and confident art style
- A fresh non-western post-apocalyptic world
- Indian infused electronica soundtrack
A roguelike deck-building game
Nowhere Prophet is a single player card game with procedurally generated maps, a high difficulty and permadeath. At it's heart are two distinct parts of gameplay: Travel and combat.TRAVEL
During travel you navigate across a procedurally generated map. Make sure your convoy has enough resources to travel as you pick your route. On your journey you will encounter strange places and even stranger people. You will be thrust into situations that put the fate of your followers in your hands.
If you're lucky enough to gain some rewards, maybe for helping someone - or robbing them, then you can invest those to improve your decks. Recruit more followers to have more and different units to put into battle. Equip your prophet or level up and learn new skills to have access to stronger action cards in combat.
COMBAT
You will have to overcome some enemies to keep your convoy and resources together. And sometimes you may even want to pick a fight for righteousness or just for loot. Once in battle the game changes to the turn-based card game mode.
Play convoy cards to put your followers onto the field and position them so you can overcome your enemy. Or play action cards to dramatically change the battlefield. But be careful: If you're wounded you will have to find a safe place to heal. And if one of your followers takes too many wounds, they are lost forever.
A science-fiction post-apocalypse
Nowhere Prophet is set on a far off planet called Soma. Your story begins many years after the Crash, a complete technological collapse. Civilization has broken down and the lack of resources made everyone turn either bandit or madman.In this world inspired by Indian culture you lead a convoy of outcastes. These desperate men and woman following your vision of a better future. Under your guidance they travel with you through the wastelands. Your goal is the Crypt, a mystical place that promises untainted technology and safety.
If you can survive long enough to find it.
MINIMAL SETUP
- Processor: 2 GHzMemory: 4096 MB RAMStorage: 1 GB available space
- Memory: 4096 MB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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