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Name

 Forgotten Lore 

 

Developer

 Coty Getzelman 

 

Publisher

 Coty Getzelman 

 

Tags

 Indie 

 Strategy 

 

MMO 

 

Singleplayer 

 

Multiplayer 

Release

 2017-10-05 

 

Steam

 FREE 

News

 47 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 0 

 

Steam Rating

 Need more reviews to generate a review score 

Steam store

 https://store.steampowered.com/app/391240 

 

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

 Forgotten Lore Linux [502.81 M] 




LINUX STREAMERS (0)




Retiring Forgotten Lore

Hey guys,

Just wanting to let everyone know I'm removing the download button from the store page for Forgotten Lore. Servers will be going down sometime around February 2019. I'll be removing the in game purchases shortly.

I really appreciate everyone who played the game. I put a LOT of time and effort into the project, working on it after work and tons of weekends. Unfortunately, the game can't really sustain itself anymore.

I hope everyone can understand why servers must eventually go down, but if not feel free to reach out to me and talk about it, I'm open to discussion.

Either PM me on steam, or hit me up on discord ( https://discord.gg/zT5b33z )

It was fun, gg


[ 2018-09-05 04:16:06 CET ] [ Original post ]

Free holographic!

Hey guys. As a thanks to everyone who participated in the Early Access of Forgotten Lore, I'm giving out a free holographic Skeletal Minion card.

When you play the game, you should see this in your inventory.



By the way, the 1.0 update is now live and the game is out of early access, but I derped so the steam page will show "early access" until monday. Oops.

Anyways, enjoy! And thanks for playing!


[ 2017-09-30 04:11:18 CET ] [ Original post ]

1.0 Update!

Within 24 hours, Forgotten Lore will be launched as a 1.0 product, and be free to play. I hope everyone who plays it has a good time, and can give me some constructive feedback!

This patch before release includes the following changes:


  • Some minor bug fixes and text fixes
  • A convolutional neural network trained by every player is now powering the bots.


wait what

So I've spent some free time getting my feet wet with AI stuffs.
tl;dr I implemented what I've learned so far in Forgotten Lore.

How it works
When any player starts up a match and is connected to the internet, they automatically download a "brain" package, which Forgotten Lore can decrypt and parse as a neural network. When players make any move at all, their movements are back propagated through the network, to slowly train it to become more like a human player. If the bot loses, the player must have done something right! Their weights in the network are delta'd, encoded, and sent back to the server to be weighted as real changes to the AI that all players can face.

The idea is that, given enough matches, the bot will actually be a viable opponent. If the bot becomes to strong, I'll go in and make adjustments to give it variety.

If you're offline, the game will generate a brain file that is stored to your local PC, and playing against the bot will actually train your own personal bot. This isn't really meant to be a big feature, just a quick fix in case your internet goes down before you start a match with a bot. However if there is demand I could turn this into a more fleshed out feature of the game.

so, yeah
I hope you guys like this change. If it turns out to not work out, I can revert back to the traditional game AI and work from there. But if it does, we'll end up with some of the best card game AI in modern gaming.

I hope you guys are having fun. Thanks for reading!


[ 2017-09-28 06:15:30 CET ] [ Original post ]

Exiting early access - Forgotten Lore will soon be free to play, as promised since day 1!

Good news everyone!



HYPE!
Forgotten Lore is soon officially exiting early access. As per steam's rules, I have to announce that the game will be going free to play after a week from now. So please, stay tuned!

Thanks for supporting the game during early access. I hope everyone has enjoyed the ride here and what the game has become!


[ 2017-09-18 03:57:32 CET ] [ Original post ]

Fix for Chinese/Russian players not being able to make a deck

Sorry about that! With the font rendering upgrade I forgot to make some critical changes for other languages. This patch should resolve that!


[ 2017-09-04 22:02:21 CET ] [ Original post ]

Bug fixes, balancing, and more!

Quickly approaching 1.0! Here are the patch notes:


  • Upgraded to unity 5.6 - some performance gains and minor bug fixes from this.
  • We're now using signed distance font rendering thanks to Text Mesh Pro. I spent a lot of time getting stuff converted over and it looks much much nicer.
  • Redid the lighting in the duel scene, the board. Fixed some minor issues around it and it looks cleaner now.
  • Went through and did a bunch of performance tweaks, the game runs roughly 30% faster now.
  • balance - necromancer tome now requires +2 hp each time hp is tapped.
  • balance - boago has been nerfed a bit, now has 8 attack instead of 12, gave him +1 defense
  • balance - fissure is now a flat cost of 22 hp
  • localization - added simplfied chinese
  • some misc bug fixes
  • server - server now has the ability to generate cards from specific packs, we can now do custom packs with varying cards and titles
  • server - now automatically clears leaderboard monthly
  • server - some minor bug fixes


[ 2017-08-20 00:15:00 CET ] [ Original post ]

Lots of bug fixes!

This update contains a bunch of outstanding bug fixes!


  • Fixed a threading issue within the engine. Oops.
  • Fix for some double summon skills.
  • Clients now properly handling desyncs.
  • Temporarily removed the "average time per turn" stat since its broken.
  • Copy now copies target_required type of skills, like Roar or Screech.
  • Fix for sturdy simply not working.
  • Insomnia no longer sleeps in ANY situation - ideally.
  • Updated localization
  • Fixed some server side issues
  • Some slight server optimizations


[ 2017-07-23 01:58:59 CET ] [ Original post ]

Another four new cards!

MORE CARDS! Been on a roll lately, but this wraps up the "1.0 card set" I've been aiming for since the start. This doesn't necessarily mean there won't be any additional cards - just that they wont be the focus for awhile, especially until 1.0 launch (which should be soon).

https://gfycat.com/SnivelingDiligentAndeancockoftherock
https://gfycat.com/ShadowyMediumGardensnake
https://gfycat.com/AlarmingIcyBarnswallow

Here's the details!


  • Lyre, the Vengeful with Reprisal Summon - On death, summons a Skeleton Minion.
  • Tadi, the Cold with Absolute Zero - On death, freeze's the opponent's field.
  • Karg, the Hidden with Toxic Blast - On death, poisons the attacker's field. Stacks.
  • Kark, the Selfish with Self Alleviation - Heals this card by 1 if it is below it's base HP at the start of the owner's turn.
  • Some minor bug fixes
  • Some server improvements


Thanks again for keeping up with Forgotten Lore!


[ 2017-06-25 23:40:00 CET ] [ Original post ]

An additional 4 cards!

Four new cards were just finished! They've been added to the card pool in this update. This update brings us to a total of 60 unique cards available (+60 shiny variants +60 holo variants). Details below.

https://gfycat.com/NarrowEverlastingIcefish

New stuff:


  • Fix for bone fusion
  • Fixed the blurriness on a lot of the cards
  • Cards now sorting by name rather than when I just happened to make them and add them into the pool
  • Siadric, the Ready with Offense Boost - When attacked, damage done is added to the attack stat of this card.
  • Fyr of Heaven with Gather - When this card is on the field, any spent souls from it's owner add to this card's health.
  • Soril, the Savage with Soul Absorption - When this card is on the field, any spent souls from it's owner add to this card's attack.
  • Ralith, the Creator with Congregation - When this card is on the field, any card added to the field will give the owner 1 soul.
  • Some minor bug fixes


Let me know if you find any bugs or have any suggestions on how the game can be improved!

https://gfycat.com/ReflectingEvilBrontosaurus


[ 2017-06-04 02:22:10 CET ] [ Original post ]

+6 cards for Forgotten Lore!

Been hacking away at raw content for the game! Here's 6 more cards added to the Forgotten Lore card pool!!

https://gfycat.com/UnlawfulRespectfulHumpbackwhale
https://gfycat.com/CourteousFaithfulHuia

New cards!


  • Comor, the Unique - Soul Charge, Grants the summoner 1 soul each turn this card is in their field.
  • Mort, the Cursed - Curse Mark, When the targeted card is destroyed, add 1 to every attack, defense, and health.
  • Grue, the Wise - Damage Recall, When damaged, add 1 attack and defense to this card.
  • Zengu, the Undying - Skeleton Resurrection, When an ally card falls, a skeleton minion will be summoned.
  • Bone - just a bone nothing to see here
  • Vamar, the Fragmented - Bone Slinger, When used, this card will leave behind a bone on the enemy field.
  • a few minor bugs have been fixed
  • there's now a system in place for RNG sync between clients. The game is completely deterministic, so the RNG uses the timestamp from the start of each match +1 for each request for RNG. There still aren't any RNG cards, but we finally needed it for the cards being generated mid-match to have unique IDs.


[ 2017-05-30 00:26:38 CET ] [ Original post ]

5 more cards!

This week: 5 new cards!


  • Metan, the Enlightened with Enlighten - Awakens all cards on the summoner's field
  • Drip, the Original - Copies attack, health, defense, and skill of the last living summoned card.
  • Siddry, the Ghost with Curse - Marks the card last attacked by this one. On death, destroys all marked cards.
  • Gloon, the eldest Ranvan with Protect and Summon Shield - Adds 99 defense when summoned. Decays next turn.
  • Glohnn, the younger Ranvan with Taunt and Summon Shield
  • Fixed some bugs around the Madness skill
  • Fixed a bug causing greed to spawn dummy cards in the other player's hand
  • Some server side perf improvements


Thanks for staying up to date!


[ 2017-05-14 21:20:00 CET ] [ Original post ]

Bug fixes and more titles!

This week brings us new titles and a bunch of important bug fixes!



New stuff:


  • New title: General - reach above entry 10 in the leaderboards!
  • New title: Admiral - reach #1 on the leaderboards!!
  • Graphics - updated the lighting in the duel scene
  • Added support for steam microtransactions to prep for 1.0 release (getting close to finishing the early access phase)
  • updated localization
  • some fixes to some inconsitent api stuff in the backend
  • bug fix - before if a card had a skill that required a target, you could still play the card on the field which resulted in buggy behavior. can't do that anymore!
  • fixed a bug in which dob would cancel out vendrick's frostfire, allowing them both to be played again
  • its now possible to disconnect and reconnect in a very short time period without completely breaking the duel. it's not really meant for being able to unplug your ethernet cable, wait ten minutes, then rejoin. but fixes errors that some users were having (particularly on wifi) where their router would disconnect/reconnect them very quickly and cause the server to think they left the match
  • added support for formatted titles (for general/admiral)
  • first turn of a match was always giving first turn to whoever qued up matchmaking first, fixed so its now a proper coin flip
  • updated the server inventory db


[ 2017-04-30 01:38:59 CET ] [ Original post ]

Four new cards!



Hey there!

This week we've got four new unique cards! Be sure to check them out when you get a chance.

New stuff


  • Faust, the Defense - Soul Shield - Protects allied cars from status effects such as Poison and Freeze.
  • Gwann, the Executioner - Sacrifice - Instantly destroys any card on the field. The remaining health of the target is removed from the caster's HP.
  • Celar, the Grinder - Erosion - Damages any card or player. Each consecutive strike deals twice as much damage as the last.
  • Kasur, the Artist - Reversal - Damages any card, using the target card's attack stat.
  • Some minor bug fixes



[ 2017-04-23 07:47:27 CET ] [ Original post ]

New tome: Necromancer

Yooo!

This week brings some bug fixes, new visual effects for existing spells, and a new tome!

New Tome
Necromancer! Unlike Leech, this tome has no special effects each turn. Instead, when a summoner's monster dies their full cost will be refunded. When the summoner is out of souls and tries to summon, they will use their HP instead of their souls. This is a vey risky tome! Use with caution.

Changelog


  • New tome: Necromancer!
  • Added smoke effect for Poison Gas
  • Added space warping pedal effect for Dark Sound
  • Added flame effect for Fissure
  • Fix for fissure sometimes not working on other player's screen, causing desync
  • Stats screen after the match no longer displays unchanged stats
  • Minor performance tweaks
  • Updated localization


[ 2017-03-12 23:07:46 CET ] [ Original post ]

Bug fixes, new card, critical gameplay change!

ayyyy

I spent this week doing a bunch of bug fixing around the game, mostly related to the tutorial and how my various recent menu updates have broken things. I also managed to squeeze in a brand new card with a unique skill.

No more summon sickness:
No more "Summon Sickness" - aside from the first turn. Cards can now use their skills the turn they are summoned. I've been thinking a lot about the balance of the game lately, mostly the fact that duels feel like they snowball much too easily. The biggest thing that stood out for me is that once the board is filled, your only option to clear it would be Fissure, Dark Sound, or Poison Gas. All of which are expensive in their own ways; and honestly you shouldn't be forced to have one of them in your decks. Instead, you'll always have that chance to combo some cards together or make a leap of faith in order to make a comeback. I hope everyone enjoys this change.

Players that run out of cards now take damage:
Another change we really really needed. I noticed people were making tiny decks with fissure and boago - its kind of a cheap setup and honestly we should have had this feature from the beginning. Now when you run out of cards in your deck in a duel the game will start subtracting away HP each turn. First 1, then 2, 4, 8, 16, 32, and finally all 64 hp if you somehow still have it. Let me know what you think!

Reminder to join the discord to take part in the community!
https://discord.gg/0yOPTr4Ow5gMVpnb

Changelog:


  • Fixed player left response bug
  • Fixed enemy ai issue with fissure and spells
  • normalizing chat sizes and inversed the lock colors on the chat
  • cleanup of passports in the duel scene
  • game now tells you if you didnt have enough gold to make a purchase, instead of silently failing
  • fix for broken tutorial initialization (if you'd like to replay it, go into the options and hit replay tutorial)
  • fix for potetial freeze in game dealing with letting a card go at juuuust the right moment
  • fix for infinite ghost game bug that happened only if you joined a friends duel from the desktop and tried to do matchmaking before restarting game
  • updated localization
  • added an alert for when you try to fragment a card that is still loading
  • fixed issue that caused ghost cards to go into your deck in the deckbuilder
  • removed summon sickness
  • added a little zoom effect to the news items in the menu
  • deck cards remaining counter below names in the duel added
  • new card: soul seed (tentative title)
  • new skill: soul seed - kills the target card after three turns
  • Updated Unity versions - living on the edge
  • updated server stuff to deal damage on empty decks


[ 2017-02-19 03:06:06 CET ] [ Original post ]

Fragmenting cards! Added titles! More UI fixes!

Due to popular demand, I have added Titles to the game. They show up anywhere you'll see the new "player passport" around the game.

Titles are sort of like trophies, a way to publicly show you bested some challenge or achieved some milestone. For example, everyone will start with the Rookie title, but only those past level 10 will have the Experienced title. Managed to use an excessive amount of skeletons in a single duel? You'll get the Undead title.



At the moment there are 22 unique titles, with many many many more to come. Oh, also: Early Access players will soon get their own exclusive "Risk Taker" title.

Because you can now get titles, cards, gold, and exp from a match (and with more types of rewards planned for the future), I redid how the "game over" screen looks. It shows stats about the duel as well as your rewards in a nice little scrollable window.



I've also fixed a ton of issues around the main menu and in the ui of the game in general.

Another big change in this update: Fragmenting cards! If you select a card group in your vault it opens a page to show individual cards. Selecting one of those displays a menu to either open its data (opens the page in your steam inventory) or "fragment" the card. If you fragment, you'll recieve a small amount of gold (roughly correlated with the rareness of the card). Fragmenting destroys the card forever - so of course this cannot be done on starter cards. Bonus points: there is now a quality text area for individual cards as well.

Changelog


  • Added titles
  • Changed game over ui
  • fixed some bugs with various stats
  • fixed shinyui shader for dx9 users
  • fragment button built in
  • more menu cleanup
  • some fixes with the action log
  • added "player passport" and am now using it everywhere (may be bugs)
  • fixed some issues with localization around the menu not sizing up properly
  • am now allowing non 16:9 resolutions (still experimental)
  • fixed dob double attacking
  • fixed dob not being able to attack after helping someone
  • if user runs out of cards in a duel, they start taking damage each turn
  • fixed comment dropdown in menu from being offscreen
  • fixed language issue with tome dropdwon in deckbuilder


[ 2017-02-05 06:43:51 CET ] [ Original post ]

Main menu has been redone!

I hope everyone enjoys these changes - there are more like it to come! I've seen a lot of complaints and suggestions regarding the main menu in Forgotten Lore, so I've finally done something about it.

Working with a contract artist, Pandan, we've come up with a new general design of the main menu. The new design will be released in pieces - we're going to try and get the whole menu redone screen by screen.

For now, the only new artwork done is the toolbar at the top. Fancy lighting effects and whatnot done for dat polish. The rest of the menu has been tinkered with to give a better general asthetic of what we're going for.

New Menu bar: https://gfycat.com/GreatJovialFishingcat

Changelog:


  • Menu redesign!
  • A bunch of bug fixes surrounding the scrollviews and deck building in general around the main menu
  • Fixed an issue where dob would attack you in bot mode, when the enemy wasn't able to attack


[ 2017-01-29 23:56:10 CET ] [ Original post ]

H O L O G R A PH I C Update!

I've had a few players messaging me nonstop about these for the last few months so I finally sat down and did it. HOLOGRAPHIC cards!



Shiny cards are currently a 1 in 10,000 chance for any card drop to turn into. Holo cards are a 1 in 10,000 chance for a shiny to turn into. They are extremely rare - so you may not see one online for quite a while. If you get one, you're one lucky bastard.

Here's the changelog for the last two weeks:


  • Added holographic card set
  • Fixed some stats that were not being aggregated on Steam.
  • Added card art for Cyri and Deluge
  • Added new card: Dob, the Helper with the skill Tag Along
  • Tag Along skill will force the card to also attack if any ally card attacks an enemy card. They do stack.
  • Some minor bug fixes
  • Updated to Unity 5.5.0p4


[ 2017-01-15 23:20:47 CET ] [ Original post ]

Added a bug reporting system and global stat records!

Hey guys! Took a bit of a break from devving over the holidays and then squeezed in as much as I could over the last two weeks into one big update! I bring you: a system to let you know when a bug you reported has been resolved and a stats record keeping system.

I decided to go through the list of comments in the database to see what people were saying, what bugs were being repoted, etc. I saw we had 50+ messages in there and just started powering through them one by one. By the time I hit the end I realized that users might not ever know when a bug THEY submitted gets fixed, or when a suggestion THEY submitted was actually accepted and put into the game. This new system fixes that!

When you use the little mail icon on the bottom right and I tick off the message server-side, the next time you start up the game it will let you know what happened!



The next big thing: STATS! A lot of Steam games keep track of some basic stats, but I'm wanting this to evolve to be a lot deeper than just that. Remember the stats screen at the end of every match in Smash: Melee? That's what I'm aiming for. It might not seem like a big deal to some, but to others (like myself) its a huuuuuge deal. So, I'm working on that. You can see your aggregated stats (and even global aggregated stats of all steam users) by hitting stats -> details in-game.



Oh, and at the end of every match of course you'll see a screen that looks like this.




This is all very WIP - so expect the looks to drastically change. I plan on adding WAY more stat tracking. The system is there, so now it just needs to be used! Let me know what you think!

So yeah, that's today's update! You should see it push out sometime tonight and if not tomorrow around midnight if I can't get the internet working where I'm currently at.


  • bug reporting system fleshed out
  • fix for attacking a tome shwoing the wrong action log message
  • fix for leech message saying 2 instead of 3
  • enemy playing soul shot twice in a row will no longer leave the card on the field in the case of the target card being killed by the first soul shot
  • cleaned up text on the comment box
  • specified when sandstorm strikes in the flavor text
  • added a button in the options menu to replay the tutorial (doesn't yet replay deck building half of the tutorial)
  • made it so steam inventory items have both the card lore and skill text
  • stats system
  • updated the server stuff to deal with all these new changes


[ 2016-12-31 20:07:38 CET ] [ Original post ]

New set of cards!

Players have been demanding more and more cards, so I've been working hard on getting new content out for players. Since everyone seemed to be in agreement of "more content less art" I'm shifting gears a bit and just trying to push out as many quality cards for the sake of gameplay and no longer worrying about getting unique artwork done for every single one.

That being said, let's get to the changelog.



Changelog:


  • Fixes to the workshop - now limits where limits are needed.
  • Shiny card UI fix - accidentally had every card in ui space using the shiny shader even if they weren't a shiny card (on normal cards this meant they'd have a glow, fixed now)
  • Did some internal refactoring of how cards and skills are handled
  • Added Zaaris, the Paranoid, he summons fully awake.
  • Added Solaen, the Thief, he can bypass Taunt cards.
  • Added Lozen, the Apothecary, who poisons all cards on the enemy field.
  • Added Veine, a Succubus, who heals herself whenever she deals damage.
  • Added Yaden, the Maestro, who damages all enemy cards when summoned and can continue attacking.
  • Added card art for Soul Shot
  • Enemy no longer fire fissures itself 3 times in a row



[ 2016-12-11 23:30:45 CET ] [ Original post ]

Workshop Support!

The update that is releasing today adds built-in Steam Workshop support to the game!

Anyone who owns Forgotten Lore can now launch the game and enter the Card Creator tool. You can create custom skills, setup stats, and even put a custom portrait image!

When you save and mark your creation as public, it is pushed to the Steam Workshop, where other users of the game can vote on whether or not they'd like to see the item in the game.



Changelog:


  • First pass for Workshop support!
  • Added community translations for Spain, Italy, and Poland
  • New card: THE WALL - has a ton of defense.
  • New card: Agrili, the Armorer - gives +1 armor to any card.
  • Bug fix for Cyri never casting in weird situations, potentially locking up a match. (let me know if this is still happening)
  • Some misc bug fixes around the menu and enemy AI.
  • Leech now gives 3 souls per turn, instead of 2.


[ 2016-12-05 08:01:41 CET ] [ Original post ]

Looking for translators!

Hey guys. I've noticed recently that we've had a lot (a looooot) of non english players. I feel pretty bad that they can't even understand the game, so I set out to do localization!



I've got pretty much all of the code in place and set it up so translators can very easily go in and configure their own language in a really really simple Google Doc spreadsheet. Link here:

https://docs.google.com/spreadsheets/d/1XhmAQDDgUGUzJyBmB-lw0MD7ZHjsrCkOIOhawG4p6Ko/edit#gid=466660598

I'm going to try and get some of the stuff translated professionally for a few languages, but there's the problem. It would cost around $400-$500 to translate the entire game PER-LANGUAGE. Since I'm a solo dev who's devving this game in his spare time, this is kind of an insane amount of money,

So, here's the plan. If you REALLY like the game and really want to help out, hit that "request access to edit" button on the doc and fill out any missing gaps. I could really use your help with this, guys. Localization is extremely important for players around the world, but I can't do it alone!

Changelog for this week:


  • Added localization support - we can now support any language, but currently only fully support English and partially Russian. German and Chinese are both on the roadmap, currently.
  • Fix for cards moving too quickly (forgot deltatime, oops)
  • Some other misc bug fixes


Thanks for staying up to date with Forgotten Lore! I super appreciate it.


[ 2016-11-21 02:38:56 CET ] [ Original post ]

Changelog for 11/13/2016

I FINALLY MADE A TUTORIAL - also some big performance improvements and some more card effects. The tutorial shows new players how to win a duel, the basics of cards etc. It also walks through creating your first deck. If you have played the game already, you won't waste your time by triggering the tutorial, but if its your first time playing it will boot into the tutorial automatically. If you are an existing player who wishes to see the tutorial, delete all your decks and restart the game (sorry for the inconvenience, I'll make this better in the future!) - you only see the tutorial once, so if you've seen it deleting your decks wont let you see it again.



If for some reason seeing it multiple times becomes a requested feature I'll go ahead and add in a button (just shoot me a message with the in game comment system).

Changelog:


  • Tutorial added - first pass. If you find any bugs, please report them!
  • Added new effect for Flame Surge.
  • Some big performance improvements in duels. I have a lot of old and ugly code that needs some major refactoring, over the next few weeks I'm going to see if I can further improve performance in game.
  • Bug fix for awaken using souls when it couldn't be used in specific circumstances.


[ 2016-11-14 05:45:30 CET ] [ Original post ]

Changelog for 10/30/2016

Hey! I released an update last week, but didn't get a chance to post the changelog. With this week's update, I'll go ahead and include both changelogs.



This week was mostly bug fixes and graphical improvements. I put in some much needed effects for reservoir and release, as well as for heal! I hope you enjoy!

Changelog:


  • Changed the lighting to HDR and added subtle bloom to the scene
  • Added an Action Log! All events in the game are now recorded in a helpful scrollbox on the lefthand side of the board.
  • Added in a new card model! The one one was always meant to be surrounded by a border. The first pass of that is now public! It's very shiny.
  • Sped up the card burn and gave it some more effects.
  • Enemy AI is now a bit more conservative about using Fire Fissure.
  • Fix for the scrollviews in all the scenes (it's a unity bug, but I put in a kind of hacky fix for it until they get it fixed on their end)
  • Deck dropdowns being out of order is now hopefully fixed.
  • Made visual effects for reservoir, release, protect, and heal skills.
  • Fixed bug in which fire fissure wouldnt trigger "on death" skills
  • Fixed bug where your souls would show as 0 on the first turn, even though they were actually 2 or more.
  • Added some more emoticons for the game on Steam.



[ 2016-10-31 03:19:38 CET ] [ Original post ]

Changelog for 10/9/2016

Thanks for staying up to date with Forgotten Lore! Here are the changes over the last week, which will be in the update tonight.



Changelog:


  • Changed connection message on the main menu to clarify that it is connecting to Steam.
  • When existing a bot match while in matchmaking que, que is now cancelled automatically.
  • Added in art for Seduxia, the Manipulator
  • Fixed bug where dueling a bot and returning to the main menu would double the cards in your inventory (visual bug)
  • Fix bug where seduxia was miscounting cards in field.
  • (networking) cards are now retained on both clients, so information can be extracted about their hand. The data is dummy data to avoid hacking allowing seeing the enemy hand.
  • Added new Skill: Return. Returns the target card to the owner's hand for the price of half the cost to summon it.
  • Added new card: Cyri the Repulsive, with the skill Return.
  • Some api changes on the server to allow this new behavior.
  • Added card counter to keep track of cards in the enemy's hand (top right of the duel scene's ui)
  • No longer shows the enemy hand's card burning if they draw too many.


[ 2016-10-10 05:32:11 CET ] [ Original post ]

Changelog for 10/2/2016

Spent a ton of extra hours this week cranking out all of the bug fixes I could get my hands on! Increased popularity of the game has led to increased number of bug reports. By a looot.


  • fix for when you remove a card from deck, it removed shiny card first
  • fix for seduxia card bug
  • fix for mad witch card bug
  • fixed the que text on the duel room matchmaking timer
  • fixed protector skill not working sometimes
  • greed now burns itself before drawing two cards, so it doesnt take up the slot if its the last in the row
  • skills from hand are now only done if actually summoned
  • bots can no longer play frozen cards
  • movement no longer locks up for skills like madness or awaken
  • added a (+newGold) to the end of the gold count on reward screens
  • matches in main menu stats screen now ordered by date/time
  • some scrollbar fixes in the main menu (known bug: infinitely scrollable bars - it's a unity engine bug :/)
  • adjusted the reward curve on the server
  • added in a thing to record bot matches on the server database
  • when you've played 10 bot matches in a single day, gold reward starts decreasing (to prevent botting - if you think this number is too low or unreasonable let me know)
  • first bot match of the day gets you double exp/gold


[ 2016-10-03 06:53:11 CET ] [ Original post ]

Changelog for 9/25/2016

Lots of new stuff and important fixes this weekend! Hope everyone is enjoying the game.

Soul Shot:


Changelog:


  • fix - seduxia no longer consumes souls when there are too many cards on your field
  • fix - moved the enemy hand out of view, so its no longer visible during the first few frames on match start (hehe oops)
  • fix/change - the snake card no longer displays 2 as its attack stat, since it only poisons.
  • fix - when the match is over and the other player disconnects, no longer shows the "you win!" message a second time
  • fix - rewards are now shown when the other player disconnects during a match (you were always given them, just didnt display)
  • fix - shiny cards were not being put into a newly created deck, only on edit. This has been resolved
  • change - removed non ranked mode from the matchmaking options, so the community isn't so split (meaning faster matchmaking times, hopefully)
  • change - changed the wording of some stuff in the main menu
  • change - Lost Soul card (+2 souls) now consumes 1 HP on use.
  • NEW - Added thew new skill and card "Soul Shot," which does damage to an enemy card straight from the player's hand.
  • NEW - Added a visual effect for Warmth being used.


Warmth:


[ 2016-09-26 05:41:55 CET ] [ Original post ]

Changelog for 9/17/2016

Had some time this week to fix up some issues on the server and even add a new card! Check out the changelog below.

New stuff:


  • Server - Fix for rewards not always being dispersed.
  • Server - Fix for winner of match sometimes not being saved properly.
  • Server - Made experience / gold rewards increase based on how high of a level your opponent was.
  • Fixed a bug that caused Mill to be reset when saving a deck (was a client side visual bug)
  • Fixed a bug (client side) causing you to not be able to see your mill tome in game.
  • Added a new skill: Flame Surge. Every turn that passes, the card with this skill gets +1 attack.
  • Added a new card: Flame Spirit, which has the skill Flame Surge.
  • Tweaked some lighting in the duel scene.
  • Some other minor bugs were fixed with the client.


[ 2016-09-18 06:16:03 CET ] [ Original post ]

Changelog for 9/10/2016

Hey!!

So, long story short: I've personally rewritten the entire server from scratch. I won't get to deep into the details, but in a nutshell this means more stability, faster processing, and more importantly: it'll be 10x easier to add features in the future.

The only downside is that there is a slight database loss in the process of this migration. Because all of your cards contained by Steam, your inventories are safe! I've also done a manual migration of everybody's EXP and Gold, so no losses there! However, match history (and therefor win ratios) have been lost. I apologize for any inconveniences this causes and I promise nothing of the sort will ever happen again. This is just one of those early access pains, I'm afraid.

As a test, our next card is something that needed some nice server side verification to work properly: a draw 2 card! There are also some bug fixes which have long needed to be resolved.

Changelog:


  • New server!
  • The new skill Greed, which (for a price) draws 2 additional cards from your deck.
  • The new card Aharitios, the Unsatisfied, which has the skill Greed.
  • Bot Mode now grants gold and card rewards!
  • Some fixes and additional checks around the main menu for when a match has never been played.
  • Fix for default deck saying "random deck" despite a deck being set
  • Fix for deck picker not always working correctly
  • More graceful disconnect handling after a match (now you always get a "this guy has left the match" message after the match has ended.


[ 2016-09-11 06:50:50 CET ] [ Original post ]

Server work!

Hey guys. Just pinging to let you know there won't be a client/game update this week! I've spent most of the week working on server infastructure - doing a ton of cleanup and optimizations for future stability and new features!

Hope everyone is enjoying the game. Have a great week!


[ 2016-08-28 02:06:14 CET ] [ Original post ]

Changelog for 8/20/2016

New week, new patch!

Changes:


  • Fixed another chat window bug!
  • Fixed an issue with some users not being able to see cards in their deck builder!! Was due to an interesting resolution bug in Unity.
  • Fixed some misc bugs with the skill system.
  • Added the card art for the Assassin card!
  • Added a new skill: Hidden Potential. When HP drops below half, attack power of that card is doubled.
  • Added a new card: Gain, the Underestimated. He has the skill Hidden Potential.


[ 2016-08-20 19:53:45 CET ] [ Original post ]

Changelog for 8/7/2016

Yooo. I just finished wrapping up this week's update! The past two weeks I've spent a lot of time fixing server issues and improving overal infastructure, so I hope everyone notices a speed increase and general stability improvements!

Changes:


  • Some misc bug fixes
  • Added Capture skill, which is able to steal any opponent's card on the field for a high Soul price
  • Added Seduxia, The Manipulator with placeholder art, which has the Capture skil
  • Fixed the chat box constantly closing bug (sorry about that, it was a bug that happened with updating Unity versions)
  • Lots of server fixes/improvements


I'm currently working with serverbro on a few more improvements to the server, including the ability to securely get gold/exp when dueling with bots! More to come on this in the near future.


[ 2016-08-07 22:12:42 CET ] [ Original post ]

Changelog for 7/24/2016

Hey guys! Admittedly, was distracted most of the week by the life destroyer known as Screeps. If you're a programmer and haven't checked that out yet, you really should! However, I did manage to squeeze in some hours this weekend to get out some important fixes and even a new card.



Here are the changes to Forgotten Lore over the last week or so:


  • Added in the new artwork and shiny version of Astyc, the Mad Witch (see above)
  • Fix for sturdy not working
  • Fix for fire fissure sometimes not taking your HP
  • Fix for screech being applied even when the caster doesnt have enough souls (this also fixes a possible desync)
  • Fix for the ancient not being able to be sacrificed due to bug with screech


Thanks for staying up to date with Forgotten Lore!


[ 2016-07-25 02:01:30 CET ] [ Original post ]

Changelog for 7/17/2016

Update day!


  • Another huge refactor of the skills and card systems! This fixes some bugs and probably introduces more! Growing pains, but has to be done. Better now than later. Let us know if you find anything!
  • Added "types" of skills, so they can later be catagorized and viewed independently of the cards they belong to.
  • Fixes for waiting times on certain skills before the next skill begins.
  • Another huge rewrite of the enemy AI system. They now make meaningful decisions, like using fissure when they're out of options, or using certain spells like antidote or healing when necessary or helpful to do so. No more filling the field and then throwing a fissure on top of it all afterwards. The enemy AI still has a lot of work to be done but is progressing well!
  • Fix for madness card sometimes freezing on the board (animation loop)
  • Fix for fissure sometimes triggering in your hand in weird situations.
  • fixes and improvements to the rewards screen after a duel with an online player
  • added Silencer skill; added the Assassin card to use it. Silencer will disable all cards on the enemy field for one full turn. However, they can be awakened individually.
  • some tweaks to the card template.


[ 2016-07-18 05:16:18 CET ] [ Original post ]

Changelog for 7/4/2016

Hey guys, another update!

Changes


  • Fixed a ui shader bug for directx9 mode
  • Fix for vault crash for players who had some cards that are no longer in the game
  • Cards now que up to attack instead of attacking all at once (fixes some strange timing bugs)
  • Fix for some cards not highlighting when they are in fact usable
  • Refactored the entire skills system. This won't really be visible to end users but fixes some bugs and probably introduces some more


[ 2016-07-04 19:43:25 CET ] [ Original post ]

Devblog 18

Read the full devblog here: http://forgotten-lore.com/post/146524420076/devblog-18


[ 2016-06-27 01:33:21 CET ] [ Original post ]

Changelog for 6/26/2016

Two weeks worth of update content! It's a little light, since I spent most of last week at E3 and this week decompressing (exhausting stuff!) but this week's patch is ready to go! Here is the changelog:

New Stuff


  • S H I N Y cards! These are super rare drops. There is a 1 / 10,000 chance for any card you get to turn into a shiny. It's still a WIP system, but it's in now!
  • I gave everyone who has previously logged into Forgotten Lore a free shiny card! The shiny card you got was random, based on your steamid.
  • Added Madness graphical effect, instead of using the frostfire graphic
  • Big speed improvements for the Vault
  • Some tweens on Vault cards
  • Added artwork for Thili, the Pyromancer.
  • Vault now has a few "Collected" text areas, so you can see how far along you are from having one of each card collected and can keep up with cards as they are added to the game!
  • Vault is now properly sorted by card type, so its not so random each time you check it.

Changed Stuff

  • Updated rarity of Mad Witch (more rare)
  • Updated starter pack to include Mad Witch
  • Madness now shows damage done
  • Updated madness description
  • Fix for a weird itemdefid bug
  • Deck editor bug fixes
  • Fix for a bug caused by buying a card pack, restarting the game, and then trying to open that pack.
  • The vault now only shows card you have
  • Fix for some scrollbars being offset
  • Friends list is now a bit less saturated, to look more like the Steam friends list.
  • Some misc bug fixes around the project


Thili's new artwork


Shiny Thili


[ 2016-06-27 00:04:07 CET ] [ Original post ]

Forgotten Lore Discord Invites!

Hey guys. I've setup a Discord link so players can reach out to one another.

https://discord.gg/0yOPTr4Ow5gMVpnb

Hopefully this will allow players to better connect and find duels, make friends, and even talk with me directly about any issues or suggestions.

Drop by and say hi!


[ 2016-06-23 06:06:09 CET ] [ Original post ]

Changelog for 6/12/2016

Hey! Here are the patch notes for this week's update!

New Stuff:


  • Friend invite system, can now duel friends from within the game. And invite is sent through the Steam Overlay, accepting the invite will drop both players into a duel.
  • Added Mad Witch card, with the new Madness skill. Madness activates when the card is played, attacking three times. Each attack will target the card on the field with the highest HP, be it friend or foe.
  • Color coded Steam Inventory items based on rarity
  • In a duel, cards that can be played or used are now highlighted.
  • The color of a card's highlight is now dependent upon it's type (monster, spell, or soul)
  • Redid the music controller, now has fading transitions.
  • Added two new songs to the game. One plays in the deck editor, and one has replaced the default dueling theme.
  • Added a card counter to the deck editor


Fixes/Changes:

  • Some minor tweaks to ui positions of main menu
  • Changed the vault loading animation
  • Fix for turn timer sometimes freezing
  • Fix for fissure destroying cards that were played right after it
  • Can now longer use awaken on a card that is already awake
  • Cards in your hand are now positioned/layered so you can always see their soul cost
  • Increased speed of scrolling wherever cards are visible
  • Chat window now stays open twice as long as before
  • The color of a skill on the skills panel is now dependent on it's type (attack, spell, soul)
  • Increased minimum deck size from 6 to 16.
  • Fixed typo on Wyther's description


I hope everyone enjoys these changes and additions!


[ 2016-06-12 18:06:33 CET ] [ Original post ]

Client Update for 6/4/2016

Hey there! Here is the changelog for this week's update:


  • Fixed a server bug which caused people to be matched up with someone who had turned the game off while in que
  • Added a new card, Rithian Warrior. Standard attack card, with some placeholder art.
  • Fix for when someone else leaves a match, it counts as a loss when you also leave the match.
  • Since that no longer counts as a loss, it also now shows the "you win!" message when someone leaves/gives up/disconnects
  • Some slight changes in the main menu
  • Bug where some users were stuck in "parsing deck" error fixed
  • When editing a deck, the scrollbar no longer scrolls halfway down (Starts at the top as it should have)
  • Fix for bug where sometimes editing an existing deck would bug the vault state
  • The dueling board now says "Waiting on other player" instead of an enemy AI info
  • The dueling board now says "Loading player data" while it retrieves your own player data from steam, instead of "Coty/Default Deck"


Extending a thank you to everyone who is helping development of Forgotten Lore by giving us a chance in Early Access. I hope you're having a ton of fun!


[ 2016-06-04 19:23:54 CET ] [ Original post ]

Client Update: 5/29/2016

Early Access is now available!

Here is the changelog since the last update:


  • First pass on opening a pack animation
  • Store added and now completely functional!
  • Main menu overhaul
  • Nerfed freeze to only last 1 turn
  • Balance pass: affected every card.
  • Added Fire Fissure: remove half the casters HP to clear the board
  • Spell/Soul cards now setup to have different templates than monster cards. This is still WIP
  • Completely redid the entire enemy AI
  • Some networking bug fixes
  • New News feed
  • Changed the friends list to look more like the Steam friends list
  • Added the word filter (the option in the Options menu now works)
  • Some general bug fixes


[ 2016-06-02 04:18:38 CET ] [ Original post ]

Client Update, 5/22/2016

This update contains two major things.


The first is the introduction to the store! You can now purchase card packs with gold earned from dueling, and then open the packs at a later date. The packs themselves are Steam Inventory Items, similar to cards. This means that the pack themselves ayou may find as a random drop, and can sell/trade them to your friends or strangers on the community market.

The second is a huge balance pass. I went through all of the cards and tweaked just about every value. Hopefully players will like these changes. Please feel free to leave feedback!

Changelog since the last update:


  • Added the Store, can purchaes card packs
  • Added Card Pack inventory item, opening card packs reveals 5 random cards (very wip animation)
  • Tons of balance changes, tweaked the HP/Attack/Defense of every card
  • Nerfed the freeze effect, now only lasts for 1 turn instead of 3.
  • Removed the Quests button from the main menu, until quests are ready for Early Access
  • Lots of code cleanup and general cleanup prepping for Early Access.


[ 2016-05-23 04:57:59 CET ] [ Original post ]

Server Update, 5/8/2016

No client update this weekend, we were busy working on some bugs with the server side and doing general code cleanup. One of the more annoying bugs we fixed was the "duels in progress" counter always showing zero, so now we should have a more accurate depiction of who is online in the future.

We also worked on a bit of a refactor, which isn't something you'll really see directly when playing, be you can be sure it's running a lot more smoothly on our hardware.

I fixed a few bugs on the client as well, and have a few new things to show. Not enough for an update this week though, I'm afraid. Next week we should have some more worthwhile content. Stay tuned!

Thanks for keeping up with Forgotten Lore!


[ 2016-05-09 04:44:23 CET ] [ Original post ]

Changelog for 5/1/2016

The following changes have been made over the last 7 days or so.

  • Bug fix for brand new players not being able to play under weird circumstances
  • Fixed the bug that stopped you from drawing cards in bot mode, which only occurred when you had 5 of the same kind of card as your first cards in your deck (wtf)
  • Added new textures/model for the mug prop on the board while dueling
  • Fixed desync issue on the mill tome when used online (it was giving the wrong amount of souls)
  • Fix UI issues with the duels in progress counter being layered incorrectly (also moved the duel search timer to the bottom left)
  • Changed sludge to "sniper shot" - made it stack
  • Added in new card art, for Melgorn the Dwarf (who has the Sniper Shot skill)
  • Removed the Sludge card
  • Added in Steam's HTML renderer, made a website for changelogs which will now be fetched and rendered in game (wip). Link for the curious: http://steam.forgotten-lore.com/news/

    The update will automatically be downloaded via the Steam client. If you want to force your client to update it now, a little hacky way of doing so is simply restarting Steam.

    Thanks for keeping up with Forgotten Lore. I hope you guys are enjoying the game! If you find any bugs, feel free to report them either in the Steam forums or at http://forums.wanderingcorgi.com/


  • [ 2016-05-02 06:58:10 CET ] [ Original post ]

    Changelog for 4/23/2016:

    The following changes have been made over the last 7 days or so.

  • Fix for AI saying a comeback message, even though they've already lost, and then saying their losing message. (shoutout to the guy who reported it via the in game bug report system)
  • Added in 11 new sound effects: antidote used, burning away (wip), card damaged, card destroyed, card consumed, fireball/burn, heal, physical attack start, spell start, poison used, and tome damaged
  • added new skill: Warmth, which is now on the new card Thili, the Pyromancer; this skill thaws all cards on the field when played. (placeholder art)
  • Added new skill: Dark Sludge (tentative title), which damages any card that is summoned while this card is on the field. (placeholder art)
  • better handling of positions of cards (code cleanup) so that they no longer jump around when cards in a field change
  • increased the sensitivity of more scrolling areas (such as deck dropdown and tome dropdowns)
  • Deleting your current deck will now automatically set a random one as your default deck.
  • Updated Snake's lore snippet (shoutout to the guy who reported it with the in game bug report system)
  • Added untargeted spell system (for use with cards such as warmth)
  • fix for another off-by-1 error with netcode generated cards in online duels
  • fix for frozen status not being properly removed
  • fix for soul cards not working in weird circumstances
  • added an error message if match history has failed to parse for one reason or another (let us know on the forums if you see this!)
  • Some small balance changes to some of the cards
  • Added duels in progress counter.
  • Added basic changelog to the main menu (shoutout to random guy using in game comment system)
  • Updated News font to something more legible

    The update will automatically be downloaded via the Steam client. If you want to force your client to update it now, a little hacky way of doing so is simply restarting Steam.

    Thanks for keeping up with Forgotten Lore. I hope you guys are enjoying the game! If you find any bugs, feel free to report them either in the Steam forums or at http://forums.wanderingcorgi.com/


  • [ 2016-04-24 06:16:08 CET ] [ Original post ]

    Hotfix on 4/18/2016

    Hey! These are the changes for this update.


    • Fix for "Unable to create user! :(" message
    • Fix for off by 1 error, cards online were sometimes incorrect!


    [ 2016-04-19 07:53:40 CET ] [ Original post ]

    Update on 4/17/2016

    Changes over the last 7 days:


    • Improved card drop animation
    • fix exit button not highlighting in the main menu
    • added sound effects (still wip)
    • fixes for the options menu not saving certain things, or generally being buggy
    • updated antidote portrait art
    • added Ice King card
    • added Wise Mage card
    • new stats screen
    • added wip match history viewer
    • fixed most of the scroll speed issues throughout the main menu
    • fix for tooltips being screwy when initiated within a dropdown
    • (networking bug fixes) swapped out the textreader classes for the binaryreader classes, to allow for full unicode support in usernames, deck names, etc - this still needs to be fully tested just to be sure it works properly
    • fix for your cards being offset in online matches (aka you'd say "I want this card in my deck" and end up with the one right before it)


    The update will automatically be downloaded via the Steam client. If you want to force your client to update it now, a little hacky way of doing so is simply restarting Steam.

    Thanks for keeping up with Forgotten Lore. I hope you guys are enjoying the game! If you find any bugs, feel free to report them either in the Steam forums or at http://forums.wanderingcorgi.com/


    [ 2016-04-18 05:17:11 CET ] [ Original post ]