Name | Fairtravel Battle | ||
Developer | Flaming Torch Games | ||
Publisher | Flaming Torch Games | ||
Tags | |||
Release | Coming Soon | ||
Steam | |||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Need more reviews to generate a review score | ||
Steam store |
Changes
[h3]Other changes[/h3]
|
This update attempts to solve some economy balancing issues and improve functionality overall.
|
Changes
|
(Yes, I know there's been a lot of updates! But things are changing rapidly)
|
Changes
|
Changes
|
This update focuses especially on fixing bugs and adding some quality of life (QOL) features.
|
|
FTB will participate in a few events soon, and this update introduces some improvements towards that!
Balance Changes
|
This update fixes a critical issue with CPU logic that made the CPU barely act. |
Changes
|
Balance changes
General Changes
|
This update has a special focus on making the game and user experience nicer for everyone, and introduces a new logo and default card back!
[h3]Changed rules on card stats when a card is removed[/h3] Fairtravel Battle is meant to be both a physical and digital game, and as a result it has to adapt to be a bit of both. In a lot of card games, damage is physical, and doesn't get changed automatically. However, a lot of similar digital games tend to adjust a character's damage/health when a card buffing it gets destroyed. To reduce "bad feels" situations in FTB, this behaviour was changed to be slightly similar to other games. Now, after one or more cards have been destroyed, if another card would have been destroyed as part of state checks, it instead gets its health set to 1 if applicable. This behaviour is new and the coding might not be perfect, so expect hotfixes in case some edge cases are found! This generally avoids bad feelings when a single targeted removal could wipe an entire player or team board due to a buff being removed and causing other cards to now have 0 or less health, which can be devastating and quite unfun. Full Changes
|
This update brings an updated game economy to improve the pacing of the game experience, as well as several user experience (UX) improvements that overall improve the game quite a bit.
Booster Packs had very high value for each pack, with each pack having the potential to be able to craft the highest rarity in the game (Legendary) and have leftover renown, if you destroyed each card in that pack (destroying cards refunds you for half their value) These changes overall might seem like too much but please keep in mind this is not set in stone and if needed they will be changed. They need to be playtested to see how it feels, which requires your feedback. Thank you for your patience, and I would love to hear from you regarding these changes! Other changes
|
While debugging strange behaviour for the game as of the latest update, I realized that I accidentally created new code with the same name as an existing code, which was somehow compatible, and was being used without warning, causing several issues.
|
Some players reported some critical issues with the latest update, which have been hopefully fixed in this update.
|
Balance Changes
Other Changes
|
What's New
|
A new game data update has just been released. It will be automatically downloaded by the game when you run it.
Why? The Set Zone is where you play artifacts and enchantments, and it used to be limited to 8 cards. However, you often would feel very limited when you made an artifact/enchantment-centric deck. After adjusting to 15 cards, I have come to the conclusion that it's best to have 10 (for now, feedback is welcome) because I'd still like the zone to have some more cards, but 15 gives artifact/enchantment-centric decks far too much advantage compared to follower based decks (which have 6 slots, so with 15 we got almost 3x the amount) Followers are more expendable and easy to replace compared to artifacts/enchantments, so it's fair that the set zone has more slots since they're meant to stick around unless removed Either way, I'm currently experimenting to check if the impact of this is good for the game or not. Feel free to send feedback! |
This update improves User Experience and adds an improved foil effect
|
|
Changes
|
Hello everyone, how've you been? |
Fairtravel Battle is back, better than ever!
[h2]Brand new 135-card base set and improved card frame design[/h2] I was unhappy with the current state of the game (in fact, it was a major reason to return to it). Although the game was functional, it had a lot of bugs, the cards felt ugly and blurry to look at, and there were a lot of issues overall. As a result, I decided to redesign the base set, but I also felt that I'd need too many cards to make it work (there used to be almost 300 cards in the latest version before this). As part of the personal reasons that caused me to quit, I wanted the work on the new set to be doable for a single person. As a result, I removed the classes/factions that were in the game, and I thought of making something with maximum deckbuilding potential: Don't get things stuck to a specific class or faction, so that players can do a lot with a small amount of cards. I tried 60 cards, but it felt too limited in deckbuilding potential. I could have simplified the game by removing card types, but I thought it was going to impact the game negatively. Over time, the amount of cards grew to 135, and so far has stayed more or less that amount. Here's some of the cards in the game: Overall I think the cards feel and look much better now. [h2]Classes are out, new resource system is in[/h2] As I mentioned just now, due to development capacity I ended up deciding to cut out classes, but I needed a way to give meaningful deckbuilding to the game. As a result, I designed a new unique resource system that is at the same time familiar, yet refreshing. If you've ever played a certain trading card game, one of the most frustrating parts of that game is needing lands to have colored mana. Lands usually use up ~40% of a deck, and drawing too much or too little is a problem that regularly happens. It can keep you from playing the game, which is quite unfun. Fairtravel uses an essence system, which is similar to colors, but rather than using lands, any card can be returned to the bottom of the deck to increase your maximum mana and pick an essence to level up. What this means is, you can use as many different essences as you want, but cards will require a specific set and amount of essences to be played, alongside mana to play those cards. Unlike typical color-based systems though, there's no colored mana in Fairtravel: Instead, essences are never spent, you can only gain them and they're like a level requirement in an RPG. In simpler terms, let's say you have 4 mana and 1 passion (red color) essence, and you have 4 cards that each cost 1 red mana. In typical games, you'd only be able to play one of these, because you only have one passion, but in Fairtravel you could play all four, because that color isn't spent. I think this significantly improves the game and reduces friction with each match, but Invite you all to give it a try and share feedback! [h2]Redesigned Mechanics[/h2] Several mechanics in Fairtravel have been changed considerably:
I believe these changes improve the game experience overall, and I'd love to hear what you think! New 4-player raid mode where you can be a raider or a raid boss Part of the future plans for Fairtravel is to have more ways of playing than just dueling, and one of the biggest steps is adding the new Raid mode. This raid mode currently only has one scenario, the Red Dragon boss. This boss has three phases and a custom deck. For modes such as raid mode, you can add CPU partners, so you don't have to have a big group just to try it! Steam P2P Networking and improved multiplayer Part of the work done in this update includes a new work-in-progress steam peer-to-peer networking system. This means that, using Steam, you'll be able to connect to other players without needing the official game server. So, if the game servers happen to be discontinued for some reason, you'll be able to keep playing together, be it on Steam, your own server hosting using the Lan multiplayer feature, or playing offline. That's something very important to me: I want to ensure this game outlasts its support. Additionally, game performance and multiplayer networking has been vastly improved: You should have much less problems than before, with almost no desyncs if at all. And much much more! Seriously, so much has changed since 2021 it's crazy. According to my source control service (which is where I keep track of what changes in the game's code), the code for this version specifically had over 730 commits (sets of changes, usually multiple files), which is a huge amount of work for someone working solo. Many, many bugs were fixed, user experiences were improved quite a lot, a lot of frustration points were also taken care of, and overall the game feels great! If you tried it before and weren't happy with it, please give it another chance, it might change your mind! What's coming next? There's a lot of changes happening in the future. For one thing, I've been getting a trickle of new card arts custom-made for Fairtravel, and over the coming months most of the card arts will be replaced as a result, making the game look so much better. (You can see some examples in the earlier sections of this post) There's also a lack of polish, animations, sounds, effects, that I want to fix. I want to add more content for players to enjoy as well, and I hope to bring something truly wonderful for you guys! The game won't be released on Steam just yet, but you can still play it through the Steam Playtest in between. There's a lot of challenges ahead, but I'll do my best to make a great game for you! I want to take this time to thank everyone who has supported me throughout this journey. I wouldn't be able to go this far without you. And I truly hope that the future stays bright for Fairtravel Battle! Thank you for reading this lengthy post, I know it was a lot, and I hope you have fun above all else! |
What's New |
Another year goes by, and now Fairtravel Battle is 4 years old! At least, we've been developing it for 4 years now! |
What's new? |
What's New |
What's New |
Introduction
So what does this mean? Team Multiplayer (this video is a work in progress) Right now the main focus is the team multiplayer, since the other major feature isn't very noticeable. The reason we're tackling two major features rather than just one is that we want to ensure you get new content with each update. So, what's team multiplayer, exactly? We want Fairtravel Battle to be a way for players to enjoy collectible card games in a variety of ways, and one of the major ways we want to do so is by having dynamic team battles. Be it 1v1, 3- and 4-player Free for All, or co-op, we want it to be possible to allow you to have a lot of fun. Right now we have a good proof of concept demo for that. However, we still have several User Experience (UX) challenges to tackle. What this means is that we still gotta ensure when you do play in teams, you have the best experience possible. This is a complex problem: We need to ensure you can see the information you need in the easiest, most comfortable way possible. Right now we're tackling these challenges and seeing what works and what doesn't, so it may take a while until this version is released. That is all for now, thank you very much for your support. We hope to bring more news soon! |
What's New
Card Changes The following cards have been changed. These are their new forms: What's Next Now that we have the new networking, we can start planning the next major feature: Team Lobbies However, to do this, we need to first address a growing issue in the game: We have a lot of card effects and no efficient way to design them. Additionally, we need to add proper tests for each card to prevent bugs as much as possible. Because of this, the next update will be a new tool for card effects and a suite of automated tests for the game. This will take a considerable amount of time, but it's no fun to play a game full of bugs, so this is important. We'll be working hard on this, and hope to provide the update in the coming months! Thank you for your support, we really appreciate it! |
After 76 days, the new version of Fairtravel Battle is finally out!
Conclusion This has been a very important update, and we think the game looks great right now. For the next update however, we're going to change plans a little bit. The next update will be entirely focused on tech things, meaning it won't be very visible for players, as we'll focus on redoing the entire networking system for FTB. However, we're hopeful we'll also be able to add team lobbies and modes while doing so. We're unsure how long it'll take, since it's going to be very complex, but we'll do our best to keep you guys updated and do minor balance and bugfix updates as we go along. Thank you for playing, and we hope to see you again soon! |
A new Steam feature was announced a couple of weeks ago, called Steam Playtest, which we applied to and have now enabled on the store page! |
Oh boy, it's already been three years of work on Fairtravel Battle! |