





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
If you've been trying to play private games via Discord and having issues, this build should fix that for you!
Fixes for bug tracking! Should make things MUCH easier for me to identify bugs before users report them!
Hey guys! Just pushed v0.11.17 to all users in hopes we worked out the kinks! This is a foundational update with a TON of changes behind the scenes to prep for the other stuff I've been working on. Please report any (new) issues ASAP in the Discord channel so I can get it fixed as I work on the next updates. I've decided that I will likely push the content updates in smaller chunks that way I don't delay content waiting for other content but we'll see how the upcoming week goes :)
- Pre-emptive update for upcoming rewards patch. Players may now receive a random card (of a certain rarity) as a reward.
We're back, baby! Kicking 2023 off right with some quality of life updates!
The community has been hard at work to help balance the game and we're working hard to push as close to weekly balance patches as possible. This week was a big one! Some highlights: MISCOMMUNICATION This is a major change! This card has been 3x in every deck and used CONSTANTLY since day 1. It was basically three cards in one. It could cancel FATE cards, SUPPORT cards and CONDITION (attachment) cards. This contributed further to making this a game about raw warriors + fate cards, and one of our big balance pushes is to encourage ATTACHMENT and SUPPORT card use to go up. Making this FATE only should contribute to that and make you think about using other cards as well. SACRIFICE OF THE MASTER Gaining 10D was a lot. We lowered it to 5 to make it a bit more fair. HIDDEN CACHE Fill up your hand for free? This was the #1 used card most months since the beginning. Foolish not to use it. Which obviously means its contributing to the "all decks need the same list of cards" problem. In an effort to balance the strength it now costs 1D per card you draw. Should bring the power more in line with othercards. AT YOUR SERVICE This was the other #1 card, swapping places with Hidden Cache every now and then. Free card retrieval for all factions. Now, to bring it in line with similar cards, it will first annihilate a card before retrieving one. A little risk for your reward! REVERSAL OF FORTUNE One of the most annoying cards to play against. Destiny generation can be slow (especially if someone kept miscommunicating your FACTORY plays!) and there was nothing worse than someone using this card to take all your destiny. This is meant to be a control card but used it combination with Miscommunication and At Your Service, the level of control was a bit ridiculous. So we're trying this. BAUHAUS "Bauhaus is boring" you said. So we moved Expedite Request, Jammed (and added a -4 to S to the target), and Personnel Shortage to Bauhaus. Makes them a bit more interesting, I hope. We also made Great Infurior a little cheaper so hopefully it get more use. ARMOR BUFF As I mentioned above, one of our goals is to make equipment more useful. So to that end, we added or increased the ARMOR value bonus to Combat Armor, Composite Armor, Body Armor and Armor of the True Assassin to encourage their use! ** I realize that a lot of these changes might seem drastic especially if you played the game in the 90's. But our goals remain aligned. There are basically 3 pillars of work to be done: 1) Make each faction seem unique and have their own specific strengths and weaknesses. 2) Make sure there isn't a "base deck" that all decks have to contain (i.e. 3 Miscommunications, 3 Hidden Caches etc) to encourage variety 3) Make sure all card types are usable in some strategy. Guns, Support, Armor, Conditions etc should not exist only as "fluff" cards. If you have strong opinions about Doomtrooper or interest in game design and balance, come hang out on Discord with us! All design decisions (beyond the initial ones by Bryan Winter) are community driven! So if you don't like something that is changed in the game, you only have yourself to blame! Come hang out and let us know your thoughts! Thanks, as always. 2022 is gonna be a busy year around here!
DTPR6-yzb0-T8ZF-kACh-g4U6-EHVA
DTPR6-J3gL-nokw-UxwC-DriV-qNz3
DTPR6-pTmK-eZ3c-uVLw-MohK-TRD6
DTPR6-wh0X-goyv-W8sQ-zvcA-cLxo
DTPR6-PXRY-GZrO-6cPy-Mwtv-O0hc
Also, as a thank you for reading this, here is a free code I released earlier today for a free pack! Everyone can use this code!
Just launch the game, open the menu, click "Redeem" and enter this code!
Code: WELCOMETOTHEPARTY
As always, come join and chat with the community and developers on Discord!
Click here to join us!
Justin (and Julie) also do Community Live Streams on Twitch! This is a great time to come and ask questions/hear about what we're up to. Usually every Sunday but we're working on a new schedule.
Follow/Schedule @justinreynard on Twitch!
Just a small update to make sure people see! As many of you know, I've been a solo dev on the project for the past 2 years or so and sometimes card implementations don't go as planned. The past few weeks I've spent MOST of my programming time working on debugging problems that arise from people playing the card "PANIC BUTTON". When I spend a night debugging this card, that means I can't add new cards, work on the new tutorial or anything else related to finishing the game. This morning I woke up to ANOTHER bug with Panic Button after thinking all bugs were fixed yesterday. SOOOOOOOOOOO It joins 2 other cards in our "TROUBLEMAKER HALL OF FAME" and is temporarily removed from the card pool. It will return at a later date when I have time to really dive in, fix, and write more tests. But for now, enjoy your games without everyone using this card! For those of you curious, the other troublemaking cards that had to be pulled were here: PANIC BUTTON If this Warrior is a defending combatant, Annihilate the Panic Button to freely deploy a Warrior from your hand with no Action or [DP] cost. It becomes the defender. LEASHED Attach to a DARKLEGION Warrior as 1 Action. The affected Warrior may not attack unless its controller first pays 5 [DP] . AMNESIA Attach to a Warrior as 1 Action. This Warrior loses all the text written in its text box (except for UNIQUE Warrior). Also, I fixed an issue where you were able to start games with invalid decks, so, thanks to the people who found that out and played some REAL weird games :)
Hotfix: Panic Button Client Improvements Foundational Changes for upcoming cards
As always, new cards live on Fridays! - Black Bullets - Boot Camp - Envision Conflict - Domination More info in the release notes!
- Fixed an issue where dragging a file across the game (while in windowed mode) would trigger a crash (wtf!) - Fixed an issue where our asset check wouldn't detect you were missing assets (likely causing you to be unable to see opponent's card backs)
Pushed a small update today that will help us diagnose problems with the client. the "Error Screen" has been redone and you'll see more informative info as well as a dialog box you can fill out to let us know what you were doing!
If you fill this out, it'll get auto reported (along with the error) for us to get a fix out ASAP! And if for some reason you can't report it, you can now just take a screenshot of the error screen and that should get all the most important info straight to us if you post it on discord in #bug-reports!
Thanks so much for helping us squash bugs! Release is just around the corner!
Fixed an issue where Cybertronic Augments UI would pop up erroneously when entering cover.
Hotfix: Fix an issue where in certain edge cases, POWER cards would not be playable during combat/interrupt.
Hey guys!
I've spent the last few weeks tightening up the ship and closing bugs and now we're about to release our 0.11.0 update! But more importantly, NEW CARDS!
Starting this past Friday, we will be adding new cards every week! The number of cards will depend on a number of factors (how many other bugs come up during the week, whether the cards require changes to the core engine, etc) but we're narrowing in on completing the base set!
- Fix an issue with Leverage that could cause opponent's client to crash (card is enabled again) - Fixed some edge cases that could use the UI to crash during an interrupt - Updated Hasty Getaway (thanks to everyone on the Github Discussion board!)
This week launched a pretty major update for the game and some users on macOS have reported the game being unable to launch due to some internal changes to the game engine. The good news is its an easy fix! Just right click and "uninstall" doomtrooper and then immediately re-install and Steam fixes everything nicely. Plus, all of your settings should remain intact! And of course, all your data/cards/decks are stored on our server so you never risk losing them. Apologies for this inconvenience but it should be one of the last major changes to the underlying build we needed to do! More Patch Notes coming soon regarding this update...
We pushed 0.10.23 Cumulative Update a few days ago with a ton of reported fixes
Fix an issue where the screen would go gray when deleting a deck
This patch fixed a bug with the card "Making an Example"
v0.10.18 went live last night! Here are the release notes!
Hey Troopers!
I've been rewriting the foundation of our "Target select" system to allow for a BUNCH of new card types and it was a bit more complicated than I assumed! But we're live and testing now!
Here's what is now on the table:
Choose X Cards - We can now have cards that tell you to choose either a fixed amount or an unlimited amount. The UI will let you select/deselect until you are happy
Dependent on X - In the previous example, we can say "Choose X Cards" and then require you to do something with the same amount of cards in the next step (i.e. discard X cards to draw X cards from discard pile)
Choose One - Cards can have two possible effects and you choose one or the other (or the other.. or another etc... no real limit on quantity)
Spend X Destiny/Promotion/etc - A Slider is possible to ask you, for example, "How Much Destiny do you want to spend?"
Hopefully this is just the first step with future updates making it easier to choose your cards versus opponent's, cards in your deck versus discard, etc! But this foundation opens the doors to almost all of the remaining cards!
These cards were added to test the new system... and the new system will be used during the next few weeks as I add a bunch more! Please report what you think in Discord!
COLLECTION RESET
As a reminder, on or before February 1st we will do a mandatory reset of your packs. This is to allow you to get the new cards and test changes to the pack algorithm. For example, I will have fixed the algorithm to guarantee more rare and ultra rare cards in February! But since we added new cards, all players received a "reset token" which allows you to manually and optionally reset your packs on the PACKS screen if you want to re-open them now.
AS A REMINDER: Resetting your collection is ONLY your base set cards and packs. All packs owned during beta whether earned or purchased are cumulative. When you reset, you regain them all to re-open. Any cosmetics (avatars, card backs, titles, and emotes) are retained and NOT reset. Same for Lore cards, Mission Cards and VARIANT cards. So your retro variants form the kickstarter, for example, are yours forever!
Last but not least, we have this month's Season Rewards from everyone's favorite evil... ALGEROTH. Here's a sneak peek at the card back:
Later this month, we'll begin testing both the long-awaited Cybertronic AUGMENT system (which will see a revamp of almost all the warriors in Cybertronic and their abilities) as well as beta testing our new tutorial and single player content! I'll update on that a bit more next time!
Until then, thanks for checking out this project! It's a dream come true to build this game with the community. If you're interested in contributing more, we're going to start a private design group on Discord for people who want to have a more "hands on" role with card balancing. If you're interested, let me know on Discord!
See you next week!
- justin
Happy Halloween, Troopers! As is Tradition, we like to test our special events system every Halloween and this year is no exception! Login STARTING TODAY (Halloween) for one week to get some cool new rewards...
Hey guys -
Sorry I neglected to post the weekly update on here, they've been happening! They've been a little smaller than usual as I was wrapping up the 0.9.0 milestone!
This major beta milestone (over the past several weeks) has brought online some major foundational fixes:
Hey guys!
This week most of the work went into getting the new deckbuilder foundation live, which we've been rewriting mostly from scratch live on Twitch! (Follow: https://twitch.tv/justinreynard)
A bit late on this update this week. It still went live on Monday! But 2020 has been.... something so I was late to post it here. Apologies!
Some stuff from the new deckbuilder, if you're not following on Twitch:
- Rewritten for speed
- Foundation for a new "visual" drag/drop mode (coming soon)
- Foundation for upcoming "Arena", "Draft", and "Event" modes!
- New "Deck Details" Pane showing stats about your deck (more coming!)
- You can now "Duplicate" a deck
- Import/Export is done but doing some more testing
- New Deck Browser to add decks to your account from within the game!
Currently the browser only has the starter decks but we will soon be able to let users mark their decks as public and share them with the community with one click!
ALSO -
We're about to enter the next phase of beta testing, testing all of the stuff above as well as opening packs, experience points and faction rank! A lot will change starting on Halloween.
I'll be posting more about it here, on social, in Discord and in-game so watch for details! The final phases of beta will let you start earning packs and opening them! But you'll be able (at least once a month) to reset your collection and re-open packs again to account for balance updates and new card additions as we finalize everything!
As always, we make this game together, so if you have questions, ideas or concerns about this beta phase (or the upcoming "Arena" play we've been discussing) come join us on Discord! Just click the link on the main game menu!
Thanks for all the support, and see you next week for a fun card update!
Hey guys!
As always, the weekly update is live! A lot of time went into matchmaking and the upcoming new deckbuilder this week.
We squashed a bunch of bugs as well and added a new button to the UI so if you're hanging out and building a new deck, you'll see the button appear if someone is looking for a match! So get your decks ready and watch for a challenger!
Next week's update should see the first draft of the rewritten deckbuilder to go live, some new changes to matchmaking algorithm and some new cards!
Also, make sure you read the release notes for a surprise ;)
- justin
This week saw tons of hours poured into a rewrite of the game's drag/drop layer and card interactions. The goal was the set the foundation of the upcoming 0.10.0 improvements to address common complaints (like Activating Attachments like the "First Aid Kit") as well as start to make the game "feel better". The feedback we've gotten has shown that people are noticing, so thank you!
One important thing we've addressed from feedback was the "speed" of the game. Most of the animations are now 2x as fast as before, for example initiating combat will happen twice as fast. This was a simple change on our end but a HUGE impact on playability. And since the game has been stable recently, we finally had time to address it!
Some subtle changes seen here on the drag/drop to play a card:
This week was round two of stability fixes. The bugs people were seeing were coming from some old code another programmer wrote that took me (Justin) a minute to get familiar with. After 0.8.11 we found some more issues with timers and interrupts causing some strange behavior and I had to dive back in.
But as of today (Wednesday) I'm happy to report we've had NO errors reported on the backend and no users reporting any issues with timers/interrupts/combat so we may have made it through!
On a funny note, I went to bed about 1am Monday night/Tuesday morning and woke up at 8 to TONS of hate mail about subterfuge. Totally OP card (Blame Bryan, he designed it/picked it for this set!) and I apologize. A few minutes after my coffee kicked in I patched it to be RESTRICTED (one per deck) and ANNIHILATED (removed from the game after being played). Fastest nerf in history.... but thanks for reporting!
We also brought back an ability we lost on Dominic where he is only allowed to attack the biggest MF-er on the board. I know this isn't ideal for all of you wielding your 3x DOMINIC strategy but this is what the kids call "balance". He's big and scary, but he has a weakness. Like the scales of justice, he will balance the masses.
Now that the game's timers are stable, I'll be able to dedicate more time to fixing Young Guard and his ability interrupts, wrapping up the 0.9.0 update with the new updated Deckbuilder and FINALLY launching the Cybertronic revamp with AUGMENTS. It's gonna be awesome.
See you next week!
-j
PS don't forget to come hang out on twitch! Programming streams Tues/Thurs nights at 8pm PST and a Doomtrooper community stream every Sunday at 11am PST!
https://www.twitch.tv/justinreynard
Hey guys!
This week a lot of time was spent behind the scenes working on some long standing bugs regarding stability and user experience. The code for timers (turn, interrupt, combat) was rewritten and some bugs worked out. Then the code for choosing whether a card show be "playable" based on the current game phase was improved. Next we'll be updating card text to make sure its all consistent and clear so new players have no confusion in understanding when a card is playable!
The biggest changes this week
- Disconnects should no longer break turn/combat/interrupt timers on edge cases (causing UI to freeze/game to get out of sync)
- Cards now should gray out when they're not playable during all game phases (should be a big step towards helping new players learn)
- Support cards will no longer render off screen (commonly reported!)
Next week is looking to have a bit more content added with new cards and stat updates. Plus we should be showing off the season rewards for this month as well. See you then!
This week was mostly focused on stability! We spent a lot of time working on tracking down some old bugs and found out that a good number of "weirdness" came from if you tried to retreat during an interrupt phase. We tracked down that issue (which led to a few other edge cases) and fixed them
We also fixed a bug that was preventing us from launching the new "ability interrupt" cards for testing. So we added YOUNG GUARD to get feedback on the new system and will be adding a better UI and more cards that allow you to activate them during interrupt phases this week and moving forward!
As always, thanks for the help and the feedback! We read everything we can find that you guys post all over the internet and are working hard to improve on things such as the UI, the speed of the game, the card balance, the new tutorial and improvements to the practice AI!
Starting this month with the new deckbuilder we've been working on, we'll be tackling these big topics a little every week so keep the feedback coming![img]
Hey guys!
Like clockwork, the weekly update went live Monday night! Here's the notes:
The small area in-game where your avatar is is called the "Shell". It has been a troublesome area to update since it was written so long ago and so many people have touched it.
We took some time to rewrite it and polish it up (faster animations, new customizations, tooltips, etc) and set the stage for performance improvements and future new features. Unfortunately it shipped with a bug where it always showed a Tactical Action so we had to push a tiny hotfix (0.8.5). Oops! The tooltips should help new players quite a bit and this helps set the stage for what comes next (like a new tutorial for instance)
Not only was that cleaned up but we also rewrote how card "cost" is calculated. As long as we didn't mistype anything we should be a lot more consistent with:
- Cards that cost actions AND destiny
- Cards that make other cards cheaper
- Canceling a card via interrupt and making sure everything is calculated properly
- Plus adding new cards will go a lot faster for developers
These types of HUGE changes behind the scenes don't really excite players as much as they should, but the benefits you'll see in the future more than make up for it! But to make sure we make it up to you guys, we also added/changed a bunch of cards this week:
It's looking like next week will have a BUNCH of new cards as well! And if you haven't been tuning into our Twitch stream (why not? FOLLOW: https://twitch.tv/justinreynard) we're 1-2 streams away from finishing the UI for the new Deckbuilder which adds stuff such as:
- Deck Stats
- Deck History
- Import/Export Decks
- Deck Browser (publish your best decks to the database for other players to try!)
- Better interface for searching and adding/removing cards
- Variant Cards
And more! Hopefully we can get it out for testing by the 2nd week of September.
Thanks for supporting DOOMTROOPER! We'll see you next week!
- justin & secret cow level
Hey Troopers!
We've just gone live with the weekly update! This one covers most of the remaining bugs that came out of the Steam Early Access launch so next update should have more content additions!
Here are the release notes:
The power immunity bug was a big one! It's been around for a while and was hard to track down, but Justin located this week thanks to a clever bug report on Discord! (nerd info: It involved cards that end combat early. Power Immunity was turning itself on/off via script onCombatStart and onCombatEnd which was FINE. But it was checking if combat was active... if you ended combat early, it wouldn't be... doh!)
We also addressed the most common complaints regarding turn 1 difficulty. At its core, Doomtrooper is a game about SQUADS OF WARRIORS fighting OTHER SQUADS! This is why the game has rules like Cardinals Gift (to ensure you get a Warrior in your first hand) and Sabotage (to punish your opponent for trying unsuccessfully to build a control deck/forgetting enough warriors) and not allowing attacks during turn 1 of the game.
So certain cards were being exploited during turn one to prevent your opponent from being able to play a card on his first turn giving the person who goes first an EXTREME advantage. We have added a new keyword SUSPEND to some cards which means "Cannot be played during turn 1". here are the cards!
We will continue to make balance updates in favor of two things:
1) Keep the game about combat between warriors, something classic Doomtrooper failed at long term due to a few broken cards)
2) Balance the rarities so that ULTRA RARE cards like Cardinal Dominic aren't always better than Common cards like Mortificator. UR rarity cards should be great and more unique, but there should always be a place for Common/Uncommon strategies as much as possible. We are aware that's not the case as the people working on balancing our sets are no longer active with the project so Justin/Steve will be stepping up again with community support to continue the work!
Big thanks to our friend Adam who was able to help while Justin was drowning in bug fixes this week and add some new cards to the game!
it's already looking like Expedite is an OP fan favorite so we'll be watching!
Last but not least here's a sneak preview of the season rewards from this month of ranked play! You still have until the last day of the month to rise in the ranks and earn these! They won't return for at least 6 months so if you're a fan of Mishima get out there and battle!
We're on Discord if you need any help or want to challenge someone directly (we have Discord integration built in!)
Thanks guys and we'll update you again next week!
- justin and the doomtrooper team
Thanks for playing Early Access and helping us squash bugs! We pushed the weekly update on Monday with tons of fixes and improvements!
We started populating the RULES menu this week with some frequently asked questions (more coming), we fixed some bugs with networking to help make sure people with lesser internet accounts don't miss the matchmaking network packet as well as enforcing one game-per-player on the server to prevent lag from letting you (in rare cases) join two games.
We closed a bunch of user reported card bugs as well!
Here are the patch notes from in-game:
Some reminders:
- Anything you buy/earn in beta stays with your account forever! Variant cards, avatars, etc are yours to keep! The only exception is the set of test base cards that you start with. When we leave beta you'll be able to open all the packs you earned and start building your new collection. (Don't like buying packs? That's fine! We give away almost 5 packs a pack right now for FREE to beta players! Start stocking up!
- We are streaming Doomtrooper Development Tues and Thurs at 8pm PST. Come hang out with us here: https://twitch.tv/justinreynard
- This **IS** an EARLY ACCESS game. You get access to ALL cards for free during this phase but be aware it's a work in progress! We are aware the tutorial needs work and the UI has some tricky things, but we're working on them! Join our Discord server and offer some suggestions! We're currently working on a new Deckbuilder to address a bunch of quality-of-life improvements as well as new interfaces to help you play some of the trickier cards (like First Aid Kit or entering cover!). Bear with us!
- We update every week, usually on Mondays! I'll be posting the update notes here as well (a bit quicker in the future) so check back!
- Hopefully tomorrow we'll be announcing the season rewards for this month! Log in and play some Ranked Matches and climb as high as you can! The rewards this month won't return for at least 6 months so get them while you can!
We'll also be having our first COMMUNITY DAY this month where you can earn a super rare variant card that stays with you forever! Watch here and social media for the date.
Thanks so much! I'm working long hours to patch all the bugs but keep em coming. We're up to the challenge <3
[ 6080 ]
[ 1321 ]
[ 4049 ]