It's been a week since we went live on EA, we are very happy with how things have been going and all the feedback we are getting, thanks to that we are improving the stability in multiplayer and also the balance of the game. As you know Act 1 came out a bit more difficult than we expected, it was never our intention to put an unnecessary or frustrating wall for the starting player and much less in the first act, so during this week we have already made steps to improve in that aspect, like not forcing you to unlock cards you don't want, balancing the enemies in the first act and lowering the impact of having an injury to the deck. So with this patch we want to continue on that path as well as balancing certain cards that were a bit too strong. Combat performance rewards This is a strange situation, balancing a thing like "stall" versus "reward". In paper it sounded good but it was clearly wrong to penalize poor performance on a combat. We have adjusted the rewards for every combat and level, from now on there will be no more "Dreadful" performance and even if you finish at "Underwhelming" you will always receive cards. We'll continue watching the results for future balance purposes. Heroes Heiner: Unbreakable, increased Fortify at the start of combat from 2 to 3. Reginald: Chastise, added in the talent description that it only works once per turn. Malukah: Corrected the Voodoo tooltip. Pets -There are 2 new pets! with their respective events and achievements. -Balanced some pets, slimy applies 1 less poison but is the only one that does AoE and has 4% all resist. -In the future we want to improve pets ... we are even thinking that pets could have their own equipement slot. Enemies -Maximum resistances on monsters lowered to 95% from 100%. -Cutthroads, Harpies and Mosquitos: hide a little less and can't draw 2 stealth cards in a row, in normal mode (NG+ remains the same) Note: Stealth on enemies is a bit tricky at first, but if you're prepared to deal with them it shouldn't be a problem, we'll keep an eye on these enemies. -Dryads and Tainted Dryads: Heal (lifebloom card) and resistances reduced a bit. -Trunkys and Trainted Trunkys: Termites card damage and Earthwave card damage, along with their resistances have also been reduced a bit. Deckbuilding As you have pointed out, the 0 cost and draw cards are very powerful and so we are going to make some small changes. We also know that you can make decks that cycle infinitely, our position at the moment is that discovering/building/playing these decks is fun and you don't have to use them if you don't like it, we always want to put the fun and freedom of deck creation before other things. That said, infinite decks are a problem and since in Across the Obelisk you can build your own deck in adventure mode you don't have to rely so much on luck, so what we will do is that in normal difficulty and NG+ 1, they will remain as they are, but when we increase the difficulty mode to NG+ 2 3 4 5, we will create mechanisms(Exhaust) so that infinite loops are not as effective and you can't easily do all the content with them, so people who want to be in the top of the rankings will have to work on competitive decks without cheesing the content. Cards --Warriors-- -Bluff: Now grants "Inspire", the blue upgrade retains the draw card but no longer applies "Crack". -Bludgeoning: Both upgrades have 1 less "Crack" charge. -Citadel and Shield Wall: More "Block" and "Fortify" in all versions. -Coat of Arms: Now grants "Reinforce" -Entrench: Yellow upgrade grants "Fortify" -Garden of Thorns and Sharing is Caring: text changed to Spit instad of Share, to try to be less confusing. -Repetition Training yellow upgrade now have vanish. -Tranfussion: Reduced the hp loss. -Warpaint: Now is uncommon and has 1 less "Powerful" charge. -Also minor damage tweaks on various cards and upgrades. --Scouts-- -New card: Uproot (A cheap counter for monster with thorns) -Camouflage: Grants 1 less "Sharp" in all versions. -Neverending Story: Upgrades are no epic(purple). -Setup: Blue upgrade (cost 0) no longer grants "Energize". --Mages-- Mages are safe, for now. --Healers-- -Dawnlight: Yellow upgrade has vanish. -Dilute: Yellow upgrade changed to apply "Wet" for more versatile uses. -Expected Prophecy: Now is Uncommon. -Flash Heal: Upgrades are now Uncommon. -Foresight: Blue upgrade grants "Inspire" intead of draw card. -Heal: Upgrades are now Common. -Healing Rain: Yellow upgrade now dispels "Burn" directly to not cause buffer+wet conflict when you want to use the card only for defensive puposes. -Inner Fire: Yellow upgrade (draw card) now with suffer more "Burns". Other -Using Trace/Scry/Fortune telling shows current number of cards in the deck/discard over the heroes heads. -Bass/Carp/Pufferfish cards are no longer spells, you can use them with silence. -Changed some text and card names, thank you all for pointing these errors, like the Cloak one. --IMPORTANT-- These changes are not final, we are in EA and we will be changing cards a lot because we want to try how everything works, we can revert changes anytime if needed. Multiplayer -We fixed a bug that prevented cards that draw, or discard a selection of cards (like Trace or Setup), to interact with some corruptions like Melancholy leading to screen freezes. -The background bug which is related to the impossibilite to continue a current event after a load in coop, has been fixed. No more hydras walking on Senenthia =) We are getting closer and closer to improving the synchronisation in multiplayer, making an online co-op game is not easy and even more so with the amount of rare cards/combos that can occur in Across the Obelisk. That's why for the moment we have put a temporary button so that a combat can be restarted only if it is strictly necessary, so that as far as possible if there is an error while we are trying to fix it, nobody loses a game. This button will disappear as the EA progresses. Thank you all for your support, feedback and understanding.
Across the Obelisk
Dreamsite Games
Dreamsite Games
2021-04-08
Strategy Singleplayer Multiplayer Coop EA
GameBillet
8.91 /
€
Game News Posts 202
🎹🖱️Keyboard + Mouse
Very Positive
(9253 reviews)
https://store.steampowered.com/app/1385380 
Linux Across the Obelisk [884.4 M]
- Dynamic Deckbuilding Roguelite RPG
- Play solo or co-op with up to three friends
- Sixteen unlockable characters to create your party
- +500 cards and items to choose, craft and upgrade
- Procedural generated system intended to be highly replayable
- Events and quests where your decisions affect how the story unfolds
- Face powerful bosses in tactical combat
... would you dare to go across the obelisk?
You can play solo or with up to three other players. Each one of you will control a hero in combat but all of you will have to work together and decide what's best for the group... will you help the farmers against a group of small fiery demons or will you search among the ashes for nice loot?
Choose among 16 unlockable characters and form your party. Each one of them have his own cards, items, mechanics, stats and strengths... it's not the same to play with a fire wizard than a shadow mage, would you play with two healers or rather play with a damage oriented group?
More than 500 upgradeable cards and 200 items to choose, will let you customize your heroes with different builds: poisons, bleeds, defensive skills... there are a lot of combinations that you can apply to each hero.
Each game will be different. Take a path, fight your way through it, complete quests and the world will evolve in front of you. Lots of hidden places and mysteries to be solved await you in Across the Obelisk.
- OS: Ubuntu 14.04 LTS
- Processor: 2.0 GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 1Gb Video Memory. capable of OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
- Storage: 1 GB available space
[ 5949 ]
[ 3154 ]