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Patch 1.0.1
After listening to your feedback, we have seen that some feel that the enemies and encounters last a little bit too long in Act 4 (especially in multiplayer, with several players learning to play). This happens especially when you get to that act for the first time and you don't know anything about the enemies. It may be that you or your team does not yet have the desired level of deck cohesion or strategy, or many of the perks assigned whilst still progressing through the game's meta-progression of the rogue-lite. We know that when that mental "click" happens, everything falls into place and it becomes possible to beat the encounters in only a few rounds. For this reason, and because we have 16 difficulty levels, we are going to make some small adjustments so that those enemies in Act 4, and in normal mode, have a little less endurance (and the combat becomes a little more agile).
In a future patch we intend to introduce a new combat log for the combat, to give more control and, above all, to clearly see which cards the enemies have used and on which target (if any.) We also know that our multiplayer games are long and sometimes one of the players has to be AFK for a while, so we are experimenting and testing a system so that players can give control of their heroes to someone else and the rest of the group can continue playing until they return. Finally, we are already working on new content for the game that will arrive in the coming months - which we will reveal to you over time! That is all for now. Remember to leave a review on Steam if you like the game, it helps us a lot. As always, thanks to all of you for your support, feedback, and understanding.
[ 2022-08-25 18:54:15 CET ] [ Original post ]
Greetings and salutations, fine heroes and adventurers. We hope that the fiery orb in the sky shines brightly where you are and that the birds sing their songs wherever you go, as is deserving of a fine hero such as yourselves! The Obelisk awaits the next challenger to approach, and while it has thwarted many of you, we believe that today we bring a few things that will help you in your journeys... that is to say, we have a new patch with some much-requested quality of life improvements, balance changes, and bug fixes!
Quality of Life
- We have introduced a new button to restart the Loot and Card reward screens in case you selected the wrong items or cards. In co-op only the host will be able to restart these screens, but any player will be able to push the button and the host will receive a notification that a player wants to restart.
- From now on items will be unlocked when they appear (like cards), without the need to equip them. Unlocking items only affects the completion of the tome of knowledge.
- When you are at an event, you will be able to hide/show the event screen and look at the map before making a decision.
- Now when one of your characters dies because of an enemy attack, the death window will show what card caused it, so you will be able to understand what happened (in a more relaxed way). Speaking of this, we are working on a combat log that will make it easier to follow the combat status at every moment.
- We have switched the order of activation of Double Shot and Elven Agility, now Double Shot will be activated first, resulting in a copy of the ranged attack at cost 0 first and then if there is still card space left in your hand, Elven Agility will be activated.
- Cards that give other cards, such as the Icicle Barrage or the Grimoire of Flames, will have the name of the given card colored according to the card's upgrade (yellow, blue or purple).
- Finally, there is an option in settings that allows you to restart a combat once you die and try it again. We have made this option active by default.
Balance changes for enemies
After listening to your feedback, we have seen that some feel that the enemies and encounters last a little bit too long in Act 4 (especially in multiplayer, with several players learning to play). This happens especially when you get to that act for the first time and you don't know anything about the enemies. It may be that you or your team does not yet have the desired level of deck cohesion or strategy, or many of the perks assigned whilst still progressing through the game's meta-progression of the rogue-lite. We know that when that mental "click" happens, everything falls into place and it becomes possible to beat the encounters in only a few rounds. For this reason, and because we have 16 difficulty levels, we are going to make some small adjustments so that those enemies in Act 4, and in normal mode, have a little less endurance (and the combat becomes a little more agile).
Monster cards changes
- Entrench (Vanguards): Slightly reduced Block charges and reduced Fortify to 1 (from 2).
- Dark/Sacred Guard (Vanguards): Slightly reduced Block charges, (blue version - Knights) reduced Mitigate charges to 3 (from 4).
- Stronghold (Royal Guards - Knights): Reduced Fortify charges to 1 (from 2).
- Stone Wall, yellow version, (Stone elemental): Reduced Mitigate to 3 (from 4).
- Antimagic Field, yellow version, (Spellbinder): Reduced Mitigate to 3 (from 4).
- Desecration (Dark Knight): Dark charges reduced to 1 (from 2), Chill charges increased to 3 (from 2).
- Transcendence (Monks): Reduced the Jump healing bonus to 20% (from 30%).
- Purify (Angels): Reduced the Heal done slightly.
- Sacred Ceremony (Angels): Reduced the Heal done slightly.
- Shield Generator -enchantment- (Oddball): Reduced Shield and Block charges slightly.
- Hardening -enchantment- (Obsidian Elemental): Reduced uses to 2 (from 3), yellow version to 3 (from 4).
- Earth Guard -enchantment- (Champion - Rocco): Reduced Fortify charges to 1 (from 2), uses reduced to 2 (from 3).
- Ice Fall -enchantment- (Dracomancer - Fred): Increased damage slightly in all versions.
Bugs fixes
- Fixed a problem displaying the incorrect amount of team perk quantity when resetting the perks of a hero that was part of the team in the Hero selection screen.
- Fixed a problem that was preventing mouse interaction with cards in the Tome of Knowledge when the Perk system was active.
- Fixed a problem with Dark producing secondary explosions when some perks were active for the team.
What's coming next
In a future patch we intend to introduce a new combat log for the combat, to give more control and, above all, to clearly see which cards the enemies have used and on which target (if any.) We also know that our multiplayer games are long and sometimes one of the players has to be AFK for a while, so we are experimenting and testing a system so that players can give control of their heroes to someone else and the rest of the group can continue playing until they return. Finally, we are already working on new content for the game that will arrive in the coming months - which we will reveal to you over time! That is all for now. Remember to leave a review on Steam if you like the game, it helps us a lot. As always, thanks to all of you for your support, feedback, and understanding.
[ 2022-08-25 18:54:15 CET ] [ Original post ]
Across the Obelisk
Dreamsite Games
Developer
Dreamsite Games
Publisher
2021-04-08
Release
GameBillet:
8.66 €
Game News Posts:
204
🎹🖱️Keyboard + Mouse
Very Positive
(9392 reviews)
Public Linux Depots:
- 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.
MINIMAL SETUP
- 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
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