In this second improvement patch, I've added two of the highly requested features to the game: Mouse movement and quick-playing cards.
You can now simply point and click at a tile you want to move to, and the hero will start moving towards that tile on a calculated path. This path is calculated taking into account obstacles and locked doors etc., so it's possible to click on a far away tile and you will start moving there if a path is found. Depending on the distance, finding a path may take a while. So, you might experience delays if you click on a hard to reach tile. I'm planning to polish this system by adding indicators for when a path is being calculated etc.
Also, be aware that the path calculation won't take into account enemy positions. This means there is a high chance you will run into enemies since you have less control compared to manual movement. Clicking the "Back" key (Right Mouse Button by default) will stop the character from moving on a path; so you can use this to stop when you notice an enemy. I might add enemy avoidance only for enemies that are visible, but I couldn't decide yet if that's a good idea. It also brings additional questions such as: Should the path adjust if an enemy becomes visible on the path? Let me know what you think about enemy avoidance: is it necessary or not?
With this patch, it's also possible to double click cards to quickly use them without the need to aim at a target. This is of course only possible if there is no need to aim with the card. In other words, double-clicking while selecting the card will immediately play it if the card:
- targets all enemies,
- targets all allies,
- has a single available target.
While the balance changes are still mostly in progress, there has been a few tweaks mainly on the Bleeding cards. After the last patch's changes, we saw especially Bleeding-only builds fall behind. To help with this, some of the bleeding cards are tweaked and the "Open Wound" card is changed again to prevent it from being outclassed by cards like "No Mercy", which was more powerful (even with low Physical Power) while having the same cost. As a side note: I'm also working on a change involving Cara's perk to prevent it from being a disadvantage because of the accelerated decay of Bleeding. The next patch will be a small content update. I'm also planning to announce the roadmap real soon. For now, you can expect that we will move away from weekly updates to less frequent but bigger ones. If you want to follow the project more closely, I highly recommend joining our Discord Server. On Discord, I'll be posting more frequently about the game and you can directly reach me for feedback, questions, help or anything else about the game.
Full Patch Notes for v0.5.3_p2
Improvements
- Added mouse movement to the exploration phase. Clicking on a tile on the map will construct a path and the character will start moving on this path until the targeted tile is reached. Selecting tiles with a long path will cause a delay, since calculating the path takes some time. Right clicking will stop the character from continuing on the path. - Double clicking when selecting a card will quickly play the card, if there is no choice of target for the card. In other words, for cards that target all enemies/allies or when there is only one possible target. - Changed the exploration tutorial to include mouse movement instructions. - Pressing "Close Window" (ESC) key will close the map if open. - Increased the size of tooltips that show when hovering over "?" icons.
Balance
- Mend Power giving equipment now spawns. Dropped syringes will give Mend Power instead of Crit. Chance. - (Item) "Charger": Now costs 3 energy to activate its effect in both exploration and encounter. - (Card/Knife) "Bleeding Stab": Bleeding 3->4. - (Card/Knife) "Open Wound": Changed to "Inflict Bleeding damage equal to 2xBleeding on the target and reset the decay of Bleeding." - (Card/Knife) "Wounding Tantrum": Bleeding 4->6. - (Card/Shotgun) "Hip Fire": Energy Cost 2->4.
Bugfixes
- Fixed aspect ratios other than 16:9 causing unaligned UI in windowed mode. - Fixed resolution dropdown not showing the correct resolution in windowed mode. - Fixed a bug causing a crash before "Running Out of Resources" tutorial when certain cards are in hand. - Added a workaround fix for the bug where interaction between Holy Charm / Orange Reflector and Dark Armor + Coward Status was causing a hang. This bug will not cause a hang anymore, but conditions with 0 stacks may show (visual bug). A proper fix is being worked on. - Fixed equipment tooltips going out of screen. - Fixed "Recovery" card's energy cost not updating after swapping to unarmed. - Fixed card descriptions not updating after swapping weapons. - Typo fixes and clarifications.
[ 2021-08-18 16:00:30 CET ] [ Original post ]
- Draft of Darkness Linux [897.36 M]
During your journey:
- Fight with infected creatures, government robots and other survivors in a turn-based battle system.
- Explore a post-apocalyptic city consumed by darkness. Each map is procedurally generated and unique for every run.
- Build a party of survivors to help you on your journey. Each has their own deck of abilities!
- Trade to collect better equipment and cards, which you can use to strengthen your companions.
- Make important decisions. Your choices are key to progress the story forward.
Unique Weapon Based Combat System
Each card in Draft of Darkness can be used by equipping a type of weapon. Determine your strategy by building unique decks combining cards from different weapon types. Each weapon has unique mechanics that can be mixed and matched for insane combos!Explore Procedurally Generated Maps
Find friends and foes lurking deep within the dark corners of the Residence, Streets and Hospital areas. Manage the status of your party, avoid radiation and infection at all costs!Every Run Matters
At the end of every run, even if you fail, you will receive credits that can be used to open booster packs to unlock new starting cards for your next run. Every death is a chance to try out new strategies!Every Choice Matters
Draft of Darkness has a unique "meta story progression" system, where every decision can alter the outcome of the story and allow for new ways to progress. You might try different choices on your next run, but that won't always be possible.- Processor: Core i5Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Graphics Card with 2GB RAM
- Storage: 1 GB available space
- Processor: Core i7Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Graphics Card with 4GB RAM
- Storage: 1 GB available space
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