Update Notes for Bugfix & Balance Patch v0.6.0_p2
- Bosses and elite encounters now drop rare cards. - Police companions will now start with a flashlight equipped. - Card drops will only include obtainable weapon cards (Shotgun and Chainsaw cards won't drop if the heroes who can use them aren't selected). - Card selections after encounters will mostly let the player choose between the same weapon types. These drops are more skewed towards currently equipped weapons. - Resource drops are more skewed towards usable resources. - Reduced all non-acid damage dealing enemy Acid Defenses per level from 1 to 0.5. - Fixed Fuel price (1->2). - Slightly increased Fuel drop rate. - Fuel is now printable with correct cost. - Swapped the card "Make Fuel" with "Flame Thrower", making it a run card. "Flame Thrower" is now a starting card. - (Enemy) Claw: Phys. Def Per Level 2->1; Acid Def Per Level 1->0.5; "Claw" Crit Multiplier 3x->2x; Now gets out of Stealth if she can't make other moves. - (Enemy) Shield: Now uses its guard move before block. - (Enemy) Daemon: Acid Def 0->5; Acid Def Per Level 0->0.5. - (Card/Axe) Inner Peace: Health restore 6->equal to buff/bleeding stacks removed. - (Card/Flashlight) Search in the Dark: Energy Cost 3->0. - (Card/Chainsaw) Rev Up The Engine (On): Damage multiplier 2x->3x. - (Card/Chainsaw) Stashed Fuel (On): Stash: Fuel Stacks 3->4. - (Card/Chainsaw) Reverse Bash (On): Phys. Damage 3->10. - (Card/Chainsaw) Max Setting (On): Energy Cost 6->4. Phys. Damage 5->7. - (Card/Chainsaw) Chainsaw Massacre (On): Fuel Cost 3->2. - (Card/Chainsaw) Momentum (Off): Added "Draw 1 card". - (Card/Chainsaw) Momentum (On): Fuel Cost 3->2. Added "Draw 2 cards". - (Card/Spray Gun) Corrosion Ball: Corrosion 3->5. - (Card/Spray Gun) Clinging Acid: Acid Damage 4->3; Corrosion 2->3; Energy Cost 4->2; Chem Cost 2->1. - (Card/Spray Gun) Inaccurate Eruption: Corrosion 1->2; Random Corrosion 2->3; Energy Cost 3->4; Chem Cost 2->1. - (Card/Spray Gun) Corrosion Stream: Corrosion 3->6. - (Card/Spray Gun) Make Fuel: Energy Cost 1->2; Chem Cost 3->1. - (Card/Spray Gun) Pressurize Tank: Corrosion Increase 1->2. - (Card/Spray Gun) Splash of Poison: Energy Cost 3->4; Chem Cost 2->1; Applies "Poisoned" instead of Corrosion. - (Card/Spray Gun) Craft Battery: Energy Cost 1->2; Chem Cost 3->1. - (Card/Spray Gun) Corrosion Wall: Corrosion 1->3. - (Card/Spray Gun) Lube Up: Energy Cost 1->0. - (Card/Spray Gun) Craft Acid Bombs: Will transfer attribute modifications to the bombs, will now combo with "Pressurize Tank" and "Potent Additive". - (Card/Spray Gun) Acid Bomb: Corrosion 2->6. - (Card/Spray Gun) Flammable Substance: Chem Cost 2->1. - (Condition) Corrosion: Decay duration 4->3. Also reduces Physical Defense.
- (Workaround) Temporarily disabled Daemon's encounter time limit until it's made more apparent and related bugs are fixed. Planned to be enabled back on the next update. - Fixed "Football Helmet" (and some other items) not triggering when the damage value is exactly equal to health. - Fixed equipment attributes increasing with the level of the character they are equipped to. - Fixed a bug where Daemon spares the hero with 0 health. - Fixed "Broken Fork" triggering before Riposte effect. - (Workaround) Dodge won't trigger with 0 stacks. Workaround for the bug where the conditions get stuck at 0 stacks. - Fixed "Inaccurate Eruption" not working properly. - Fixed chemical drops not being prioritised for spray gun characters. - Fixed Chemist starting with a syringe card. - Fixed Chemist character floating in the recruit screen. - Fixed some of the trophy items not having price values associated. - Fixed decapitated entities reviving with missing heads. - (Technical) Fixed error reports being generated.
[ 2021-11-06 10:22:04 CET ] [ Original post ]
Balance
- Bosses and elite encounters now drop rare cards. - Police companions will now start with a flashlight equipped. - Card drops will only include obtainable weapon cards (Shotgun and Chainsaw cards won't drop if the heroes who can use them aren't selected). - Card selections after encounters will mostly let the player choose between the same weapon types. These drops are more skewed towards currently equipped weapons. - Resource drops are more skewed towards usable resources. - Reduced all non-acid damage dealing enemy Acid Defenses per level from 1 to 0.5. - Fixed Fuel price (1->2). - Slightly increased Fuel drop rate. - Fuel is now printable with correct cost. - Swapped the card "Make Fuel" with "Flame Thrower", making it a run card. "Flame Thrower" is now a starting card. - (Enemy) Claw: Phys. Def Per Level 2->1; Acid Def Per Level 1->0.5; "Claw" Crit Multiplier 3x->2x; Now gets out of Stealth if she can't make other moves. - (Enemy) Shield: Now uses its guard move before block. - (Enemy) Daemon: Acid Def 0->5; Acid Def Per Level 0->0.5. - (Card/Axe) Inner Peace: Health restore 6->equal to buff/bleeding stacks removed. - (Card/Flashlight) Search in the Dark: Energy Cost 3->0. - (Card/Chainsaw) Rev Up The Engine (On): Damage multiplier 2x->3x. - (Card/Chainsaw) Stashed Fuel (On): Stash: Fuel Stacks 3->4. - (Card/Chainsaw) Reverse Bash (On): Phys. Damage 3->10. - (Card/Chainsaw) Max Setting (On): Energy Cost 6->4. Phys. Damage 5->7. - (Card/Chainsaw) Chainsaw Massacre (On): Fuel Cost 3->2. - (Card/Chainsaw) Momentum (Off): Added "Draw 1 card". - (Card/Chainsaw) Momentum (On): Fuel Cost 3->2. Added "Draw 2 cards". - (Card/Spray Gun) Corrosion Ball: Corrosion 3->5. - (Card/Spray Gun) Clinging Acid: Acid Damage 4->3; Corrosion 2->3; Energy Cost 4->2; Chem Cost 2->1. - (Card/Spray Gun) Inaccurate Eruption: Corrosion 1->2; Random Corrosion 2->3; Energy Cost 3->4; Chem Cost 2->1. - (Card/Spray Gun) Corrosion Stream: Corrosion 3->6. - (Card/Spray Gun) Make Fuel: Energy Cost 1->2; Chem Cost 3->1. - (Card/Spray Gun) Pressurize Tank: Corrosion Increase 1->2. - (Card/Spray Gun) Splash of Poison: Energy Cost 3->4; Chem Cost 2->1; Applies "Poisoned" instead of Corrosion. - (Card/Spray Gun) Craft Battery: Energy Cost 1->2; Chem Cost 3->1. - (Card/Spray Gun) Corrosion Wall: Corrosion 1->3. - (Card/Spray Gun) Lube Up: Energy Cost 1->0. - (Card/Spray Gun) Craft Acid Bombs: Will transfer attribute modifications to the bombs, will now combo with "Pressurize Tank" and "Potent Additive". - (Card/Spray Gun) Acid Bomb: Corrosion 2->6. - (Card/Spray Gun) Flammable Substance: Chem Cost 2->1. - (Condition) Corrosion: Decay duration 4->3. Also reduces Physical Defense.
Bugfixes
- (Workaround) Temporarily disabled Daemon's encounter time limit until it's made more apparent and related bugs are fixed. Planned to be enabled back on the next update. - Fixed "Football Helmet" (and some other items) not triggering when the damage value is exactly equal to health. - Fixed equipment attributes increasing with the level of the character they are equipped to. - Fixed a bug where Daemon spares the hero with 0 health. - Fixed "Broken Fork" triggering before Riposte effect. - (Workaround) Dodge won't trigger with 0 stacks. Workaround for the bug where the conditions get stuck at 0 stacks. - Fixed "Inaccurate Eruption" not working properly. - Fixed chemical drops not being prioritised for spray gun characters. - Fixed Chemist starting with a syringe card. - Fixed Chemist character floating in the recruit screen. - Fixed some of the trophy items not having price values associated. - Fixed decapitated entities reviving with missing heads. - (Technical) Fixed error reports being generated.
Draft of Darkness
Crawly Games
Crawly Games
2021-07-30
Strategy RPG Singleplayer EA
Game News Posts 86
🎹🖱️Keyboard + Mouse
Very Positive
(226 reviews)
https://crawlygames.com/draft-of-darkness
https://store.steampowered.com/app/1380650 
Draft of Darkness Linux [897.36 M]
Draft of Darkness is a roguelike deckbuilder in a post-apocalyptic setting with survival horror and resource management mechanics. Select a hero, build your starting deck and start your adventure!
During your journey:
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.MINIMAL SETUP
- 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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