v3.5.5 - misc. bugfixes
Vortex Siege » Devlog
Summary
Fixed a couple of bugs found in playtesting.Updates
- Right after buying a card, shop costs were not appropriately turning red to indicate that they were too expensive
- Minion attack/defense was not showing up for the few seconds that a card was in the "being played" play area
- Fixed issue with monster damage scaling in multiplayer
- Minion health didn't adjust along with minion defense (max health) when an effect set the minion's defense to a new value. This made it look in the UI as though nothing had changed.
- Reworded effects that globally increase damage or minion attack to be more clear
Commentary
These are a couple of simple fixes for bugs found in playtesting. If they have something in common, it's that state management spirals out of control rapidly as the game state increases in complexity. If any lesson can be taken from this, it's that having ways to manage that state and avoid updating all aspects of it manually is critical to maintaining stability.
What's Next
We are currently working on a total rehaul of how the town mode works that will greatly affect all aspects of the game.
- The town map will have several layers of nodes around the center
- Monsters will move inwards along the network of nodes as they destroy parts of the town
- Buildings will start off weaker and can be upgraded over time
- Greatly expanded variety of buildings
- Ability for players to purchase relics to enhance their run in permanent ways
- Many other features!
Files
vortex-siege-windows.zip 506 MB
Version v3.5.5 Jun 11, 2024
vortex-siege-linux.zip 522 MB
Version v3.5.5 Jun 11, 2024
vortex-siege-mac.zip 517 MB
Version v3.5.5 Jun 11, 2024
Get Vortex Siege
Vortex Siege
Roguelite deckbuilder CCG
| Status | In development |
| Author | caesuric |
| Genre | Card Game, Strategy |
| Tags | ccg, City Builder, Co-op, Deck Building, Procedural Generation, Roguelite, Tower Defense, Turn-based |
| Languages | English |
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