v4.8.0 - Game Structure and UI Tweaks


Game Structure and UI Tweaks

In this patch, we made some fundamental changes to how the game progresses, giving players a choice of two portal types whenever a portal opens. Additionally, we cleaned up the UI for several things, giving players more ways to search through their card lists as well as other UI cleanup things. Finally, we made some balance adjustments and added a new building type.

Changelog

  • Choice of portals - Players now get a choice of two portal colors whenever a portal opens. This should enable more interesting play, since you can now direct your path towards certain bosses or types of cards.
  • Card list updates - Card lists now have searching, sorting, and favoriting functionality! This should make it easier to find the cards you care about and remember which ones you meant to come back to later.
  • New building - Medic - There is now a Medic building that heals all players for a small amount after each fight.
  • Town mechanic rebalancing - All of the town-based mechanics that let you defeat monsters were greatly overpowered and have been reduced in strength.
  • Enemy scaling - Overall enemy scaling has been increased. Additionally, enemies will scale based on how many portals of their color have opened previously, as well as based on overall campaign completion.
  • Enemy level display - You can now see what level enemies are while in town mode.
  • Bugfixes - Several bugs have been fixed:
    • Cleaned up text generation for several rule types when modifying cards in alchemy.
    • Loot card should now properly show their type as "Loot" instead of "LootOnly."
    • The YOUR TURN text will no longer behave strangely when the enemy does nothing on their turn.
    • Minions played from the enemy hand will now display attack/defense immediately instead of waiting until they snap into their correct place on the game board.
    • Some (not all) generated rule combinations that made no sense have been fixed.
    • Indestructible minions can now deal damage back to Reach minions even if the Reach minion would have killed them if they could be killed.
    • Text has been corrected when constructing some buildings in town mode.
    • You no longer need to click the settings button twice in town mode to open the settings menu.
    • The game menu will now gray out buildings you cannot afford, and will not let you click on them.
    • Downsides that are color aspected now contribute properly to calculating the color of a card.
    • The game should now always auto-save properly immediately after starting a new game.

A choice of portals

The new card sorting and filtering interface


A level 1 enemy

What's Next?

  • Greater consistency with generated card text.
  • Generated card upgrades will have reduced redundancy (no multiple copies of Reach, for example).
  • A way to see your opponents' energy.
  • Better game data persistence between different versions of the game.
  • Some UI cleanup.
  • Some card rebalancing.
  • Many bugfixes.

Thank You!

Thank you for reading, and thank you for your support! If you have any questions, suggestions, bug reports, or ideas, please don't hesitate to reach out, either on itch.io or our Discord. Have a great day!

Files

vortex-siege-windows.zip 305 MB
Version v4.8.0 17 days ago
vortex-siege-linux.zip 320 MB
Version v4.8.0 17 days ago
vortex-siege-mac.zip 316 MB
Version v4.8.0 17 days ago

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