Patreon LINK.
I decided to try a couple of things in this patch.
The first is the experimental card background art you see in the picture above. Here is another screenshot on the Deck display:
I also upgraded the engine to use OpenGL 3.3. Some may see a slight performance improvement. More importantly, it allows me to use tools such as RenderDoc to help with debugging. RenderDoc, for example, only supports OpenGL >= 3.2. Everything should just work as usual but if you experience problems with this build please let me know.
The third experimental feature is a fundamental game mechanic change. Previously, your characters discard their old hand, and draw 4 cards at the start of every turn. Now, cards are kept in between turns. However, you draw 8 cards at the start of encounter, or if you start the turn with less or equal to 1 card in hand, or by using the new "Redraw Hand" button right above the "End Turn" button. I may very well revert back this change but I want to test how this new system plays out.
Exhaust mechanic got changed too. The game now separate between per-encounter cards, and per-rest cards (the old Exhausts are per rest). The Exhaust keyword now means that card can be used once per-encounter (aka, they get "recharged" at end of combat), and the "Long-Exhaust" keyword means that card can be used once per-rest. (What the old Exhaust did)
Finally, there is this new radar-ish feature in the minimap, which should help you determine which room each door actually led to.
Changelog:
- Added experimental card background art
- Added camera line-of-sight indicator on the room minimap
- Experimental change: Player-controlled characters do not discard their hand + redraw automatically every turn, instead cards are kept between rounds
- Added auto redraw if start the turns with less or equal to 1 card in hand
- Added redraw hand button that allows you to redraw your hand at cost of your turn
- Added new card keyword: Unplayable
- Exhaust card are now playable once per combat instead of once per rest
- Added new card keyword: Long-Exhaust for cards that are playable once per rest
- Added new card keyword: Free Action for cards that costs no action point to play
- Added new hand-affecting effects such as draw, discard and disrupt (not used in this build)
- Upgraded to Opengl v3.3
- Fixed softlock in Dresser
- Fixed AI releasing it's grab target too often
- Fixed Pass Turn button not reappearing sometimes