CrysCo Update Notes – September 12, 2018

9/12/2018 – September 12th Update Notes

We have constructed several new battlefields, made several significant game changes, and grinded out a ton of bugs and user experience issues.

Game Changes

  • The market is no longer available unless you own a unit with the Trading Post sub-card type.
  • The investments window is no longer available. Most of the investments have been or will be transferred to structure cards or build sites.
  • Support operations–structures that generate resource–now have an Upgrade ability that adds more health, line of sight, and generates one extra resource each turn. The cost to upgrade is 1 faction and 1 pink-crystal resource.
  • Overshield buff (prevents attacks) now maxes out at 1.
  • The initial max population has been increased from 4 to 8.

Hand UX

  • The display of cards in hand has been overhauled:
    • Animations and card movement are much more fluid.
    • Cards now glow to indicate playability.
    • Cards are displayed when they are discarded.
  • The mulligan window has been updated to make the mulligan process much more clear.

Battlefields

  • Added a new battlefield named Tawny Mesa: a cross-shaped map where a single Menhir sits atop a central mountain protected by a Terrorizing Roc.
  •  Added a new battlefield named Serene Prairie: an arena-shaped map where both players start with a walled in base. The field in between players is home to many wild animals that drop Meat.
  • Added new battlefield named The Bluffs: a lane-shaped map with plenty of hills and a central build site on top of a fortified hill.
  • Added a new battlefield named Smoke Lake: an arena-shape map with a center lake, docks, and turtles.
  • Added a new battlefield named Grassland Pass: a lane-shaped map with a central build site that is protected by a Frontier Bandit.

Card Updates

Crystal (Pink)

  • Changed Frontier Turret‘s Auto-Shot so that it no longer can target invisible units.
  • Changed Guard Tower‘s Auto-Shot so that it no longer can target invisible units.

Intellect (Orange)

  • Changed Countervail Turret‘s Chilling Missiles so that it no longer can target invisible units.
  • Changed Artillery Turret‘s Heat-seeking Missiles so that it no longer can target invisible units and added a 1-turn cooldown.
  • Changed Energy Mine so that its trap is no longer ignorable but now stuns instead of silences.
  • Gave Corporal Ryden‘s Perpetual Overshield no condition duration.

Nature (Green)

  • Changed Seed Turret‘s Shoot Seed so that it no longer can target invisible units.
  • Changed cost of Sew Seeds from 1N1C to 2N.

Spirit (Light Blue)

  • Updated Sonnenbrand‘s Sunburned condition so that it also triggers on attacking and activating abilities.

Wealth (Yellow)

  • Reduced the attack of Outlander Flamethrower‘s Fire Blast ability from 2 to 1.
  • Reduced the attack of Outlander Handcannon‘s Shrapnel Shot from 2 to 1.
  • Reduced the attack of Outlander Snare Gun‘s Ensnare from 2 to 1.
  • Gave Fleetfire Fort‘s Furnish Explosive +1 swiftness and to no longer have a cooldown but a 3-Wealth cost. The Chuck Petard ability given by Furnish Explosive no longer has a 3-Wealth cost.
  • Increased the number of Palisades spawned by Fleetfire Fort‘s Barricade technique from 6 to 12.
  • Changed Fleetfire Commodore Butros by removing his Structure Razer and Multistrike abilities and giving him Setup Fort (morph to Fleetfire Fort)
  • Changed Fleetfire Cannoneer by removing hits Set Up Cannon ability and replacing it with Structure Razer.

Environment

  • Added a new uncollectible creature card called Frontier Militia: a weak melee unit with Pierce.
  • Added a new uncollectible creature card called Frontier Man-At-Arms: a weak melee unit with agility.
  • Added a new uncollectible creature card called Frontier Champion: a melee unit with Adamantine (can only be dealt 1 damage at a time).
  • Added a new uncollectible spell card called Meat: give +2 health permanently.
  • Added a new uncollectible spell card called Milk: give +1 health for 2 turns.
  • Added a new uncollectible creature card called Wild Goat: a weak melee unit that can interact for Milk and drops Meat on death.
  • Changed Senile Prospector‘s Reactive Leap so that it no longer can target invisible units.
  • Added Ethereal Rune: uncollectible spell card that gives an ally ghostform for two turns.
  • Added Illumination Rune: uncollectible spell card that gives an ally +10 LOS until the end of turn.
  • Added Rune of Quaking: uncollectible spell card that deals AOE 1 damage to 3 units.
  • Added Contract Book: uncollectible claimable card to claim to draw 1 card.
  • Updated Contract Thief‘s Drop Contract ability to drop a Contract Book instead of draw a card.
  • Removed Senile Prospector‘s Drop Contract ability.
  • Reduced attack of Terrorizing Roc‘s Territorial leap from 2 to 1.
  • Added a 1-turn cooldown to Frontier Turret‘s Auto-shot ability.
  • Added Wild Bear: an uncollectible AI card that has toughness and drops Meat.
  • Added Wild Boar: an uncollectible AI card that has 1 armor and drops Meat.
  • Added Wild Fox: an uncollectible AI card that has agility and drops Meat.
  • Added Wild Stag: an uncollectible AI card that has pierce and drops Meat.
  • Increased cost of Frontier Mining Camp from 0C to 2C.
  • Added Frontier Trading Post: an uncollectible blueprint card that gives 1 Crystal each turn and enables market use.
  • Added Frontier Barracks: an uncollectible blueprint card that increases population by 7 and spawns 1 Frontier Miner or Frontier Militia each turn.
  • Added Frontier Fortress: an uncollectible blueprint card that has a ranged AOE random damage attack and an activated ability that spawns two Palisades.
  • Added Upgrade ability to Frontier Mining Shaft to transform to Frontier Trading Post.
  • Added Upgrade ability to Frontier Outpost to transform to Frontier Barracks.
  • Added Upgrade ability to Frontier Rockslinger to transform to Frontier Fortress.
  • Reduced all blueprint costs to 1C, except Menhir, which was reduced to 3C.

Bug Fixes and Polish

  • Re-enabled chat function in settings.
  • Added many new models for turret cards.
  • Created a projectile system for turrets so that they rotate and shoot properly.
  • Attacking, interacting, and moving can be done much faster now.
  • Units now rotate towards the nearest visible enemy when moving or entering battlefield. Units now rotate towards enemies whenever visible enemies enter or move.
  • Walls now spawn away from the ability owner’s position OR the target (e.g. Buttress).
  • Fixed a potential issue with the map generator where no paths would be created between the two players.
  • Fixed a bug with AI movement where it would constantly wander for no reason.
  • Fixed an issue where the AI would play the captain over and over again, while ignoring other cards in hand.
  • Fixed a bug where damage dealt to damageable interactable units was always zero.

 

Join CrysCo’s community Discord to play: http://discord.crystalcompanies.me

Follow Boreal Games on Twitter: http://twitter.com/boreal_games

Things Fall into Place

rock pile

It’s not quite fall, but things are coming together nicely as summer concludes. Not only are the procedurally generated battlefields improving daily, but the visual style of Crystal Companies is cohering nicely as well. Progress and plans for the future abound in this end-of-summer/beginning-of-fall update!

Procedural Generation: The Latest

This video shows some of the most recent developments on the map-generation front in Crystal Companies (of course, to see the very latest you should just get yourself a Steam alpha key from our Discord server!).

Environmental Assets

Here are the latest results from Johnny Halcyon’s hard work!

yellow longspur lupine purple longspur lupine rock pile matgrass

QoL

As usual, there were so many improvements this month–too many to mention here. However, Brad’s devblog post catalogs them in detail here.

I’ll mention a few highlights:

  • Battlefield shapes are diversified and will likely become archetypes in addition to random map options
  • Many stock structure models have been improved across Wealth (yellow) and Intellect (orange)
  • Card glow (which indicates playable cards in hand) is now amplified

On the Horizon

The next month includes preparing for Granite State Comic Con (and probably a few more events that we will tell you about later!) and polishing Crystal Companies’ game mechanics and UX/UI. Both of these major initiatives should result in a smoother onboarding experience for new players and increased functionality across the game. Needless to say, these are exciting times!

As an end note, don’t forget to like us on Facebook–where we’ve begun a new series called “Procedural Map Monday” wherein we post games played on procedurally generated maps–and follow us on Twitter, Twitch for Wednesday-night dev streams, and hop onto our Discord server to chat and/or get a FREE Steam alpha key!

CrysCo Update Notes – August 21, 2018

8/21/2018 – August 21st Update Notes

We’ve continued to expand the procedural generation functionality, updated card mechanics, and improved environmental and UI visuals.

Game Changes

  • Units with Waterbound can now walk on and over shallows, in addition to water.

Procedural Battlefield Updates

  • Environment models (e.g. rocks, flowers, grass, and trees) are now spawned outside of a generated battlefield corresponding to its assigned eco-region and habitat.
  • Added functionality to generate a water body around a mountain.
  • Added functionality to generate oceans and islands.
  • Added functionality to border an area on on flat or elevated terrain.
  • Added functionality to create spiral/straight ramps for elevation.
  • Added functionality to generate different shapes of battlefields:
    • Corner-lane: straight lane from one corner to another.
    • Edge-lane: straight lane from one  edge to another.
    • Arena: regular hex shape.
    • Horseshoe: hex shape with a smaller hex area subtracted from one corner.
    • Cross: crossed corner and edge-lane.

Card Updates

Intellect (Orange)

  • Added a 1-turn cooldown to Isa’s Acquire Contract reactive technique.
  • Gave Supply Balloon Flying.
  • Changed Imperial Artificer’s Clone Structure technique to not be able to clone command posts nor support operations.
  • Updated Portal to be able to port enemies, and gave it Spiritform.
  • Reduced cost of Countervail Turret from 3I to 2I. Gave its Chilling Missiles ability a 1-turn cooldown.

Wealth (Yellow)

  • Renamed Gabion to Palisade and gave it a Deconstruct ability.
  • Renamed Fleetfire Cannonade to Fleetfire Fort. Added a reactive technique called Barricade that, when morphed to, spawns Palisade’s around the fort. Added an activated technique called Furnish Explosive that gives 1 ally the Chuck Petard ability until the end of turn.

Environment

  • Added a new claimable card called Cursed Bones. When claimed, it spawns 1 of three Skeleton cards.
  • Changed Wandering Conjurer’s Drop Loot technique to drop 1 Cursed Bones instead of immediately draw cards.
  • Reduced health of Frontier Bandit from 6 to 5. Reduced drop amount of loot from 2 to 1.
  • Reduced health of Terrorizing Roc from 15 to 12, attack from 4 to 3, and drop amount of loot from 4 to 3.

Bug Fixes and Polish

  • Fixed several issues with technique targeting so that units do not incorrectly trigger Territorial or other trap reactive techniques.
  • Fixed a bug with some territorial condition techniques where the targets would not be inflicted with the technique’s condition.
  • Fixed an issue where a trap could be placed on top of another trap.
  • Fixed a bug where units couldn’t be placed correctly when spawned from techniques.
  • Fixed an issue with AI where it would not place units inside a walled-in base.
  • Fixed an issue with AI movement where AI would move to a hurtful terrain location.
  • Fixed issues with the radial menu and action panel so that attack abilities with a cooldown show the cooldown count.
  • Fixed some issues where colliders would interfere with clicking units.
  • Updated Unity to 2018.2.3f1
  • Skirmish score now multiplied a little based on the map shape and map radius. Bigger map typically means higher multiplier.
  • Added capability to reconnect to a skirmish after a player leaves the game client and reopens.
  • Replaced several models with cooler ones.
  • Most turrets and other structures/siege now rotate and shoot projectiles instead of merely instantiating effects when attacking.
  • Cards now display a really cool glow animation when they are playable.

Mid-Summer Update: 2018 Edition

Summer is in full swing, and since our last post, the BG team has implemented a bunch of user-facing improvements and features–see for yourself! (Read on below and/or hop into our Discord to get an alpha Steam key.)

Introducing: Saen Sure-Shot

Of the captain models we wanted to commission pre-Kickstarter, Saen was at the top of the list. Now her new model is implemented in-game!

Saen is a unique personality and no stock model could come close to doing her character justice. In addition, Yellow/Wealth is the only one of the sub-crystal types to not have two playable captains currently. Thanks again to Micah Masbaum for working with us and producing this awesome model! (Next up: rigging and animating!)

Procedurally Generated Maps

Last month at Port Con we debuted a test version of the “random” map selection feature. Not only was it surprisingly fun, it was a bit too random! In addition to dialing the craziness down (in a good way) we also augmented the experience with the first pieces of a whole batch of new environment models and textures.


As you can see in the video, map size, terrain and terrain effects, water features (with a new build site type: dock), elevation, and even AI creatures and win-condition are randomized in this mode!

(Check out that grass! More environment updates to come from Johnny Halcyon.)

Shop

That’s right: DLC will someday be available for purchase. For the time being, the implementation of a functioning shop is more of a backend win (integration with Steam, a user-friendly menu system, all new currencies, etc.), but down the road expect an appealing storefront for redeeming in-game currency as well as cash for in-game items, including packs of cards and aesthetic changes! (Just for the record, we aim to release CrysCo as a FTP game that will always reward skill above monetary investment.)

On the Horizon

As always, check out Brad’s latest update notes post to see a comprehensive list of game changes and technical tweaks from the last month. We have plenty more coming down the pipe (especially visuals and functionality improvements).

With another month in the books, we hope to continue to hear from you about what you would like to see happen in Crystal Companies as far as game improvements and community engagement–hit us up on Twitter, during our Wednesday Twitch stream, and as always on Discord. We have a Facebook page, too if you want to give us a “like!”

 

CrysCo Update Notes – July 26, 2018

7/26/2018 – July 26th Update Notes

 

In this update we overview the significant improvements to procedural map generation, new in-game shop, and continued Nature faction revisions.

Game Changes

  • Fatigue is now given to morphed and cloned units.
  • Units killed by allies are no longer counted in the skirmish report’s kill/death ratio.

Procedural Battlefield Updates

  • Added functionality to generate lake water bodies with docks.
  • Added functionality to generate mountains with conquer points, a boss enemy, and minion enemies.
  • Added functionality to initially wall in each player’s base.
  • Added functionality to initially put each player’s base on top of a hill.
  • Added in path-checking in order to mitigate maps where players are entirely blocked off from one another.
  • Updated randomized unit spawning so that support operations, build sites, claimable units, and environmental enemies are not spawned next to each other.

In-game Shop

  • Added in a shop where players can purchase packs of cards using the in-game currency called Imperial Notes. This shop will become more relevant as we add in rewards, achievements,  daily quests, and login rewards.

Visual Updates

  • Replaced current battlefield tiles and some vegetation with custom models and materials.
  • Battlefields that are generated at the start of a skirmish now have an associated style that informs the look of the environment (e.g. a grasslands environment will have more grass, less rocks).
  • Water and shallow water have been replaced with an actual water object so that water is easier to identify.
  •  Added a custom model for Saen Sure-Shot.

Card Updates

Intellect (Orange)

  • Changed Buttress to only target allies.
  • Changed Portal so it can port creatures and/or structures. Increased its Ephemeral duration from 1 to 2 turns.

Nature (Green)

  • Gave Pitfall Trap the plant sub-card type.
  • Added
  • Replaced Brambleroot card from Resistance Shaman’s Sprout ability with Ballistixia.
  • Added a new rare trap card called Set Ironroot Trap (spawns Ironroot Trap) that costs 2N1C.
  • Added a new trap called Ironroot Trap that when triggered spawns an Ironroot on each spot adjacent to the foe. Range is 3 spaces.
  • Renamed Brambleroot to Ironroot and replaced its abilities with just toughness. Increased its health from 1 to 3. Is no longer is a trap.
  • Replaced Sea Canopy Windsinger‘s Territorial leap-AOE-damage effect with push.
  • Replaced Sea Canopy Skyhunter‘s Territorial damage-bleed effect with leap-AOE-damage-bleed effect. Increased its health from 2 to 3.
  • Decreased cost of Primal Rally from 6N2C to 4N2C and changed its rarity from uncommon to rare.
  • Changed Fellshroom’s Poisonous Spore to deal 1 damage in addition to inflicting poison.
  • Increased LOS of Direvine from 0 to 3. Removed its attack ability with an activated pull ability.
  • Added a new spell card called Bellow of the Grove: inflict vulnerability and fear on 7 enemies until the the end of turn.
  • Added Oldgrowth Kudzu: plant wall that has 1 armor.
  • Changed Deeproot Kuzu so that it no longer deals damage to itself when it uses its Proliferate ability, and it now evolves at 5 health to Oldgrowth Kudzu.
  • Increased the rarity of Sanctuary Bower from uncommon to rare. Increased the amount of health gained from Enlarged from 1 to 2 and increased the range of Cover from 2 to 3 (still has minimum range).
  • Increased Pelagorn’s Territorial intensity to give +2 attack and health until the end of next turn. Also gave it an activated ability to spawn a Pelagorn Egg.

Spirit (Light Blue)

  • Added a 1-turn cooldown to Traist, Prince of Hochraun’s Arrow Storm ability.
  • Changed Corpusant‘s Destructible trigger to be called Dissipate and added a trigger so that it dies whenever it is targeted by a spell.

Wealth (Yellow)

  • Changed Wandering Conjurer‘s Territorial trigger to only target plants and creatures.

Environment

  • Updated Stone Giant to drop only the lowest tier of crystal fragment without cooldown and also condition adjacent units with cripple whenever it takes damage.
  • Added a new uncollectible siege card called Masterian Cutter: a waterbound boat that has a ranged attack, and deals 1 extra damage to structures.
  • Added a new blueprint called Frontier Dock that has an activated ability to spawn a Masterian Cutter.
  • Added a new buildsite called Ruined Dock where a Frontier Dock can be built.
  • Added an activated ability to Barricade that destroys it. This is so that walls can be destroyed if they are impeding their owner’s progress.

Bug Fixes and Polish

  • Fixed some issues with double-clicking to confirm movement where the character would not move.
  • Fixed some issues with abilities that spawn units randomly within a range so that they now prioritize “safe” positions (i.e. ones that do not harm units).
  • Fixed a bug with Bleeding and Constricted conditions where the condition would not trigger each turn
  • Fixed a gameplay bug where blinded units could not see themselves.
  • Fixed a gameplay bug where investments wouldn’t update correctly when the client reconciled with the server after a reconnect.
  • Fixed damage calculation so that conditions ignore elevation.
  • Fixed ability range for spawn abilities highlighting so that hexes are properly removed based on if the spawned unit can move to the position or not.
  • Fixed an issue where the turn timer would not resume after reconnection.
  • Fixed a text-parsing issue with Heal/Cleanse ability texts where the amount was excluded.
  • Fixed a technical issue with the push mechanic so that it checks the between position correctly.
  • Fixed a text-parsing issue with Evolve ability texts where the condition to evolve was excluded.
  • Added several missing card images for characters.
  • Changed the icon for interact on the radial menu and action panel from a sword to a pickax.
  • Modified the shader on void spots to correctly appear under FoW, above terrain, and under characters.
  • Added LOD groups to some objects.
  • Updated Unity engine to 2018.2.

 

Join CrysCo’s community Discord to play: http://discord.crystalcompanies.me

Follow Boreal Games on Twitter: http://twitter.com/boreal_games

CrysCo Update Notes – July 2, 2018

7/2/2018 – July 2nd Update Notes

In this update we focused on creating new battlefields, revising the Nature faction, and fixing many bugs and user experience issues.

Game Changes

  • All battlefields (even ones in testing) are temporarily available to all players.
  • Most siege units now have 1 line of sight.
  • Changed the Blinded condition to always reduce line of sight to zero.
  • Added interface volume to audio settings.
  • Added control settings so that players have more control on camera panning and zooming speeds and are able to enable or disable camera panning features.

New Battlefields

  • Battlefront: players each start in a walled-in fort defended by a Frontier Turret.  An interactable Frontier Workshop exists to the left of each base and more Crystal Formations to the right. Great for late-game decks to easily boom without interruption.
  • Hillfort: players start at the top of their own hill with few resources. More resources are found in the flatlands below each hill, so exploration is key. A Frontier Menhir is in the center of the map but is surrounded by fire.
  • Full Random: procedurally generated map where players can experience any terrain type, elevation, AI creature, or interactable unit. Map size is also randomized.

Card Updates

Intellect (Orange)

  • Increased cost of Artillery Turret from 1C 3I to 2C 3I.
  • Reduced cost of Utility Turret from 2C 4I to 1C 3I.

Nature (Green)

  • Re-added Resistance Shaman (in place of the now depreciated Resistance Herbalist) with new abilities: Immunity and an activated ability to spawn one of three plant trap/bomb units (Brambleroot, Amorphia, or Fellshroom).
  • Added a new potion uncollectible spell card called Sylg Leaf Tonic: give +2 health to all creatures for 2 turns.
  • Added a new uncollectible plant trap card called Brambleroot: constricts enemies in range when it dies, destroys itself when enemies enter range, and has invisibility.
  • Added a new uncollectible plant trap card called Amorphia: gives the plant sub-type to all enemies in range when it dies, destroys itself when enemies enter range, and has invisibility.
  • Changed Fellshroom so that it destroys itself when enemies enter range, and has invisibility.
  • Changed Wandering Mandrake‘s Cursed Screech ability to trigger on death. Gave it Invisibility.
  • Combined Deeproot Toxinist and Resistance Herbalist into Deeproot Herbalist. Both cards were almost identical except that they Harvested for different potions. Added a third potion, called Sylg Leaf Tonic that can be harvested.
  • Changed Woodfolk Keeper to spawn a Honey Bee on enter and whenever a plant enters. Removed its Produce Bee activated ability. Added an activated ability to harvest a plant to draw a Honey card. Added a trigger that spawns a Keeper Seed when Woodfolk Keeper dies.
  • Changed condition on Direvine‘s Territorial ability from Entangle to Constrict.
  • Updated Renskelon Wolfsgrube to have a melee attack, spawn a Dire Wolf instead of a regular wolf on enter, and have a territorial ability to spawn a Dire Wolf.
  • Replaced Forestal Bard‘s activated ability Melody of the Grove with Broadwood Song: give +2 health and LOS to all plants and creatures for 2 turns.
  • Gave Woodfolk Harrower an activated ability called Bellow of the Grove: inflict Fear and Vulnerability on all enemy creatures within range.
  • Gave Groven Piper Zeal but reduced its attack to 0. Also reduced cost of its activated ability,Tranquil Melody, from 2N to 1N.
  • Increased amount of health gained from Soul Seedling‘s Grow from 2 to 4.
  • Reduced cost of Spider Broodmother’s Produce Arachnid Egg ability from 2N to 1N.
  • Reduced amount healed and cleansed on Honey from 4 to 3.
  • Reduced range of Forest-Floor Gardiner’s Sprout ability from 3 to 2. Changed the card that is spawned from Fellshroom to Soul Seedling.
  • Reduced cost of Pitfall Trap from 1C3N to 3N.
  • Reduced Deeproot Harvester‘s cost from 2N to 1N.
  • Reduced range of Starnys Grovekeeper‘s Sprouting Melody from 10 to 7.

Spirit (Light Blue)

  • Replaced Menhiran Hopplite‘s Pierce attribute with Zeal.
  • Added new spirit legendary called Harken Knight of the Menhiran Order : 5/6/4/4 with ranged attack that can pierce 3 units, Zeal, Faithful trigger to give Overshield, and a leap AOE burn/blind ability.
  • Reduced cost of Cataclysm from 4C 10S to 4C 7S.

Wealth (Yellow)

  • Reduced attack on Alomian Rogue from 3 to 1. Replaced its Bounty ability with Steal: AA to deal 1 damage to creature and gain 0 to 3 wealth.
  • Changed Helmscross Brawler‘s Bloodlust ability to inflict Bleeding instead of Vulnerability, and the ability no longer gives Multistrike. Its Adrenaline now gives Multistrike in addition to +1 attack and only triggers when it is dealt damage in combat.
  • Reduced Drake Isle Madcap‘s attack from 2 to 1 and increased its movement from 4 to 5.
  • Reduced cost of The Wasp from 3W to 2W, attack from 2 to 1, and Creature Razer amount from 2 to 1.
  • Reduced Drake Isle Mutineer‘s movement from 5 to 4.

Environment

  • Reduced LOS of Frontier Outpost from 5 to 3.
  • Fontier Turret’s Auto-Shot now has a minimum range.
  • Reduced LOS of Frontier Rockslinger from 5 to 4.

Bug Fixes and Polish

  • Created a simple character platform for detail view that characters stand on.
  • Units that die on quicksand or void now sink into the ground
  • Updated legendary AI so that it doesn’t automatically draw 2 cards per turn.
  • Added descriptions for terrain type effects.
  • Added new soundtrack to the start view.
  • Added information about the effects of certain terrain types and higher elevation to the help menu.
  • Fixed Imperial Reaver‘s Reinforce ability so that it works properly when building a tower.
  • Fixed card id on Frontier Workshop so that it is not duplicated.
  • Fixed an issue with AI where a dead unit could keep trying to do things even after it was dead.
  • Fixed several issues where units with a Territorial trigger would target their allies.
  • Fixed bug where reverse entranced unit would not return to its owner’s control.
  • Fixed bug where dealing 0 damage would trigger the dealt-damage trigger on a unit.
  • Fixed a bug where AI would not attack enemies with Overshield.
  • Fixed a bug where Wild Brute would keep its interact ability even after it has been interacted with.
  • Fixed a card id issue with Sea Canopy Windsinger so that it is now playable.
  • Fixed some potential issues with AI movement (no longer walking on lava and prioritizing higher elevation elevation).
  • Fixed an issue where claimables and AI were spawned on lava and other hurtful terrain types.
  • Fixed issue where clicking a card in the collection view would not load spells correctly.
  • Fixed an issue with the tutorial where it would give resource incorrectly.
  • Fixed a bug with updating the fog of war where if it was updated too quickly, would not change the fog correctly.

 

Join CrysCo’s community Discord to play: http://discord.crystalcompanies.me

Follow Boreal Games on Twitter: http://twitter.com/boreal_games

Sum Sum Summertime

It’s been a minute since we wrote our last update–for good reason: we’ve been busy! SUMmer output is adding up…

Technical Improvements

Last update we announced the reintroduction of deck-building. Now we have the foundation set for player inventory and shop functionality!  MENUS!!! All of this is integrated with Steam, so we will be able to quickly roll these features out when CrysCo launches.

Also, a reconnect feature has been added and is live now. Look for more robust random map features in the near future, too.

As always, there will be more to come on this front, but in the meantime, you can check out our latest dev blog post for a more detailed breakdown of in-game changes that occurred recently.

Art

Here’s a first-look at a new captain! Saen Sure-Shot will be the next main to be finished a playable. We are super pumped to be working with yet another inspiring artist and we hope to have a final version of Saen to show off soon!

As for other Crystal Companies art initiatives mentioned last time: all that and more is coming your way soon!

Last but not least…

The Boreal Games team is heading to PortCon in Portland, Maine, this weekend! If you’re local, come by and say ‘hi’ and/or pick up a poster!

On the Horizon

To sum it up, the past month marked the end of one sprint and the start of another. A lot of behind-the-scenes work was accomplished, and more front-facing work is coming down the pike. Stay tuned and be sure to jump into Discord to let us know what you think and get a free alpha steam key if you haven’t already!

 

 

 

CrysCo Update Notes – June 12, 2018

6/12/2018 – June 12th Update Notes

New Steam-integrated inventory system, reconnection feature, and plenty of card updates, game changes, and bug fixes.

Inventory System

  • Players now have an inventory connected with Steam. There are several types of items that can be opened to get cards, currency, or packs of other items.
  • Notable items are the Imperial Notes Pack (gives currency) and the Contract Pack (gives cards).
  • We are currently working on rewarding items for winning skirmishes, so look out for that soon!

Skirmish Reconnection

  • Now if a player disconnects from a skirmish, the game will wait up to two minutes for that player to reconnect and resume gameplay.
    • If a disconnected player does not return within two minutes, that player that left will automatically forfeit the skirmish.

Game Changes

  • Changed the claim action to a more general “interact” action.
    • To interact with a valid interactable, move a creature unit next to it and use the radial menu or unit action panel to select the “Interact” action. Then select the interactable.
    • Units may now only interact once per turn.
    • Some interactables can still be stepped on. In  this case, the interactable will only be activated if the unit stepping on it has not already interacted that turn.
  • Changed all heal/cleanse abilities to be able to target enemies (for mind controlled units).
  • Destroyed walls and crystal formations no longer are added to the kill count of a skirmish report.
  • Changed Strongholds investment to give +8 population instead of +9 so that 20 is the new default max population.
  • Change name of Swamp terrain type to Shallows. Structures can no longer be built on Shallows.
  • The Stunned condition now disables a unit from interacting.
  • Leaping from higher to lower elevation now increases ability amount by 1. No reduction from leaping from lower to higher, however.
    • e.g. if Quinnlus uses his Thrust ability, leaping from a higher elevation to a lower elevation, he will deal 2 damage instead of 1 to each unit that is on a lower elevation.

Card Updates

Intellect (Orange)

  • Increased cost of Link Lightning from 3I to 4I and gave it the ability to target structures/traps in addition to creatures.
  • Reduced amount Imperial Reaver‘s Reinforce reactive ability from 2 to 1.
  • Reduced cost of Imperial Mason‘s spawn Barricade ability from 3I to 2I.

Nature (Green)

  • Removed the cost on Deeproot Kudzu‘s Proliferate ability.
  • Renamed Young Arachnid to Spiderling.
  • Renamed Young Tree Lizard to Tree Lizard Hatchling.
  • Gave all second-generation evolvable units a Harvest ability to eat a plant to gain health.
  • Reduced cost of Deeproot Toxinist from 3N to 1N. Fixed an issue with text parser on Scavenge Potion.

Spirit (Light Blue)

  • Gave Ascendant Seraph Zeal.

Wealth (Yellow)

  • Gave Automaton Zeal.

Environment

  • Added new interactable units:
    • Wild Brute: interact to gain control of it.
    • Frontier Trading Post: interact to gain 2 resource based on your resource generators.
    • Frontier Bivouac: interact to recruit a solider.
    • Scrivener’s Tent: interact to acquire one of three spell cards.
    • Smithy’s Tent: interact to acquire one of three weapon spell cards.
    • Apothecary’s Tent: interact to acquire one of three potion spell cards.
    • Imperial Workshop : interact to acquire one of three siege, repair structure, or build structure cards.
    • Strongbox: interact to drop various items.
  • Added Dead Tree : uncollectible, breakable wall.
  • Increased health of Frontier Bandit from 5 to 6, reduced movement from 4 to 3.
  • Changed Terrorizing Roc so that it now drops loot on death, and has a territorial leap-AOE damage trigger. Reduced its movement from 4 to 3. Increased its health from 12 to 15.
  • Gave a 1-turn cooldown to Masterian Geomancer’s drop crystal ability, and also changed the drop crystal ability so it now only drops the smallest Crystal fragment.
  • Increased attack of Frontier Rockslinger from 3 to 4.
  • Increased cost of Restored Menhir from 2C to 4C.

Bug Fixes

  • Fixed ability text parser to correctly put the ability owner name in passive technique texts.
  • Fixed Zeal so it properly reverses fatigue.
  • Removed several instances of excess “for” words in ability texts.
  • Fixed card id of Countervail Turret so it is now playable.
  • Fixed Zligen Carbine‘s text to show condition duration.
  • Fixed issues with captain costs after death increasing incorrectly.
  • Fixed issues with AI not moving at all.
  • Fixed bug where the skirmish report would always show “Defeated”.
  • Fixed issues with AI infinitely interacting with multi-visitable interactables.
  • Fixed issue where movement cost was not calculated correctly on elevation.
  • Fixed visual issue with dropping interactables at correct targets.
  • Fixed targeting for location-targeted abilities so that they can target locations that are occupied by a trap.
  • Fixed a bug in changing ownership of units where the wrong player was given control of the changed unit.
  • Fixed issues with registering users and initializing user correctly

 

Join CrysCo’s community Discord to play: http://discord.crystalcompanies.me

Follow Boreal Games on Twitter: http://twitter.com/boreal_games

Finally!

A wild new feature appears! Deck-building is back and better than ever. Check it out for yourself by:

1) joining our Discord server (discord.crystalcompanies.me)

2) typing !key in chat

3) redeeming the Steam key you receive and downloading CrysCo.

Now, for those who prefer it, read on below about our progress over the last month and a half.

Deck-Building Functionality

Here is a video that will do a better job than I can of describing what has been added to the game:

Worth noting about the current iteration of the deck-building capabilities:

  • Each player has been temporarily given the full library of available cards.
  • You can now create fully customized decks.
  • Searching and filtering a collection can be done via the filter buttons or search field at the bottom of the deck editing view.

Card Updates

To see a full list of recent card updates, head over to our Dev Blog.

In summary, a lot of interesting updates have been made to Intellect (orange) and Wealth (yellow) so maybe that’s where you should start when building your first deck?

Art

After receiving some amazing new art (featured in the new build of the game!) we have already begun commissioning art of another kind: new models! This should include not only a new captain character but also updates to the environment assets. Expect to see more on this front over the next month or so. Some models already in the pipeline (see previous monthly updates) should reach completion relatively soon as well!

On the Horizon

This month ended the first big sprint of the year for the Boreal Games Team. We successfully re-implemented the deckbuilding screen. But we are already hard at work on the next one! No spoilers yet, but a hint is in order: check the new nav and you can begin to guess what features are coming next. This series of sprints is meant to culminate in a (successful?) Kickstarter, so as you follow along, we’d love to hear ways we can continue to improve the game and help build our community’s interest!

P.S. one more time: if you want to play CrysCo, join the Discord 🙂

discord.crystalcompanies.me

 

CrysCo Update Notes – May 13, 2018

5/13/2018 – May 13th Update Notes

This past sprint revolved around implementing an overhauled deck editor and refreshing card functionality in Intellect.

Deck Editor:

  • We are pleased to announce the newly updated deck editor and collection viewer, which hasn’t been a part of Crystal Companies for a long while.
  • Each player has been temporarily given the full library of available cards.
  • You can now create fully customized decks.
  • Searching and filtering a collection can be done via the filter buttons or search field at the bottom of the deck editing view.

Card Updates

Intellect (Orange)

  • Gave a cost to Imperial Mason‘s Repair ability. Reduced its move/los from 4 to 3.
  • Increased Imperial Reaver’s Reinforce trigger range from 1 to 3. Gave a condition duration of 2 turns.
  • Reduced amount Imperial Reaver‘s Reinforce reactive ability from 2 to 1.
  • Changed Link Lightning so it can target any target multiple times.
  • Reduced cost of Link Lightning from 4I to 3I
  • Fixed name spelling of Revivify.
  • Changed Revivify to refresh 1 structure unit and increased its cost from 2I to 4I.
  • Fixed subcard types of Buttress so that its image is rendered correctly.
  • Gave a 1-turn cooldown to Zligen Reactor.
  • Fixed info text of Zligen Carbine’s triggered ability to read correctly.
  • Reduced Siege Zepplin’s health from 11 to 10.
  • Changed Shockwave to not target Command Posts.
  • Decreased cost of Shockwave from 5I2C to 4I2C
  • Decreased cost of Electrify from 5I to 4I.
  • Reduced attack of Imperial Engineer from 3 to 2.
  • Reduced amount of Overdrive from 2 to 1.
  • Gave a 1-turn cooldown to Imperial Channeler’s Transmute trigger.
  • Fixed an issue with Zligen Carbine where its ability would disappear.

Nature (Green)

  • Changed Boskstrider’s Nurturing Tune to have a cooldown and give +3 health instead of +2.

Wealth (Yellow)

  • Changed cost of Helmscross Commando from 1C3W to 2C2W.
  • Reduced Gunpowder Charge’s Building Razer from 2 to 1.
  • Gave a cooldown to Gunpowder Charge’s abilities so that they never trigger more than once.
  • Reduced Drake Isle Madcap‘s movement from 5 to 4.

Environment

  • Reduced Stone Giant‘s attack from 3 to 2 and movement from 3 to 2.

Polish

  • Added a new control to drag the camera while holding down the middle-mouse button.

Bug Fixes

  • Fixed issues with line of sight updates so that the correct area of vision is displayed when moving and teleporting.
  • Fixed a display issue where refreshing stats would also cooldown abilities and updated conditions on client.
  • Updated ability text parser to stop appending trigger ids to the beginning of the text.
  • Fixed an issue with movement path costs so that they no longer cost 1 extra than they should.
  • Fixed an issue with the Keeps investment where it would not give +2 attack to structures.
  • Fixed an issue where captain costs did not update correctly and caused a player to have negative resource.
  • Fixed an issue where the result of the match always was displayed as “Defeated”.
  • Fixed Zligen Carbine’s ability text to show condition duration.
  • Fixed issues with AI player not moving its units.
  • Fixed issues with death count on skirmish report.

 

Join CrysCo’s community Discord to play: http://discord.crystalcompanies.me

Follow Boreal Games on Twitter: http://twitter.com/boreal_games