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

CrysCo Update Notes – April 18, 2018

4/18/2018 – April 18th Update Notes

Game Changes:

  • Added an attribute called Waterbound that forces a unit to move exclusively in water.
  • Reduced increased Crystal cost on captain death from 2 to 1 extra crystal.

Card Updates

  • Intellect (Orange)

    • Changed rarity of Imperial Engineer from common to uncommon.
    • Changed rarity of Imperial Warder from uncommon to common.
    • Changed rarity of Imperial Channeler from rare to uncommon.
    • Added Imperial Mason : cheap and weak creature that can repair structures and build walls.
    • Added Imperial Artificer : builder and can clone one structure.
    • Added Flicker : spell card that teleports a creature to a random space within 4 spaces of that creature.
    • Added Countervail Turret : structure with trap trigger that deals a small amount of damage and chills.
    • Added Zligen Carbine : weak turret that gets +attack and attack range until end of turn whenever you play a spell.
    • Added Supply Balloon : uncollectible weak structure that has an activated ability that heals structures and destroys itself.
    • Added Flicker :
    • Increased cost of Imperial Invoker from 3I to 3I1C.
    • Increased cost of Imperial Invoker from 3I1C to 3I2C. Increased attack from 1 to 2 and health from 2 to 4.
    • Increased cost of Imperial Channeler from 3I to 3I 1C.
    • Updated Zligen Reactor to trigger its Shockwave ability on death and added Transmute to draw a random spell card.
    • Updated Utility Turret to now give overshield to adjacent structures each turn and spawn a Supply Balloon as an activated ability.
    • Changed rarity of Frontier Generator from rare to uncommon.
  • Nature (Green)

    • Reduced cost of Direvine from 4N to 3N.
  • Spirit (Blue)

    • No updates.
  • Wealth (Yellow)

    • Added gun cards to Outlander Gunslinger’s Salvage ability:
      • Outlander Flamethrower : spell to give AA: burn+damage.
      • Outlander Hand Cannon : spell to give AA: bleed+damage.
      • Outlander Snare Gun : spell to give AA: tangle + damage.
    • Changed Drake Isle Draught to give pass instead of agility.
    • Gunpowder Charges is now rare.
    • Changed Gunpowder Charge to deal random damage instead of consistent damage.
    • Added AOE damage trigger on enter battlefield to Alomian Brigand and Alomian Outlaw.
    • Changed Drake Isle Mutineer’s Chuck Petard ability to select one target and AOE random damage to all targets within 2 spaces.
    • Changed Fleetfire Powderman’s explode range from 3 to 2 and damage to random damage. Increased maximum potential damage from 2 to 3.
  • Crystal (Pink)

    • No updates.
  • Environment

    • No updates.

Polish

  • Added a projectile to each Fragment ability so that the effect is more clear.
  • Added missing card art and models.
  • Updated the cloth physics of several models.
  • Added market capability to add +5 (hold shift) and subtract (hold control).
  • Added a text to the skirmish results window that identifies the owner of the report.
  • Update AI to be spawned on spots that they can move to (e.g. native AI can be spawned on forest/mountain).
  • Added missing lore text to many cards.

Bug Fixes

  • Fixed several bugs with confirming and undoing the placement of a card.
  • Fixed a visual issue with projectiles where they wouldn’t always destroy at the correct time.
  • Fixed a visual issue with the healthbar not displaying movement/attack.
  • Fixed a few visual issues where deck and hand counts were not properly updated on the client.
  • Removed a random mountain tile on the Islands map.
  • Fixed a bug in AI movement where AI would use a define perimeter instead of movement range for moving.
  • Fixed a bug where player one’s captain would be added to player two’s hand on game start.
  • Fixed a bug with adding a card to hand but not taking into consideration captain death count.
  • Fixed a text parsing issue with certain spawn techniques.
  • Fixed an issue with the AI subtracting too much resource from their pool and not being able to trigger any abilities.
  • Fixed card id of Re-Load so that it wasn’t a duplicate.

 

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

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

What Spring is Bringing

The Crysco demo continues to evolve, and it becomes more exciting to play every day (get your alpha Steam key in our Discord server if you haven’t already!). That said, we are also doing work outside of the game to improve visibility and grow the community. As we head toward summertime, we will be putting the finishing touches on the look and feel of the game alongside technical updates. Here’s what happened this month!

New Art

Another Marta Nael piece reached completion this month! We teased this concept art last month, but the final version is here. Expect to see this piece worked into CrysCo’s in-game menu system soon.

Game Changes

  • Added a new ability called Adamantine (cannot be dealt more than one damage).
  • Added a new ability called Water Walking (can move and land on water spaces).
  • All skirmish reports are sent to each client at the end of the match.
  • Updated market so that trading from native to crystal resource can be done with any combination of 5 native resource.
  • Changed maps to improve the balance of resources and general navigability
  • Lots of QoL changes, which can be seen in depth in the update notes!

New Cards

Over the past couple of months we’ve completely overhauled Wealth/Yellow cards. The emphasis with this group of cards was always on attacking and comboing off of it. Expect more explosiveness when playing Wealth–literally and figuratively!

Also getting a big update is Intellect/Orange. More utility cards, structures, and synergy across spells, creatures, and structures is the focus here.

We will be periodically tackling each cohort of cards in order to better balance and define the play style associated with them.

PortCon

This year Boreal Games will be exhibiting at PortCon in Portland, Maine. We are very excited to be attending because, as far as we know, it’s the only convention of its kind in Maine. We hope to see you June 21-24!

Find out more about PortCon here: http://portconmaine.com/site/

Streaming

The entire team has returned to semi-regularly streaming! Catch us on Wednesday nights around 5:30 EST: www.twitch.tv/crystalcompanies

On the Horizon

A few months back I mentioned that we will be reintroducing a core feature–deck building–back into the game; this is still happening! A lot needed to be done to ready this feature for reintegration–and many other auxiliary systems have to be considered at the same time. All of this to say, soon is a relative term! All I can say for sure is: if you follow us on Twitter, Twitch, and/or are present in our Discord server, you will be the first to know when CrysCo’s next big feature arrives!

Until next month! Thanks for reading.

CrysCo Update Notes – April 4, 2018

4/4/2018 – April 4th Update Notes

Game Changes:

  • Added a new ability called Adamantine (cannot be dealt more than one damage).
  • Added a new ability called Water Walking (can move and land on water spaces).
  • All skirmish reports are sent to each client at the end of the match.
  • Update market so that trading from native to crystal resource can be done with any combination of 5 native resource.

Investments

  • Added Coalitions: draw 2 random cards from a pool of Crystal-costing cards.
  • Added Imperial Subsidies: cards cost 0 Crystal (pink resource).

Card Updates

  • Intellect (Orange)

    • Reduced duration and amount of Imperial Engineer’s Overdrive ability from 2 to 1.
    • Reduced cost of Zligen Reactor from 3I to 2I.
    • Added a 1-turn cooldown to Zligen Reactor’s trigger ability.
    • Changed cost of High Command Turret from 3C5I to 2C6I.
    • Reduced cost of Utility Turret from 2C2I to 1C2I.
  • Nature (Green)

    • Changed cost of Growth Potion to cost 2N.
    • Added a 2-turn condition duration to Growth Potion.
    • Reduced attack on Resistance Tunneler from 3 to 2.
    • Reduced cost of Pelagorn Egg from 2C2N to 1C2N.
  • Spirit (Blue)

    • Added new models for Hochraun units.
    • Added new model for Traist, Prince of the North.
  • Wealth (Yellow)

    • Added Fleetfire Cannoneer :
      • Attacks in a line with random damage
      • Pierce
      • Can morph into a cannon.
    • Added Re-Load: spell that refreshes all attack abilities and restores attack points to one unit.
    • Added Thopter: really weak and cheap flying siege unit.
    • Added Outlander Gunslinger : attack can target two units and can Salvage a friendly structure to draw two gun cards.
    • Reduced the range of Ambush Trap’s trap ability from 3 to 1.
    • Reduced the range of Artillery Turret’s attack from 6 to 4. Changed its range from turret to ranged.
    • Changed Gunpowder Charge so that it destroys itself when someone steps on it (enemy or ally).
    • Changed Drake Isle Head Hunter’s trigger ability to draw a card instead of gain resource on destroy.
    • Changed Drake Isle Marauder to draw equipment card on destroy. Increased attack from 3 to 4.
    • Removed all abilities from Outlander Roughrider and replaced them with Pass and an activated ability that can stun a structure.
    • Reduced attack range of Brimstone Mortar from 6 to 5. Reduced health from 4 to 3.
    • Increased cost of The Wasp from 2W to 3W.
    • Renamed Alomian Mechanist to Outlander Mechanist; removed stun structure ability.
    • Renamed Hired Commando to Helmscross Commando. Removed Native and Builder and replaced them with Pass.
    • Renamed Alomian Pillager to Alomian Rogue. Changed its trigger to generate random amount of wealth on destroy.
    • Renamed Hired Scout to Helmscross Scout.
  • Crystal (Pink)

    • No updates.
  • Environment

    • Removed the cooldown of Crystal Formations’ Fragment trigger.
    • Added Adamantine to Crystal Formations.
    • Increased the health of Frontier Rockslinger from 6 to 10. Increased its attack range from 3 to 4.
    • Added Taru Tortoise: slow, 1 armor, and fragments on death.

Bug Fixes

  • Fixed a visual bug with Drake Isle Mutineer’s Chuck Petard ability where the projectile wouldn’t be destroyed properly.
  • Fixed a visual issue with the card image of some spell cards where it wouldn’t scale correctly.
  • Fixed gameplay bug where the AI opponent would avoid Crystal Formations.
  • Fixed gameplay bug where the AI opponent would not play structure cards.
  • Fixed various issues with targeting so that traps and residents can be targeted by an ability even if a trap and a resident are on the same spot.

 

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

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

CrysCo Update Notes – March 20, 2018

3/20/2018 – March 20th Update Notes

Game Changes:

  • Command Posts and Support Operations are now structures.
  • Taru Quarry:
    • Moved the Giant Crystal Formation from the right side to the center.
    • Added Crystal Formations to the center area.
    • Increased the size of the walled in center area.
    • Added one build site to each side of the center area.
  • Restructured investments to no longer use tiers and instead more specific paths. Each investment line is now split into two, more specialized paths.
  • Updated  costs of many investments to reflect the new structure.

Investments

  • Added Lookouts: structures get +2 line of sight.
  • Added Muster Points: structures are staging areas.
  • Added Keeps: structures get +2 attack and attack range.
  • Added Sylg Fur: creatures get +1 health.
  • Added Mystics: immediately draw a rune card.

User Experience

  • Reduced wordiness of ability info-text.
  • Ability info-text now include colored links for certain keywords that, when selected, open to their definition in a separate game guide window:
    • Associated abilities are highlighted purple.
    • Conditions are highlighted red.
    • Related cards are highlighted cyan.

Card Changes

  • Intellect (Orange)

    • Changed cost of Imperial Engineer from 2C2I to 1C3I.
    • Changed name of Weak Intellect Generator to Zligen Coil.
  • Nature (Green)

    • Removed cost of Underground Tunneler’s Emerge ability.
    • Changed Wandering Mandrake’s Curse Screech ability to be activated instead of triggered.
    • Increased the cost of Deeproot Druid’s activated abilities from 1N to 2N.
    • Changed Slumbering Mandrake to morph to the Wandering Mandrake instead of spawn.
    • Reduced Giant Tree Lizard’s armor from 3 to 2.
    • Reduced armor on Megasloth from 2 to 1.
    • Added a 1-turn condition duration to Growth Potion. Changed its cost from 4N to 1C2N.
    • Decreased attack of Forestal Axeman from 4 to 3. Removed Native.
    • Reduced health of Woodfolk from 6 to 5.
  • Spirit (Blue)

    • Removed the attack ability from Seplaem Corpusant.
    • Reduced health and armor of Hochraun Phalanx from 5 to 4 and from 2 to 1.
    • Reduced cooldown of Hochraun Commander’s Recruit Soldier ability from 2 to 1 turn.
    • Changed name of Weak Spirit Generator to Seplaem Shrine.
  • Wealth (Yellow)

    • Ambush Trap now spawns 1 to 3 pirates instead of 3 always.
    • Changed Drake Isle Mutineer’s Chuck Petard ability to use a target.
    • Changed Gunpowder Charge to explode on death. Replaced its Explode (AOE damage) ability with a self-destruct ability (destroy self).
  • Crystal (Pink)

    • Increased attack of Guard Tower from 1 to 2.
  • Environment

    • Reduced health of Crystal Formation from 4 to 3.

Bug Fixes

  • Fixed Sylg Conservatory’s sub-type to be a support operation.
  • Fixed card id of Zligen Reactor.
  • Fixed a bug where the AI player would infinitely try to claim an invalid claimable object.
  • Fixed Guard Tower’s triggered Auto-Shot ability.
  • Fixed a typo in Imperial Messenger’s triggered ability text.
  • Fixed a bug where the screen’s width and height would not be saved correctly.
  • Fixed a positional issue with the tooltip.
  • Fixed a visual bug where the highlight from the tutorial would stay active even after the tutorial was skipped.

 

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

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

Spoiler Alert! Cards are in the Cards

Last month I hinted at a new/old feature’s (re)appearance in CrysCo. Spoiler alert: it’s not ready yet! But don’t despair–this month was packed with progress (but of course you already knew that because you’re following along in our Discord community). New cards, updates, and fixes abounded in February and into March. And some of us are improving at actually playing the game as evinced by this tasty “S” rank (though double S’s have been reported, they have not been substantiated with photographic proof).

Game Changes and Quality of Life Updates

The game is evolving at a rapid clip! You can get your own Steam key and play along by joining us on Discord (link in intro), but here are some highlights from this month:

  • The marketplace feature has been standardized and is now available at any point in a skirmish
  • Crystal is now generated at a lower rate but can be acquired in new and interesting ways, including through investments and in the environment
  • Individual hexes can be selected and now have specific characteristics (terrain at this juncture is merely aesthetic but could take on additional properties in the future…)
  • Outlines delineate active from passive abilities, and icons have been applied in a more coherent way across the board
  • And much, much more. In fact, there was not one but two significant updates over the past month.

Card Updates and a Word (or several) on Lore

The initial set of cards in CrysCo has seen countless iterations, and it is still evolving–the beauty of a dynamic card game is that this will always be the case to some extent. However, revision is being supplanted by a solid foundation in many cases. Here is a brief overview of the current state of each available crystal type and the cards aligned with them:

Spirit (Blue)

Representing a fractured northern kingdom and aligned with the crystal strain known as “seplaem,” the Hochraun remnants, Old North clans, and Menhiran Order band together for team-oriented gameplay.

  • Creatures work in tandem to overcome an opponent; keystone abilities include “faithful” (disseminating boons to nearby allies on ally entering the skirmish) and inspired (which works on the same mechanic but is a self-buff)
  • Spells augment clusters of creatures’ ability to survive (healing, protection, overshield, toughness) and act quickly (i.e. zeal, agility, and move range).
    • Banners are spells unique to spirit that can only be played around a creature
  • Structures are few and far between in spirit, meaning that population capacity is a major concern for such a creature-heavy style of play

Wealth (Yellow)

Alom is the currency crystal of Masteria, the primary setting of Crystal Companies. The Alomian Isles–so named because of the mines and commerce this confederacy is known for–are rife with pirates, mercenaries, and rogues, each with their own style of fighting and deceiving. This confederacy provides a rich tapestry of individual cards from which to choose–just don’t expect them to be individually balanced or come with a lack of risk to the battlefield.

  • Spells are scant in wealth, but unlike spirit, siege units augment the reliance on creatures–population capacity remains a resource to balance as siege is affected by it
  • Speaking of creatures, wealth consists of ranged gunpowder units, fighters that vary in ability based on attacking, and units with inherent zeal (movement on first turn in play). Wealth’s creatures are explosive–literally and figuratively
  • Siege and traps give wealth an edge in allowing them to clear the battlefield of enemies, albeit in a fairly risky fashion (usually involving blowing things up)

Intellect (Orange)

The Stadian Empire controls most of Masteria, including a vast walled city networked with Zligen crystal energy hubs that enable the deployment of defense mechanisms and transportation via warp-portals. Domination is an exercise in strategic thinking for the Stadians.

  • Structures and spells make up the majority of an intellect-based arsenal.
    • Turrets are immobile but provide support, visibility, and act as a deterrent to enemies in an area
    • Spells act to disrupt and immobilize enemies, and also enable the creation of temporary fighters in the form of zligen constructs
  • Creatures in intellect are typically utilitarian–building structures, scouting new areas, and capturing waypoints
  • Siege in intellect is a minor element but a formidable one–the siege zeppelin is a prime example

Nature (Green)

The Forestal region of Masteria is a semi-autonomous region that is defined by its sprawling wilderness. Different regions in nature represent individual strengths, but the commonalities across the cards–from the Deeproot jungle-dwellers to the Terran resistance fighters to the protectors of the Grove–is that they are adapted to environments of all kinds.

  • Plants are a unique sub-type in nature that can be structures or creatures. Plants can be food, materials, or even fighters
  • Creatures are diverse in nature too: humans fight alongside reptiles, arachnids, birds, and more. Native is a core mechanic of nature creatures, and flying is also a common trait. Poison plays an outsized role, as do abilities like territorial and evolve (wherein creatures act when enemies move in range and when creatures change in size and abilities over time, respectively)
  • Spells in nature play a mid-sized role, by and large serving to boost the vigor of plants and creatures alike

In the future, we hope to offer a glossary of lore and game mechanic terms as well as a complete card list. Currently, you can look up in-game cards by using a command in our Discord channel, which is also where you can access the game and discover new cards through playing the game itself.

On the Horizon

The functionality of Crystal Companies will continue to develop in the coming months. We invite you to join our Discord server to help with testing, give feedback, and hang out. New features will also be appearing/reappearing in the near future, as previously hinted at. So keep an ear to the ground! Or something like that.

P.S. Here’s a sneak peak at some new concept art coming soon!