Beta v0.6.0 Released

You can now save and load a run in progress. This was quite a complex feature to implement, so please let me know if anything behaves strangely!
Many other feedback-driven changes have been made:
While choosing a path, you can also now see the probability of an encounter happening.
Card removal and upgrade events no longer have duplicate choices for the same character.
Lots of card upgrades have been made more interesting than straight potency increases, and many enemies have been rebalanced.
Changelog
v0.5.5 -> v0.6.0
Bug Fixes
- Fixed "Ignores line of sight" always appearing in green on cards that gain this on upgrade.
- Fixed self-damage preview when playing Butterfly's Evaporate while having Vulnerable/Parry with an enemy currently intending to attack.
- Fixed player knockback previews appearing for both party members when catching aggro.
- Fixed edge cases where enemy intents would resolve non-deterministically when several enemies were at the same range to the party.
- Fixed some tiles not getting deleted when clearing old rooms.
- Fixed dialogue playing unintentionally if the tutorial was restarted due one party member being defeated.
Visuals
- Added more lighting effects to card plays.
- Self-damage from enemy-targeting cards (e.g. Stonepiercer, Waterfall) is now also previewed.
- Removed the AP cost indicator on enemy cards to prevent confusion, as their AP doesn't work how the player's does.
- Special behaviour potency numbers are now purple to prevent confusing them with status stacks.
- Adjusted tile create/destroy particle timing and density.
Gameplay
- You can now save and load a run in progress.
- Mid-run save files display your current realm and depth.
- Abandoning a run now goes through the run-end summary and saves experience.
- Purge and Improvement events can no longer have duplicate card choices for the same character.
- Enemies are more likely to gain special behaviours, and a greater variety thereof.
- Path choices now show the chance of an encounter occurring.
- Full encounters and minor battles are now distinguished by the battle start text.
- Changed encounter tuning to prevent a challenging battle just before the boss battle.
- Moved the guaranteed rest encounter to 2 steps before the boss (was 3 steps).
- Tweaked overall encounter generation parameters.
- Tweaked room generation to more closely follow the chosen path's direction.
Quality of Life
- The "Skip" button no longer expands to cover the bottom row after you run out of rerolls, to avoid skipping by accidentally double-clicking.
- Added a tutorial for cards with minimum range.
Enemies
- Many Fire enemies have had their Burn application reduced or replaced with direct damage.
- Many swarm enemies have had their HP reduced.
- Skipper's Pressurize now grants 2 Block and Focus rather than 3, and its Geyser now gives it 6 Exposed rather than 5.
- Serration now has 25 Sturdy rather than 30.
- Horde Foundry's Heart Seekers now spawn with 2 Unstable.
- Wayfarer's innate Resist has been nerfed from 5 to 3, and its self-empowerment has been reduced.
Cards
- Butterfly:
- Quarterstaff now gains knockback and range on upgrade rather than damage.
- Halberd can now be upgraded 3 times.
- Evaporate now clears all debuffs, but deals as much self-damage as twice your stacks of debuffs. It also Exhausts.
- Final Blow now gains massive range rather than damage on upgrade.
- Arcane Grapple now has 10 range by default and gains Persist on upgrade.
- Surging Tide now gains width rather than range on upgrade.
- Ebbing Tide now gains length rather than draw on upgrade.
- Erosion now gains Persist rather than potency on upgrade.
- Spear Dance now gains Persist rather than distance on upgrade.
- Patience now draws 1 on upgrade rather than increasing in potency.
- Laminar Flow gains Persist on upgrade rather than increasing in potency.
- Turbulent Flow gains Innate on upgrade rather than increasing in potency.
- Reservoir now grants Hesitation rather than Form, and gains Persist on upgrade rather than no longer Exhausting.
- Impatience now starts at 5 damage rather than 10, and its scaling has been adjusted.
- Seagull:
- Barrier Band now ignores line of sight on upgrade rather than gaining potency.
- Wand of Slashing now gains 5 range rather than 2 when upgraded, and has only 1 upgrade level.
- Bolt now ignores line of sight on upgrade rather than gaining damage.
- Close Wounds now only ignores line of sight on upgrade rather than gaining potency.
- Radiance becomes Innate on upgrade rather than inflicting more Vulnerable.
- Protectiveness now ignores line of sight on upgrade rather than gaining range.
- Cricket:
- Sprint now starts with 1 charge rather than 3, but can be upgraded 4 times.
- Anchor now boosts Block by 8 rather than 9.
- Crow:
- High Perch now starts with 3 potency and gains Persist on upgrade.
- Cards that create terrain now have the terrain name written in gold.
Files
Get NOMIA (Beta v0.6.0)
NOMIA (Beta v0.6.0)
Final Fantasy Tactics meets Slay the Spire
Status | In development |
Author | MagnesiumNinja |
Genre | Card Game |
Tags | Deck Building, Fantasy, Isometric, Roguelike, Roguelite, Singleplayer, Tactical RPG, Turn-based, Turn-Based Combat |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls |
More posts
- Beta 0.5.5 Released14 days ago
- Beta 0.5.4 Released22 days ago
- Beta v0.5.3 Released29 days ago
- Beta v0.5.2 Released36 days ago
- Beta v0.5.1 Released44 days ago
- Beta v0.5.0 Released57 days ago
- Alpha v0.4.6 Released81 days ago
- Alpha v0.4.5 Released88 days ago
- Alpha v0.4.4 ReleasedJan 28, 2025
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