Beta v0.7.0 Released

Hey, a new logo!
I tried tackling more of the remaining Next Fest feedback in this update.
The camera has been overhauled with free rotation and a tactical overhead view. Visuals have been polished. The enemy roster has been expanded and tweaked for greater variety.
One thing that came up in playtesting was players always choosing upgrades, since they felt the safest.
Repeated upgrades are less interesting than drafting new cards and synergizing with new memories, so let's try swapping the rarity of upgrades and memories.
In addition, very few people were using items regularly, so I've removed the one-per-turn limitation on them.
Per community feedback, Dodge is also now only consumed on success, to make Dodge builds more viable.
Many other changes are detailed below!
Changelog
v0.6.5 -> v0.7.0
Bug Fixes
- Fixed a number of card effects still triggering when a card was dodged.
- Fixed certain cards not being affected by hit chance as intended.
- Keybind menu buttons no longer stop the scroll wheel when moused over.
- Nimble and Bound no longer compound after save and load.
- Camera now resets properly when starting a run after abandoning a run.
- Enemies no longer skip their turn if Rally would heal them to the point where DoTs don't destroy them before they act.
- Fixed draw pile and discard icons overlapping your cards at higher UI scales.
Story
- Cutscenes can now be skipped before you've watched them once.
Visuals
- Units now cast shadows on the world.
- Shadows from clouds have been intensified.
- Decorative tiles now appear underneath levels.
- Menu buttons like reroll/skip/confirm upgrade are now higher contrast with the background.
- Damage/healing numbers have a new font and tweaked animations.
- AP and GP gain/losses outside of turn start are now announced above a unit.
- Some shiny surfaces have been tweaked so they don't blast you with overwhelming glow under certain lighting conditions.
- Changed damage AOE indicators.
- Locked AOE indicators are now different from regular AOE indicators.
- Enemy AOE indicators are now hidden when an enemy-targeting card is selected, and when previewing an enemy's attack range.
- Remade the title logo.
- The card fan has slightly increased maximum width.
Audio
- Added sounds for camera movement.
- Updated battle theme.
Gameplay
- End Turn now requires a double click when not all party members have acted.
- Increased frequency of Memory choices and decreased frequency of Upgrade choices.
- Added a golden Memory path choice.
- Character-specific card draft choices are no longer limited per run.
- The standard upgrade reward can now only be chosen 3 times per run.
- Character-specific upgrade rewards can now only be chosen 2 times each per run.
- Stacks of Dodge are now only consumed on successfully dodging an attack.
- Rally now heals a fifth of missing HP rather than a tenth.
- Enemy generation parameters have been adjusted to increase encounter variety.
- Ironically, also reduced enemy variety for the very first post-tutorial run to prevent information overload.
- Items are no longer limited to one per turn during battle.
Quality of Life
- You can now press T (rebindable) to toggle an overhead tactical view.
- You can now press R (rebindable) to reset the camera.
- You can now remove keybinds by right-clicking them.
- You can now freely rotate the camera by dragging right-click.
- Game speed buttons in the top right have been condensed to a single toggle.
- All "increase by half" status tooltips have been rephrased into "1.5x potency";
- Rephrased tutorial bubbles to be more concise.
- Several tutorial bubbles now trigger under more intuitive conditions.
- Unplayable card explanations are more informative.
- "OK" buttons are now "ACKNOWLEDGE" buttons (easier to click).
- Intent descriptions on examine tooltips are more concise.
Cards
- Seagull can now use Duality to invert their own statuses.
Enemies
- Fire: Added Hot Coal.
- Water: Added Aquifer.
- Mirrorscale now has an additional defensive card.
- Wood: Added Splinter.
- Metal: Added Cold Iron.
- Earth: Added Monument.
- Universal: Added Resonator.
- Wisp now does 10 damage rather than 5.
- Stray Threats are now more likely to be swarm encounters rather than single enemies.
- Many swarm enemies have less movement, to allow for easier tactical positioning.
- Many swarm enemies' max HP and challenge rating have been reduced.
- Slightly increased some early enemies' attack damage to compensate for the above.
Files
Get NOMIA (Beta v0.7.0)
NOMIA (Beta v0.7.0)
A story-rich tactics roguelike where two heroes coordinate to execute brilliant skill combos.
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 v0.6.5 Released15 days ago
- Beta v0.6.4 Released30 days ago
- Beta v0.6.3 Released37 days ago
- Beta v0.6.2 Released43 days ago
- Beta v0.6.1 Released51 days ago
- Beta v0.6.0 Released59 days ago
- Beta 0.5.5 Released68 days ago
- Beta 0.5.4 Released75 days ago
- Beta v0.5.3 Released83 days ago
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