
The Call of Krul'ar
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Patch Version: 7.22.2022Jul 21, 2022 - Community Announcements------------------------------------------------------------ :::::: GAMEPLAY :::::: Added an indicator in the minimap to show where the Tentacle will attack from during the Tentacle Event. Right-Clicking the minimap will open the Unit Window for that land. Added a tutorial to show that Right-Clicking opens the Unit Window. Art for the Sawmill was changed to better differentiate it from the Brickyard. :::::: BUGS :::::: Fixed a bug where trying to open the Tutorial with the shortcut key (E), could crash the game if hovering over your cards. ---------------------------------------------------------------------------- Some small news on the Meta-Progression: Due to some IRL stuff and this damned awful heat, my productivity has been affected some. I'm also changing some details with the Meta-Progression to make room for new cards, and make it a little easier for beginners. Still on the fence on some of the ideas, so messing with that some more. So with all that said, and as always! if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.png I look forward to seeing more people join the community and share their thoughts! I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?! Until next time, - Devious OatmealPatch Version: 7.13.2022Jul 13, 2022 - Community Announcements------------------------------------------------------------ :::::: BUGS :::::: Some developer shortcuts were enabled. Not anymore! :V ------------------------------------------------------------ :::::: BUGS :::::: A visual bug where the Tutorial corner wasn't set correctly on reset, and wouldn't draw. :::::: GAMEPLAY :::::: If you have too much empty land, then the Darkness will not be kind to you. More empty land means faster Darkness. Some of the tutorials in the Beta have now been added! You can now save yourself from a soft-lock of losing your resources. You will however still need to learn to keep track of your resources in the beginning, as this is for mid-late game. https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/42435373/54ee0d03ee6ac602151f134ce9ffd4b4fae81dc3.gif ---------------------------------------------------------------------------- So with all that said, and as always! if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.png I look forward to seeing more people join the community and share their thoughts! I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?! Until next time, - Devious OatmealPatch Version: 7.10.2022Jul 10, 2022 - Community Announcements------------------------------------------------------------ :::::: BUGS :::::: Using the shortcut to exit the Card List would crash the game if you were hovering over you cards. ---------------------------------------------------------------------------- So with all that said, and as always! if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.png I look forward to seeing more people join the community and share their thoughts! I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?! Until next time, - Devious OatmealPatch Version: 7.9.2022Jul 8, 2022 - Community Announcements------------------------------------------------------------ :::::: GAMEPLAY :::::: The events now have a vague label to help show what they do. :::::: BUGS :::::: There was a small bug with the event highlights. There was a small visual bug with showing the last event on the right. ------------------------------------------------------------ :::::: BUGS :::::: There was a visual bug with showing the text for the events at the top. ---------------------------------------------------------------------------- So with all that said, and as always! if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.png I look forward to seeing more people join the community and share their thoughts! I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?! Until next time, - Devious OatmealPatch Version: 7.8.2022Jul 8, 2022 - Community Announcements------------------------------------------------------------ :::::: BUGS :::::: ○ Fixed a small bug on start-up. There was an ordering issue with variables where the dependent's variable existed at the wrong time. ------------------------------------------------------------ :::::: GAMEPLAY :::::: ○ Restore was a full heal with 3 uses. Now it heals for only 1, but has 5 uses. :::::: BUGS :::::: ○ The above bug had a bug in itself. I fixed that. ○ Visual bug with the patch number in the Options. ------------------------------------------------------------ :::::: GAMEPLAY :::::: ○ "D" now works for discarding cards in your hand again. ○ "E" now opens the tutorial again. :::::: BUGS :::::: ○ A visual big for a piece of the tutorial wasn't showing. ---------------------------------------------------------------------------- So with all that said, and as always! if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.png I look forward to seeing more people join the community and share their thoughts! I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?! Until next time, - Devious OatmealPatch Version: 7.7.2022 & Getting Back on Track!Jul 7, 2022 - Community AnnouncementsA few notes on this patch. Due to my unfortunate crash and losing my progress, I was set back a bit. Buuuut, after reviewing some older code and looking at my backups, as luck would have it, there was a backup that still had a good chunk of the other updates, before the meta-progression! So for this update, you'll have some of the goodies that were in the Meta-Progression update, just not the Meta-Progression itself. But this is great for the main branch, as it means I can fix a really annoying bug! This is more-so a repeat of the CHANGE LIST, WATCHTOWERS, and the TUTORIAL sections of the META-PROGRESSION update. :::::: GAMEPLAY :::::: The ESC key now functions in closing the various menus. If all of the menus are closed in the game, then this will open the usual options menu. The Castle recipe has been changed and no longer includes the Barracks as one of the components. Players were often getting confused when they saw the Barracks as a component, and ended up placing it down thinking they had to put the other cards onto it. The blinking red icon didn't work for everyone, so I opted to just put a blinking X over the Worker if they can't work on a certain building. You can now take screenshots using the overlay! As well as the screenshot shortcut. When you mouse over the combine button, it now shows which card you are about to make. The Rock resource node was shortened so that it didn't look like the Flyers would attack/run into it. The Flyers now fly higher. This may cause issues for some who liked to hit multiple air AND ground targets. The Barracks has been given the smaller flag to help show that the Flyers won't touch it. The Castle and the Watchtower have been made taller to match the new height of the Flyers. The Watchtower now has the Snipe ability. So long as it has archers inside, it can shoot! The Tutorials have been added! Use the clues of the past to find out how to navigate and survive this world. :::::: BUGS :::::: I fixed a visual bug where the damage that spawned from monsters taking damage was too low from the ground. I fixed a bug where some recipes didn't reset after picking up and setting a card. I fixed a bug where some recipes didn't reset after changing saves. And so, with all that said, and as usual! if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.png I look forward to seeing more people join the community and share their thoughts! I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?! Until next time, - Devious OatmealSad TimesJul 6, 2022 - Community AnnouncementsThis is going to suck, as I lost a good chunk of progress. So. When I finally put the Beta version up, I was extremely tired and excited, and had forgotten to actually save the backup to my little USB. Then, my computer crashed Yesterday, and I lost some backups and all the current progress I had made. Thankfully, I DID have some other backups, and I was able to recover, but I basically was knocked back to Version So, as much as it sucks to say this, it'll be a while till I can update again, since I basically have to rebuild a good chunk of the meta progression. I hope you all can be patient with me, and I will no longer develop when I am tired. I'll also be sure to backup far more often to the USB. The good news is, that although I lost that progress, I still remember how to do most of it, so I should be able to be back up and running in no time! Apologies, - Devious OatmealThe Second Call!Jul 5, 2022 - Community AnnouncementsWELCOME TO THE META-PROGRESSION! _______________________________________________________ IMPORTANT! To begin, this is not going to be in the main branch of the game! This will be in the BETA branch of the game. I've chosen to release this update into the BETA branch because I will be changing it to better balance and prepare for the full branch. It is recommended to use this branch as well, but it is not necessary. If you wish to access the beta branch, simply follow the instructions below. It should only take about 10 seconds. _______________________________________________________ :::::: BETA BRANCH ACCESS :::::: If you already know how to access the beta branch, then you can skip this section! Go into your library and click on "The Call of Krul'ar". You then click on the option on the right. You then click on "Preferences". https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/42435373/57cc19d2212c850471f50a175ac92295dbbc45c0.png You then click on the "Betas" section on the left in the pop-up. And from there, you click on the dropdown and choose the "Beta" version. From there, the game should just update, and you're set to go! https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/42435373/3d6b750b11c086e066436cf1187b7fb96185330e.png :::::: THE CHANGE LIST :::::: Here are the changes to the game for the beta branch version! This is the list for the basic changes, but further below, I will go into the details of the meta progression and the tutorial! The ESC key now functions in closing the various menus. If all of the menus are closed in the game, then this will open the usual options menu. The Castle recipe has been changed and no longer includes the Barracks as one of the components. Players were often getting confused when they saw the Barracks as a component, and ended up placing it down thinking they had to put the other cards onto it. The blinking red icon didn't work for everyone, so I opted to just put a blinking X over the Worker if they can't work on a certain building. You can now take screenshots using the overlay! As well as the screenshot shortcut. When you mouse over the combine button, it now shows which card you are about to make. The Rock resource node was shortened so that it didn't look like the Flyers would attack/run into it. The Flyers now fly higher. This may cause issues for some who liked to hit multiple air AND ground targets. The Barracks has been given the smaller flag to help show that the Flyers won't touch it. The Castle and the Watchtower have been made taller to match the new height of the Flyers. I fixed a visual bug where the damage that spawned from monsters taking damage was too low from the ground. I fixed a bug where some recipes didn't reset after picking up and setting a card. I fixed a bug where some recipes didn't reset after changing saves. :::::: THE WATCHTOWER :::::: A brand new feature for an underwhelming structure has been added! That's right! The Watchtower is no...Working on Meta-Progression & The Next Update!Jun 18, 2022 - Community AnnouncementsI am currently working on the updates, but the biggest part of the update will be the meta-progression; which is why this next update is taking a little longer than the others. Here's the current overall progress of the current update! https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/42435373/6be4e020926098ae0612f29df0171f9bfd15e510.png I've got the little shopkeep drawn up, and ready for use! https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/42435373/cf3a680a18a98a6ed685ffbce4367bc899f34d69.gif I also have this screenshot of the current meta-game screen progress! https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/42435373/53585e4a440ebb550217750deeb344e9f9625021.png I still need to mess with the numbers a little and maybe make some things more clear, but now you're up to date on what I am currently doing! So with all that said! if you want to share feedback, find bugs, or have thoughts on the game or updates, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.png I look forward to seeing more people join the community and share their thoughts! I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?! Until next time, - Devious OatmealPatch Version: 6.12.2022.2Jun 12, 2022 - Community AnnouncementsOnly a few patches today. Spent a good while looking for a particularly nasty bug, and I just fixed some small visual bugs. :::::: BUGS :::::: Another attempt at fixing that elusive bug. For most, it shouldn't affect you. For some, it's an annoyance. Thankfully, someone was able to let me know of the crashes and bug. It helps a ton when you let devs know about bugs! :::::: BUGS :::::: The wrong prompt for picking up cards was showing. Updated some stats to the monster spawn rates. More spawn later, but it's not till much later; at about day 10. I fixed the bug where it crashed the game due to combat. It was when you tried to do an action too fast and the game's "action skip" code kicked in and applied damage. One line of code was all it needed, and I had missed it. ːlunar2019deadpanpigː But JUST in case there's something else, I added in a fail-safe code to just add the variable if it doesn't exist. So with all that said! if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.png I look forward to seeing more people join the community and share their thoughts! I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?! Until next time, - Devious OatmealPatch Version: 6.11.2022.1Jun 11, 2022 - Community AnnouncementsSo! To begin, I made a fairly large change that may affect some of you in an odd way. That big change is how the mouse buttons work. I've swapped some of the uses of the buttons, and for the most-part some of the stuff is the same- however! Picking up cards from your inventory is now done by using the left-mouse button, and selecting cards is now done by using the right mouse button. From what I have seen in playthroughs, everyone assumed left mouse button was to pick up cards, which makes sense since almost every other card game does that. There were only really two reason for this: The biggest reason as to why it was right click to lift was because it felt more natural to me- but that was because originally, when I made the game, there was no lifting cards. You would just select a card, then do an action by say, "having a house selected, then clicking on an empty land". And since I was already comfortable with it, I used it as a way to help teach players about selecting cards since they would instinctively left-click. This turned out to be more trouble than it was worth. But now lifting is the primary action in the game. So I've just changed it around. It also took a little longer to swap things around, because I had to go in and double check all the code (As much as a solo dev can), and make sure that there were no bugs or errors. Refactoring, woo! And thanks to more playthroughs/requests from players, I've added a couple of new features. :::::: GAMEPLAY :::::: You can hold the right mouse button and drag to highlight cards, then let go to select them. If you want to deselect a card, just stay on the card when you release the right mouse-button. I'm hoping this is intuitive enough since I based it on just highlighting files in a folder. You can carry a card to the "Discard" button and it will discard the held card. So y'all be careful and don't go tossing away a good card. I moved the 2 starting units further back to protect the first resource from being destroyed. Many players did not get to see the units being attacked due to the soldiers being so far to the left. I also moved the furthest disposable gold (on the left), 1 land to the right because players were making a land, scrolling, and then putting the resource out of the camera's view; thus keeping them from seeing it being destroyed, as well as the Soldiers dying. :::::: UI :::::: When you try and discard a Poison card (Skull Card) while it is selected, it will show a blinking animation for more feedback on what happens with them. I know a good number of people were confused about the poisons and wanted to discard them. And although I enjoyed them discovering that the Poisons couldn't be discarded, their realization tended to happen fairly late, and they had to be super mega extra careful to avoid death. A part of me says that's a lesson learned for the player, but it may have been too much of a lesson in the late game. :::::: BUGS :::::: There was a bug that would crash the game when ...Demo Update!Jun 11, 2022 - Community AnnouncementsHad to push something a little earlier than I wanted to regarding controls, because I forgot to save the older version and there was a bug that needed to be fixed in the demo right away. Quite the thing to wake up to! :V So here's some changes! A note: I have made a huge change to the mouse controls. Or as huge as one can with only 2 buttons. I have switched the left and right inputs on some interactions. Look below for details. :::::: GAMEPLAY :::::: Left now lifts cards, not right. Originally, I used right to lift because I wanted players to see they could select cards. From watching more and more playthroughs, it has become apparent that left click is the preferred method. Right click is now to select cards. Right click is now a drag function. You can hold the right button down and move back and forth to highlight cards faster. I moved the 2 starting units further back to protect the first resource from being destroyed. Many players did not get to see the units being attacked due to being so far to the left. Now they can see. I also moved the furthest disposable gold on the left, one to the right because players were making the land, scrolling, and then putting the resource out of the camera, thus keeping them from seeing it being destroyed. :::::: BUGS :::::: There was a visual bug that showed you could give the barracks and castle gold. You can't. You could start the Defender unit from the main game, but you shouldn't be able to in the Demo. Demo Update!Jun 10, 2022 - Community AnnouncementsI have finally pushed the new Demo update! For some, especially with newer players, a lot wasn't explained, and there were some issues with teaching how to play. With this newer update I have added some UI contextual elements to better understand how the game is played! Or, at least that is the hope with the newer changes. There still isn't a verbose tutorial, as I am trying to avoid that- especially with the growing non-English speaking players and streamers that have started popping up. And another goal is to cater to the idea of experimentation and just trying things out. Seeing players in videos sound surprised or have that moment of realization is always wonderful to hear, and I really want to keep some of that surprise and mystery there! But, even with this new update, I will still try and add more to improve teaching players how to play. Currently, I am working on a somewhat different approach on top of these new updates, and hopefully they help a lot more. But it takes a while to code and draw this stuff, as well as test it, so the newer tutorials may not come for a little while! Maybe another week or something. With that said! if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.png I look forward to seeing more people join the community and share their thoughts! I am still improving the game on top of the base I have, with the game currently being in a finished and beatable state! But I enjoy working on it and solving the issues with UX, so why not improve the game more?! Until next time, - Devious OatmealPatch Version: 6.10.2022.1Jun 10, 2022 - Community Announcements:::::: GAMEPLAY :::::: An achievement has been added, and it is the biggest one! Beating the game! Monsters are now faster. The discard shortcut button "D", now works. Sorting cards now puts the Poisons all the way to the right. :::::: UI :::::: The Discard button shows an "alert" when you have highlighted cards to help show that it's a button, and not something you drag cards to. (Though I might add that too, but I want to make sure people don't accidentally discard cards) :::::: BUGS :::::: Fixed a bug where sorting your cards could delete all of the Poisons. And if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.pngPatch Version: 6.9.2022Jun 9, 2022 - Community AnnouncementsWith the help of the growing community, I got a good chunk of feedback and issues that I have been tackling! So here are some bug fixes, UI additions, and recipe changes! :::::: UI :::::: Units' icons in lands have a "jump" animation when they attack. The Castle blinks a bubble to signal to the player to make another castle if it is low on HP. Some of the helper bubbles will stop showing once a player has done those actions enough times. When placing archers/captains, automatically place them in back, and soldiers/guardians in front. Renamed "firepit" to "bonfire" in labels. Units are Magenta when they are affected by the Event that weakens them. When a meter has finished, it will blink a little faster. The Events at the top now blink. (They will soon have tooltips since the idea of players figuring it out hasn't worked out too well) There is now an indicator that floats up when a unit is damaged. The Unit death sound has been changed since it was too similar to the Monsters'. Added a blue line indicator for the Unit Window. Added a "hint" graphic for the final card. :::::: GAMEPLAY :::::: Alchemists take a little less time to finish. Sawmill and Brickyard now have cheaper recipes. Berries now add more to meters to show off just how strong they are. You now start with 2 Soldiers to teach about combat. :::::: BUGS :::::: Fixed a bug where monsters would teleport after coming out of the Bulb. And if you want to share feedback, find bugs, or have thoughts on the game, you can: - Message me on the Steam Community Forums for the game, - Message me on the Itch.io Community Forums for the game. - or: https://i.imgur.com/9DVVZHA.pngPatch Version: 6.8.2022Jun 8, 2022 - Community AnnouncementsAlchemists are faster. Units are pink when weakened. When a meter is finished, it will blink. Events now blink, which are at the top. Spells don't pass time anymore. Limit lands that can be made. (Only 35 can be present at a time) Monsters now have a different color based on their HP. Fixed monsters warping if past middle of island. (This was a small exploit) Fixed a bug with music restarting on new day, even if muted. Demo Now Available!Jun 4, 2022 - Community AnnouncementsFor those of you that have been wanting to try the game, but don't want to use Itch.io, you can now get your hands on the newly released demo! With the demo, you will be able to get a fun taste of what it feels like to be a ruler- a ruler being chased by the unknown being in the darkness that is. So try it now, and see how long you can last!
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