Shuffled Sky
Shuffled Sky 1.1.0
Version Date
March 9, 2025
Patch Notes
Patch 1.1.0 - Workstations & Encounter rework
In v1.1, Shuffled Sky takes another step forwards to becoming a fun roguelike experience by reworking how encounters and workstations operate.
We're also working on the new cave biome, which will be added fully with the next big patch.
~Voided
WORKSTATIONS REWORKED
[*]All Workstations (Anvils, Alchemy tables, Furnaces, Workbenches and Altars) have been visually touched up, the UI is realigned and confirmation buttons were added.
[*]Anvils no longer transform cards or add tool charges. They now let you upgrade basic cards in your backpack or deck into these brand new double elements and double skills.
[*]The Anvil has a new alternate use, where you can choose and craft a new tool for free.
[*]Alchemy tables now lets you select one card from your deck when mixing elements. Also improved the tooltips to more accurately guide the player.
[*]Furnaces are now much more efficient with a newly added fuel gauge and spawns with 0-3 fuel. Each card you heat uses up 1 fuel. Burning wood or fire adds 3 fuel.
[*]Workbenches can now saw wood into planks.
ENCOUNTER REWORK
Before, enemies were plenty and depending on how close you were, walking next to one enemy pulled all visible enemies into combat.
While that was cool, the most optimal strategy became tackling one enemy at a time, which trivialized normal encounters.
So, I've reduced the amount of encounters inside the level greatly, but each encounter is now way more meaningful and difficult.
[*]Each enemy has an 'encounter value' based on how threatening that enemy type is.
[*]Each encounter has a max amount of 'Encounter Value', which scales with amount of party members.
[*]Each encounter assembles a team of enemies to fight, based on which enemy you walked next to, plus a potential ally.
[*]Encounters no longer pull in other nearby enemies inside the level into the same combat.
[*]Some encounters will have reinforcements join them in the middle of combat, a portal appears a turn earlier to notify you so.
[*]Enemies will now select abilities to use more often, even when out of range, and recheck range at the start of their turn.
CAVE BIOME PROGRESS
The next biome to be added will be the Cave biome. A new lighting system is also implemented for this biome. Various new tiles, enemies and mechanics for the Cave biome are added with this update. However, the level design is not yet finished, so currently these features are only available in the map editor. Some of these features includes:
[*]Minerails and minecarts
[*]Various types of TNT
[*]Detonators
[*]Stalagmites
[*]Wall cracks
[*]Worm enemies
[*]Glowing mushrooms and Glowshroom enemies
[*]Sentinel Statues
GAMEPLAY
[*]Added double elements and skills!
[*]Greatly Increased shop sizes.
[*]Campfires no longer block movement, but do cause burn damage when walked through.
[*]Added more thicker walls to many Grasslands biome rooms.
[*]Reworked many blocked rooms and pathways to add more Puzzle gates.
[*]Reworked some of the swamp rooms with puzzles involving lily pads.
[*]When spawning a room with puzzle gates, the puzzles gates that lead to missing rooms are now removed.
[*]Card Usage: "Reflection" card used on stepping stone to get another liftable rock.
[*]Card Usage: "Range" card usage on balloons and pots, and increased keyboard functionality.
[*]Card Usage: "Fire" on placed wood turns it into a campfire.
BALANCING
[*]The same room is now very unlikely to spawn twice within the same level.
[*]Greatly reduced card drops when destroying blocks and objects without using tools.
[*]Status effects no longer trigger on creatures defeated with the same spell.
[*]Field effects no longer spawn over missing tiles in combat.
[*]Spawning of extra enemies is now limited to proper paths of the level.
[*]Removing of extra enemies now takes into account the holes, sunk objects and balloons that have enemies attached to them.
[*]Can now jump 1 tile over water using Lily pads.
[*]Rebalanced card occurrence rates, chocolate and potions especially are way more common.
[*]Crates and Barrels no longer float in lava.
[*]The game now distinguishes between "landing on top" and "passing through" objects. (e.g. Flying/jumping still triggers passing through effects, such as fire fields and coins, but does not trigger on top effects such as spikes.)
UI IMPROVEMENTS
[*]Added camera movement to combat.
[*]Hovering over the Minimap now shows the level name.
[*]The tutorial task list and its progress is now stored between combat and saves.
[*]Added a hover delay before showing the top-left info UI.
[*]Changed the saving icon's location, and increased its accuracy.
[*]The "take all" button inside the victory screen is now hidden if there is no loot remaining.
[*]Various object selector improvements and better hitbox for hovering over relics.
[*]Improved the controls for liftable objects.
[*]Improved the accuracy of rotating while holding down the right mouse button.
[*]Reduced the skip turn delay during player's round.
[*]Added a new pixel font for tiny UI texts.
[*]Text fields now auto-replaces special vowel characters with regular ones.
[*]Better potion descriptions.
[*]Improved the text inside the restarting level popup.
[*]Flipped portraits to look east, so that they look towards their speech box.
[*]Tutorial Dialogue grammar was improved and added a new level up dialogue.
[*]Mercenary dialogue no longer blocks the pressing of the close button.
DESIGN
[*]Completely reworked all jumping/falling movement speeds for smoother animations.
[*]Improved the art for stone walls, dirt walls, pillars, workstations, bombs, basins, potions and locks.
[*]Changed how water/lava/pit tiles look when floating in mid-air.
[*]Improved the large icon for the blinded status effect.
[*]Reverted the graphics and animation for overworld clouds to previous version.
[*]Added an overhang in between wooden walls.
[*]Added a new animation to hovering over cards.
[*]Improved brush overlay for stumps, ledges and pushable logs, and show hints when water is beneath brush.
[*]Added new poof particles to falling, switching characters, digging and removal of animals.
[*]Added new particles for being frozen and for accepting an altar deal.
[*]Added new victory/defeat fanfare and made it scale with music volume slider.
BUG FIXES
[*]Fixed a memory leak related to saving-reloading of the same boss inside a level.
[*]Fixed a crash related to scrolling while using the Map editor.
[*]Fixed a soft-lock, where players could not end their turn if their character was blocked in and an enemy was also on top of them.
[*]Fixed a glitch where bosses could get stuck on thorns, and would continuously receive 5 damage.
[*]Fixed a bug where using a Bomb on a Boulder would yield to many resources.
[*]Fixed a bug where spare keys being dragged, were not counted for double-checking locks were opened in the correct order.
[*]Fixed a bug where summoned creatures were not properly finalized.
[*]Fixed a bug where quick handling of cards could cause cards to fail to stack together, and thus disappear.
[*]Fixed a bug where players took damage when jumping over lava using stepping stones.
[*]Fixed a bug where the same Workstation UI could be opened multiple times.
[*]Fixed a bug where using specific windows keyboard settings, could cause tilde to not properly open the console.
[*]Fixed a bug where fire field or poison field damage could trigger twice when standing on top of it.
[*]Fixed a bug where fleeing from a boss would slightly move the boss's location inside the level.
[*]Fixed a bug where Treant enemies could spawn with 1 hp.
[*]Fixed an audio bug where sound effects with a too low volume would mute entirely while on low volume settings.
[*]Fixed a visual glitch, related to blocks and objects being stacked on top of a missing tile.
[*]Fixed a visual bug where falling in water happened instantly.
[*]Fixed a visual bug where status gain particle for damage decrease was shown every turn while wet.
[*]Fixed a visual bug where Mountain pass blocks on top of ledges were not trimmed of the top of the mountain pass biome.
[*]Fixed a visual bug where putting an object on top of a jumping pad makes the player jump.
[*]Fixed a visual bug where player was not notified that the character had leveled up when skipping exp distribution.
[*]Fixed a visual bug where right-clicking would still show range for an unusable main ability.