Retromine Demo v2.0 Patch Notes
Hi everyone!
This is the first big content update for the new version of Retromine, and it brings a cool new mechanic -** power cards!**
Power Cards
Power cards replace utility cards. Each round, you will see four power cards in the shop. Power cards offer new, stronger ways to manipulate your deck in ways that weren’t possible before.
**Tear open booster packs, swap resource cards, duplicate your best cards, and more! **
This update adds the first 10 powers. This is just a starting set of powers, and I plan to add even more in future updates. Please suggest ideas for powers in the comments and on the Discord!
New Cards
This update adds 6 new cards to the shop pool - 2 new resources, 3 new actions, and 1 new tool, as we…
Retromine Demo v2.0 Patch Notes
Hi everyone!
This is the first big content update for the new version of Retromine, and it brings a cool new mechanic -** power cards!**
Power Cards
Power cards replace utility cards. Each round, you will see four power cards in the shop. Power cards offer new, stronger ways to manipulate your deck in ways that weren’t possible before.
**Tear open booster packs, swap resource cards, duplicate your best cards, and more! **
This update adds the first 10 powers. This is just a starting set of powers, and I plan to add even more in future updates. Please suggest ideas for powers in the comments and on the Discord!
New Cards
This update adds 6 new cards to the shop pool - 2 new resources, 3 new actions, and 1 new tool, as well as reworks for 3 previously existing cards. Dig in and let me know what you think!
Quality of Life
This update brings quality of life and polish changes around the game, including the overwhelmingly most requested quality of life feature - when mousing over cards, the score bar text will update as well as the bar visuals!
- Score text now updates when mousing over cards
- The game will now warn your before ending your turn if you have playable cards
- New sound effect plays when triggering conditional cards correctly, including Minecart, Mineshaft, and Amber
- Cards in the play pile now darken when selecting tools
- Opening menus now pauses the game
Colorblind Accessibility
You can now add symbols on cards to show whether they are ore resources, scorium resources, actions, or tools. This was requested by several colorblind members of the community. However, I am not colorblind, so feedback on this feature is very welcome!
Changes to Base Mechanics
This update, Prospect has been partially reverted, and is going back to 2 energy cost, with an upgrade magnitude of 2.
In order to counteract the infinite scaling provided by Prospect, starting resources are now inert on all difficulties Adventure and above.
Hopefully, this makes decision making with Prospect meaningful in the early game, while still incentivizing the player to pivot to new cards and strategies quickly. I am going to keep a close eye on this, see how it shakes out, and watch in case more changes are needed.
New Features
- New power cards available for purchase! Manipulate your deck in new, powerful ways!
- 6 new cards in the pool! including new resources, actions, and tools!
- Reworks for 3 previous cards! Including Sword, Corite, and Quartz!
- **Victory screen update! **
- **End turn warning! **The game will now warn you before ending your turn if you have playable cards!
- **Pause menu visual update! **
- Art updates for several cards! Including Scorium, Axe, Axolotl, Jerboa, Pet Mole, and Corite
- Colorblind Accessibility! Attach symbols to cards to clarify their type!
- Bigger resources more quickly! The visual size increase of resources now matches the game pace better!
Balance Changes
General
- Cards that retain in hand at the end of the turn no longer decrease the amount of cards drawn on the subsequent turn.
- Prospect now costs 2 energy to play and upgrades a resource by 2
Shop
- 4 powers are offered each round. 2 are offered randomly from the pool
- Basic resources are no longer offered for sale
- Slightly reduced resource size increases when offered
Adventure
- Starting resources are now Inert: Cannot be upgraded past 20
- Slightly increased the difficulty of expedition 7
Brutal
- Starting resources are now Inert: Cannot be upgraded past 15
- Slightly increased the difficulty of expedition 7
Secret Difficulty
- Starting resources are now Inert: Cannot be upgraded past 10
- Now scales to 400 - expeditions 1 - 6 are identical, and this change only affects expeditions 7 - 10
Actions & Tools
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**Axe **
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Cost increased from 18 to 20
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**Cave Cat **
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Cost increased from 16 to 20
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**Corkscrew **
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Cost increased from 18 to 22
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Upgrade increased from 3 to 4
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**Helmet **
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Cost increased from 13 to 15
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Score granted for each action increased from 3 to 5
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**Jerboa **
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New Ability: Upgrade a random resource in your hand by 2, and another by 1.
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**Lens **
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Cost decreased from 15 to 6
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**Minecart **
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No longer gives ore or score
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**Mineshaft **
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Ore reduced to 5
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Score reduced to 5
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New Ability: If there are 2 or more actions in play, +10 ore, +10 score, +1 card, and +1 energy.
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**Mole Rat **
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Temporarily removed from the game, will return in a future patch!
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**Prospect **
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Energy cost increased to 2
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Upgrade increased from 1 to 2
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Salamander
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Cost increased from 34 to 40.
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**Screwdriver **
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Cost increased from 11 to 12.
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No longer gives ore.
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Upgrade increased from 1 to 2.
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**Shield **
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Cost increased from 12 to 15.
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**Sword **
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New Ability: +10 Ore, +10 Score, Mine a resource.
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Cost decreased from 20 to 16.
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**The Creature **
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Cost increased from 30 to 35.
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**Treasure Map **
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Initial value reduced to 5
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**Waterfall **
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Cost increased from 8 to 13
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Now draws up to 7 cards.
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**Wrench **
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Ore or score given reduced from 15 to 12.
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Cost decreased from 18 to 14.
Resources
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**Corite **
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Cost decreased from 11 to 6.
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Initial size increased from 5 to 10.
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Energy cost reduced from 2 to 1.
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No longer has an ability.
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**Cubite **
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Cost increased from 12 to 15.
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**Gems **
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Cost increased from 12 to 14.
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Initial size decreased from 8 to 5.
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**Pandorite **
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Cost increased from 9 to 13.
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Initial size increased to 10.
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Energy cost increased from 1 to 2.
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No longer inert.
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Increased maximum luckiness and unluckiness.
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**Quartz **
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New ability: Retain in your hand each turn.
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No longer reduces the amount of cards drawn on subsequent turns
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Cost decreased from 10 to 8.
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Initial size decreased from 8 to 7.
Powers
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**Hourglass **
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Cost 1 increased from 50 to 55
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Cost 2 reduced from 130 to 125
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**Dynamite **
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Prices reworked to reflect new power system pricing
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**Hammer **
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Prices reworked to reflect new power system pricing
Bug Fixes
- Holding R to restart the game now happens more quickly
- Power card effects now glow when purchased to improve visual clarity
- Clarified wording on Pet Mole card
- Shop banner no longer displays energy per turn
- Visual separation between actions/tools and resources in the shop is now larger
- Fixed a bug where rapidly playing Katzites would crash the game
- Fixed a bug where changing music volume wouldn’t work until the end of the song
- Fixed a bug where clicking on black panels on the main menu would close the open menu
- Fixed a bug where cards in the play pile would block mouse inputs when viewing the deck, draw, or discard pile
- Fixed a bug where retained cards would not work properly with cards that count cards in hand, ie Quartz, Salamander, and Waterfall
- Fixed a bug where drawing cards when playing Axe on Gems would take too long