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Chess Survivors » Endless Mode – Patch 1.3 Live Now!

Happy Holidays! Endless Mode is finally here!! This was a fun feature to add and was been one of the most requested features. I’m happy with where the game is at and I would love to hear your thoughts.

I’m making Endless Mode a BETA for now, so please let me know if you think the balance needs to change or if there needs to be structural changes (or if you find any bugs). I read all of your feedback, and basically always make the change.

This is as much your game as it is mine, and my goal is for it to be a fun game that you enjoy playing that respects your time and the money you spent. If that is not the case, please let me know. I will change it to make it better. If you do have feedback, please leave it over on the Steam discussions or over in my discord.

Here’s a devlog showing how I added Endless Mode:
https://www.youtube.com/watch?v=l7lGc23x_mc

Thanks for playing my little game,
Aarimous

1.3 Patch Notes

tl;dr; New Endless Mode, Quality of Life, Balance Changes, and Bug Fixes

Endless Mode:
  • New Game mod you can optional stat once you win a run.
  • After winning a run (beating act 3), you will now have the option to start “Endless Mode”. In this mode you will complete an endless amount of acts. Each act will be 100 turns.
  • You will get a normal act reward for completing the act (rare relic and a heal)
  • Each act will have a semi random amount of additional difficulty modifiers to enemy health, damage, and what not
  • Most abilities will have some properties with Endless Upgrades. You can see these and the ability stats and info panel. Generally these are increases to damage or the number of projectiles.
  • In Endless Mode, you will no longer receive the new abilities as level up rewards. My goal with Endless Mode is to give you a way to lean into your current build and take it as far as you can. To do this, I disabled new abilities as a loot option because then endless mode would jus turn into collecting and upgrading as many options as you can. This is just a theory, so if it’s dumb please let me know.
  • The difficulty curve of each endless act will be generally the same, but with different spawning events, map layouts, and as the act continue more enemies will spawn in the given wave.

Balance Changes:
  • Lowered the base Reroll Relic health cost from 100 to 80
  • Lowered the base Reroll level up rewards damage from 80 to 65
  • Two of Diamonds relic: now instead increases the reroll cost now +15 to Level Reroll cost and +20 to Relic Reroll costs. I think this makes more sense as a trade off since the relics also disabled the “doubling” effect when you reroll.
  • Ace of Hearts Relic: Increased the reduction amounts. Level Up Reroll Cost -20 to -30, Relic Reroll Cost -30 to -40. This is to reflect the changes the two of diamonds relic. Now the player will want to get both relics to make rerolling really strong.
  • Added another Cooldown upgrade for to the Alien Minion. Previously [15, 13, 10] now [15, 13, 10, 8]
  • Added another Cooldown upgrade for to the Spitball Minion. Previously [8, 7, 6, 5] now [8, 7, 6, 5, 4]
  • Added another Cooldown upgrade for to the Boomerang. Previously [7, 6, 4] now [7, 6, 4, 3]
  • Adjusted upgrade values for Card Shield. Cooldown from [8, 6, 5, 4, 3] to [10, 8, 6]. Max number of [1, 2 , 3, 4] to [1, 2, 3]. This is a nerf as I personally found I would always take this option as it would block a lot of damage. Let me know if this makes the game trash, but I’m hoping this won’t be too big of a nerf.
Misc
  • Lowered the max size of floating text values
  • Adding a bit of horizontal randomness to damage texts so if damage comes in quickly it won’t all stack up.
  • Changed the ability Stats and Info page to now show the upgrades as the amount changed. Previously, this showed the new value and I thought it was just worse. Let me know if you want something different.
  • Change the color of the inactive upgrade values, I just like the new color better since it’s easier to see

Bugs
  • Fixed a bug where the procedural map would generate the same as Act 1 if it was randomly chosen for Act 2 or Act 3
  • Fixed a bug where the XP granted for normal speed runs was dramatically too low
  • Fixed a bug where sometimes the “amount of” achievements would get stuck.
  • Fix a bug where the animation for the Ping Pong ability was ending early
  • Fixed a bug where the ability tool tips would not update properly.
  • Fixed a bug where the animation for the Ping Pong paddle would not function correctly
  • Fixed a bug where the ping pong paddle was dealing damage more than once, I guess this fix is a nerf, but it is still a very powerful ability
  • Fixed a bug where the current health could sometimes show the decimals