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Nowhere Prophet
Build a loyal band of followers and survive the journey across a broken world. Barely.

Take on the role of a powerful leader and mystic. Empowered with the gifts of technopathy, the ability to sense and affect electrical currents.

You are the last hope to a band of outcastes and refugees. Lead them across the randomly generated wastelands. Pick fights with greedy slavers and crazy machines using the turn-based card combat. Can you survive long enough to reach the mysterious Crypt?

These features make Nowhere Prophet stand out

Card-based tactical combat system

New procedurally generated maps each game

Find loot and recruit followers to build your deck

Unlock new content across multiple playthroughs

More than 300 cards for you to discover

Indian infused electronica soundtrack

A roguelike deck-building gameNowhere Prophet is a single player card game with procedurally generated maps, a high difficulty and permadeath. At it's heart are two distinct parts of gameplay: Travel and combat.

TRAVEL
During travel you navigate across a procedurally generated map. Make sure your convoy has enough resources to travel as you pick your route. On your journey you will encounter strange places and even stranger people. You will be thrust into situations that put the fate of your followers in your hands.

If you're lucky enough to gain some rewards, maybe for helping someone - or robbing them, then you can invest those to improve your decks. Recruit more followers to have more and different units to put into battle. Equip your prophet or level up and learn new skills to have access to stronger action cards in combat.

COMBAT
You will have to overcome some enemies to keep your convoy and resources together. And sometimes you may even want to pick a fight for righteousness or just for loot. Once in battle the game changes to the turn-based card game mode.

Play convoy cards to put your followers onto the field and position them so you can overcome your enemy. Or play action cards to dramatically change the battlefield. But be careful: If you're wounded you will have to find a safe place to heal. And if one of your followers takes too many wounds, they are lost forever.

A science-fiction post-apocalypseNowhere Prophet is set on a far off planet called Soma. Your story begins many years after the Crash, a complete technological collapse. Civilization has broken down and the lack of resources made everyone turn either bandit or madman.

In this world inspired by Indian culture you lead a convoy of outcastes. These desperate men and woman following your vision of a better future. Under your guidance they travel with you through the wastelands. Your goal is the Crypt, a mystical place that promises untainted technology and safety.

If you can survive long enough to find it.
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#1. Nowhere Prophet (GOG) โดย: No More Robots
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  • เวอร์ชัน: Windows, Linux, MacOS
  • อัปเดต:
  • Patch 1.07.006 (7 July 2021) Balancing

    Faithful convoy: Replaced one Stalwart with a Steward

    Faithful convoy: Replaced Steadfast Ox with Shiram Crusader

    Added two new items to strengthen control builds

    Outcastes and Pioneers travel perk switched

    Zealous Frevor (Torchbearer) status effect only reduces convoy card cost by 1 (was 2)

    Torchbearer has one more trigger of Zealous Fervor on Chosen and Burdened

    Bandit Executioner has one fewer trigger of Pain is Wisdom on Doomed

    Fear Campaign now discards a convoy AND a leader card on kill
    Interface

    Added Draft screen to the game

    Modifier selector buttons + text larger

    Added convoy deck size to always show in conflict prep screen

    Convoy deck size counter now turns red if deck is empty

    Added popup when trying to start combat with an empty convoy deck

    Added missing keyword tooltips to some units

    Improved VFX on Marauder to distinguish the two triggers

    Changed Loyal Canine and Recall wording to be clearer

    Experimental support for Portugese added
    Bugfix

    If both leaders die in the same action, you no longer win the combat

    Hitting pause in the frame when the victory screen appears no longer locks the game

    Starting a non-draft new game directly after drafting will no longer reuse the draft

    Furious Offense buff now triggers correctly

    Peaceful convoy perk now correctly grants Stoic and not Stealth

    Pioneers now get the right perk discounting luxury items, not food

    Can no longer hover the card the enemy played during big preview

    Added Œ and œ glyphs to font

    Loyalty Shift properly removes cards from enemy deck in all cases
    Patch 1.06.009 (8 August 2020) Spanish added

    Spanish translations for all texts, cards and events have been added!

    You can now select the language from the options menu
    Unlocks changed

    The unlock requirements for the end-game options are a lot simpler and clearer now

    No longer need to select a specific ending, simply complete the game with a class or convoy

    And in some cases possess a certain amount of a specific resource (like 100 or more food)

    Also added in a tiny little extra to reward the truly hardcore pilgrims out there
    Balancing

    Added a new Locate card (Patient Watch) to the game and some equipment

    Tweaked enemy convoy decks to be a little softer on Chosen

    Reduced number of Robust and Charge enemies a tad on low levels and difficulties

    Reduced changes of First Strike + Rage coinciding in the enemy deck

    Reduced occurrences of Savage Sibhana on low levels and difficulties

    Optional boss locations now appear one map later to prevent frustration
    Interface

    Increased warning for optional bosses on event buttons
    Bugfix

    Fixed an AI issue with Helpful Hazards card

    Fixed description on Machine Guard to refer to Autogun not Autocannon

    Fixed broken mulligan after repeated "start combat" button presses

    Wanderers are no longer stuck in combat setup music

    Various minor stability fixes
    Patch 1.06.001 (30 June 2020) Controller compatible

    Updated the interface to be fully compatible with controllers

    Support for keyboard input on PC also included
    Changed unlocks

    Almost all unlockable classes and convoys now have two ways to unlock them

    Either a quest-based condition that requires you to do something during a run

    Or an ending-based condition that requires a specific class or convoy and final option

    All unlock hints have been changed to be clearer and more direct

    Added a new convoy: The Raiders. Stealth-based bandits
    Balancing

    Stalker starting deck and level up cards adjusted: More focus on First Strike

    Corsair gained Stealth, increased Life to 6 (was 5)

    Burning Brand cost reduced to 2 (was 3)

    Mark Target and Volatile Mark have been improved by drawing a leader card and blacking out the target respectively

    AI now properly evaluates obstacles that suffered blackout

    Added new Quartz modifier: Blessed followers don't take a wound but lose their blessing first
    Interface

    While click-targeting, hitting the end turn button no longer ends the turn

    Added feedback when dismantling an item from the popup

    Displaying the intrinsic perk of convoys in the cargo stats screen now

    Added hint in the conflict prep screen if you have an empty convoy deck
    Bugfix

    Explorers free row perk fixed

    Zealot no longer destroys itself

    Smoke Screeen only buffs followers

    oe glyph in french added to the font

    Pregnancy and Cannibal events cleaned up

    Ruined settlement now makes you lose Altruism on threaten

    Wrecker no longer trickers at the end of EACH turn

    Janwar Silverback now properly counts followers, not units

    Selecting a deck while click-targeting no longer throws a no-save error

    Events that deal leader damage no longer heal you up if you're very low on hp

    Cards and powers queued on dead targets no longer execute

    Added push/pull tooltips to some cards

    Automarker no longer marks itself

    Pulling a wounded or dead unit back via Gravewalking and getting it blessed no longer kills it after combat

    No cards after closing the game during combat setup for Wanderers fixed

    Loading progress more robust

    Restarting a custom game now keeps the mutators intact

    Fixed issues with some event loss numbers not being correct

    Fixed display of wounds during combat sometimes being off

    Fog of War card no longer triggers on obstacles
    Patch 1.05.000 Guru (31 March 2020)

    Another huge update! I'm excited to finally round out the classes to the full set I envisioned years ago. With the Breaker and the Stalker two brand new prophets enter the fray, so let's look at what they can do!
    The Breaker

    The Breaker is a former operative of the Union of Five Fingers. Disillusioned with their egotistical he has left them behind and found a new purpose with the fallen star.

    His playstyle is generally slow and methodical, with access to defensive effects (via armor and taunt) and a few build pillars available to him:

    Marking groups + AOE damage

    Marked is a new keyword that increases the damage a unit takes. The breaker is good at spreading out marked on groups of enemy targets and then to follow up with area of effect damage (Blast and other cards) to capitalize on their vulnerability.
    Obstacles

    Putting down cover, throwing explosive barrels onto the enemy battlefield or just blocking off a column entirely. The Breaker knows how to handle and shape terrain.
    Single, strong units

    The Breaker is good at fortifying individual units. Giving them stat boosts and other benefits to build up true juggernauts.
    The Stalker

    The Stalker ist a child of the wild places of Soma. Living out with the hilltribes in the ranges they took good care of their clan, hiding away from the eyes of strangers.

    The Stalker's playstyle is more aggressive than the Breaker. It focuses on taking out key enemy units, disrupting their means of attack and going for the kill.

    Marking individuals + Double tap

    The Stalker also uses Marked but specifically to target individuals, to either make them more vulnerable or to disable their defensive capabilities. This combined with a new pair of attack cards that hit a single target multiple times allows them to really capitalize on that. This also makes these cards really good against Robust targets.
    Beasts

    Like many members of the hilltribes, the Stalker has become a friend to beasts. They can bring them into battle to bolster their own ranks or to directly slam into the enemy. A number of cards feature strong Beast synergies.
    Stealth

    Staying hidden is a part of the Stalkers strategy. A number of cards grant Stealth to their followers or capitalize on the units that are already in Stealth. And to make Stealth a bit more reliable, the keyword has been changed to only pop when taking damage from a follower or unit, not from the leader. This is usually going to be retaliation damage and it helps make Stealth a more robust investment during a battle.
    Positioning

    With their knowledge of battlefield tactics the Stalker is an expert at pushing and pulling people around. The Stalker has a few cards that either harm or help units when they are moved around, combine this with cheap access to movement cards and interesting strategies come together.
    New Keyword: Marked

    As mentioned above there's a new keyword in town. Marked. Marked can be put on units or obstacles and it makes them vulnerable. They can now be attacked regardless of their position and they take 2 extra points of damage, whenever they are damaged.

    This means you could mark a unit to get rid of it more quickly, to trade upwards or to get rid of some pesky sniper or construct that's hiding away in the back somewhere.

    But not only that, with this update Marked, Taunt and Stealth are exclusive. So you can mark a unit to pop it out of Taunt. Put Stealth on a marked unit to prevent extra damage. Or put Taunt on a Stealth unit to pull it out of hiding.

    Balancing changes

    Of course there's a number of additional tweaks and changes in this version. Some of the new cards related to Marking or the two new classes have been added to enemies or pieces of equipment. And there's been some balancing changes:

    Stealth is now only lost on unit or obstacle damage, not from leader-based damage

    Shadow Trail only triggers once each turn

    Bandit outfit a tad rarer

    Added a new item: The Machinepistol

    Changed the power on the Machinegun to more column damage

    Savage Sibhana was upgraded to Legendary (and is rarer in enemies now)

    Shadow Banjha was downgraded to Rare to compensate

    Coordinated Swarm status effect was changed to be more interesting

    Smoke Screen leader card upgraded to Rare

    Mercy Kill upgraded to 3-cost (was 2-cost)

    And that's it! I hope you enjoy this update. Let me know which one of the new classes is your favorite!

    And stay hydrated,

    Martin

    Patch 1.04.005 Ekagrata (17 February 2020) The Big Perk Update

    Each convoy now has a much stronger identity! All convoy perks are overhauled and unlocking has been tweaked!

    Another content update! This one is all about making the most of the Convoys in the game. You may have noticed that in the past a few of the convoys had a unique, always unlocked fourth perk. For example: the youngest convoy, the Pioneers and the very unique convoy the Hermit.The Big Perk Update

    Each convoy now has a much stronger identity! All convoy perks are overhauled and unlocking has been tweaked!

    Another content update! This one is all about making the most of the Convoys in the game. You may have noticed that in the past a few of the convoys had a unique, always unlocked fourth perk. For example: the youngest convoy, the Pioneers and the very unique convoy the Hermit.

    Now with this update, ALL CONVOYS have a UNIQUE INTRINSIC PERK! This means the different convoys play much more differently, even beyond the cards they bring.

    Intrinsic Perks

    Here's a look at all the intrinsic perks! Can you figure out what convoy they go with?

    Open Path: Your side of the battlefield always has at least one empty row. Can not gain Believer points.

    Devoted to the Faith: Blessed units gain +0/+1 instead. You take no damage from an empty leader deck. Any drones added to the convoy are demolished.

    Lost Legion: Start combat with 1 extra convoy card. Followers with an Energy cost of 4 or higher cost 4 extra batteries to recruit.

    Stand Alone: Swap your starting and maximum hand count of both decks. Reduce the maximum convoy deck size by 12 cards. You take no damage from an empty convoy deck.

    Strength of the Pack: Each recruiting location has at least 3 beasts. Non-beast followers in your convoy deck count as 4 cards.

    Hunter-Gatherers: Gain 4 food whenever you reach a node in difficult terrain. Your leader heals 2 fewer damage each rest.

    Hardened Outsiders: Heal 1 additional damage on your prophet or 1 additional follower wound when resting.

    Battlefield Engineers: Fill rows with obstacles on both sides. You have a 50% chance to go second in combat

    Fortune's Favors: Start combat with 1 extra convoy card and 1 extra leader card. You have no mulligan phase.

    Mechanized Life: Each recruiting location has at least 3 drones. Healing followers costs 5 batteries instead.

    Crafty & Stingy: Each market has 1 extra piece of equipment. Hope gain from shared luxury items is reduced by 4.
    More Perks

    But that's not all. Beyond the new intrinsic perk, all other perks have been overhauled and tweaked to be a lot more interesting, diverse and interactive. There's a perk that grants a unique status effect in combat available on most convoys now! And there's different ways that the starting situation of the convoys can improve!

    But, how do you get these perks?

    Unlocking Extras

    In the past, each perk was unlocked by completing the same target but using a different convoy. This was pretty repetitive, but also took a very long time. To make the process more fun this update also tweaks unlocks:

    Each convoy has their own targets for unlocks now! And the target numbers should mean that unlocks are generally enabled much quicker now!

    For example, one Convoy will have you dismantle items to progress, while another needs to destroy obstacles or play followers of a specific type.

    And that's mostly it! Of course this update features a bunch of other minor improvements and bugfixes, which you can find in the changelog!

    Stay hydrated,

    Martin

    Patch 1.04.001 Ekagrata (12 December 2019)

    The Seer and Spider are here. New prophets for the wasteland.

    This free update contains two brand new playable prophets to find and unlock!

    This winter on Soma brings and early present for everyone:

    Two brand new prophet classes to unlock and play! And of course these come with a set of brand new leader cards. And then there's a host of other tweaks and changes to the cards and game! Read on to find out more!

    The Seer

    Quiet and introspective, the seer has the talent of sight. A seer can glance through space and time to stay one step ahead. A gift and a burden at once.

    Mechanically the Seer's give of sight is done with Locate. Locate is a brand new mechanic that allows you to select a card from up to three presented to you. By default these cards are pulled from your deck and allow you to get what you need, when you need it.

    Precognition is a simple card that allows you to locate a card from among your next three leader cards.

    However the Seer also has a more sinister mechanic: Sacrifice. By sacrificing your own units (which will not wound them) you can get even more value out of your people.

    Eye for an Eye, which was changed in this update, is one such card. By sacrificing one of your followers you can destroy a random enemy follower. This can set up quite favorable traits, if you manage to control the battlefield enough.

    To unlock the Seer, all you need to do is meet the hermit Shree Kha in his cave and get him to join you.

    The Spider

    A friend to machines, the spider has mastered speaking to the things made of metal. This makes him an excellent ally, if a tad unpredictable.

    The spider is a strange recluse that works well with the machines of Soma. He combines well with the drone keyword followers.

    Crash Protocol which was updated and now buffs a drone for +2/+0 and makes it fight against a random enemy target. That's great for just one Energy but since the drones are unpredictable, you can never know what it'll go up against.

    This unpredictability also makes his way into the Spider's mind and actions. Many of his effects have random targets and effects, like:

    Mind Shredder, which deals 2 damage to a random unit. And it does that for a total of 8 times. Note that it is truly random and might hit your units as well!

    To unlock the Spider you need to leave a follower behind at the fallen star's sibling.

    Class tweaks

    Apart from that a number of the other classes got slight tweaks to their starting decks and level up cards. Here's some of those:
    Firebrand

    No big changes necessary

    Legendary: Replacing Bury with Bold Strike (was an Echo card)
    Echo Strengthening the debuff (-x/-x) presence in the echo's cards

    Common: Replacing Quick Reflexes with Infect

    Rare: Replacing Crippling Strike (was Mind Break)
    Improving the Stun combos in Echo

    Rare: Point Blank replaced by Slash

    Rare: Slam adjusted to kill targets if they are already wounded

    Legendary: Bold Strike replaced by Stun Symbol
    Starting Deck more in line with changes

    Blackout changed to Infect

    Mind Seize replaced by Slice

    Slash replaced by Choking Fog
    Banshee

    No big changes ncessary

    Legendary: Coordinated Tactics replaced by new card Loyalty Shift
    Starting deck adjusted to strengthen discard

    Infect replaced by Bolder

    Rally replaced by Riot (changed to sometimes force discard)
    Tower

    Strengthened control through mass damage cards

    Rare: Unstable Weaponry replaced by Mind Seize

    Legendary: Battlefield Trance replaced by Mind Break
    Starting deck adjusted accordingly

    Blessed Strength replaced by Static Charge

    Decoy replaced by Guard

    Unstable Weaponry replaced by Secure

    White Noise replaced by Mind Seize
    The small stuff

    And here's the various smaller changes, taken straight from the changelog:
    Tweaking leader cards

    A number of leader cards were changed and twewaked to harmonize with the new classes

    Riot: Now discards and draws cards

    Eye for an Eye: Ssacrifice a follower to destroy a random enemy follower

    Desperate Action: Only does two damage and draws a leader c ard

    Heavy Slug: No longer draws a leader card for the enemy

    Juggernaut: Now refreshes the target

    Crash Protocol: Targeted drone now fights a random enemy target

    All sacrifice effects now no longer deal a wound
    More stats tracking

    A larger number of interesting gameplay stats are now being tracked by the game

    Your current and overall stats are now be visible in the collections stats and cargo screens
    Balancing

    Reduced requirements for convoy perk unlocks to 20 fights (was 50), 5 milestones (was 15) and 8 bosses (was 25)

    All classes had their level up and starting decks tweaked slightly

    Feral Guide to 5/3 (was 6/3)

    The Tempest to 6/7 (was 6/6)

    Hired Gun to 3/4 (was 4/3)

    Sweeper to 5/4 (was 5/3)

    Chatri Matriarch to 5/5 (was 5/4)

    Rabid Lizard to 3/5 (was 3/4)

    Reclycer to 4/6 (was 6/4)

    Berserker to 4/4 (was 3/3)

    Caste Overseer to 5/7 (was 6/6)

    Matyr reduced to 4-cost 4/3 (was 5-cost 5/3)

    Company Agent reduced to 4 5-cost 4/5 (was 6-cost 4/7)

    Anointed inquisitor reduced to 7-cost and 3/8 (was 8-cost 7/6)

    Strategist reduced to 4-cost 2/2 and gained Stealth (was 7-cost 7/7)

    Shadow to 2/3 and gained Stealth (was 5/3)

    Lumbering Chambal to 3/6 (was 2/6) but only gains +3/+0 on Fury (was +4/+0)

    Savage Aibhana gained Brawl

    Protector now adds armor on revenge

    Deceiver now steals followers permanently

    Siege Breaker was set to rare by mistake, has been corrected to legendary
    Interface

    Fixing a large number typos in UI text and events (Thanks to Ophidian for the event checks and everyone for the reports!)

    Can now click on the deck piles to look into the decks (only your own) and discard piles (all)
    Bugfix

    Tea luxury item now heals properly again

    Ruster Lifter now heals over his starting HP again

    AI can now properly play Brawl followers

    Removed a few erroneous Attack tags from cards

    Can no longer spend two Focus points on one card by double clicking

    Wild shot can now also target obstacles as intended
    Patch 1.03.005 Drishti (27 November 2019) Balancing

    Reduced required days for the wilderness wanderer achievement from 14.600 to 7.300

    Crippling Strike tweaked to deal -2/-1 and -4/-2 respectively (was -2/-0 and -4/-0)

    Slight tweak to available follower factions in recruiting locations

    Increased battery gains on Doomed (now equal to Burdened difficulty)
    Interface

    Updating French translation in parts

    Added bomb visual FX to Crash Geneer (replacing Knife)
    Bugfix

    Fixing an issue with an option within the tower event of the botanical dome location

    Brigand description now correctly says (4/2) in all languages

    AI now better handles enemy obstacles with Taunt

    Time descriptions in options menu now update when language is changed
    Patch 1.03.001 Chakra (28 October 2019) Board/Control Update!

    Time for a big update! 42 creepy new followers, new cards, balancing changes and more!

    I've been busy working on this update for a while. Some of you might have played around with it in the PREVIEW branch but I finally have all the artwork here and in place so it's time to roll this out to everyone!

    So, what's in it?

    Fancy New Followers

    This is the big one! Over 40 new units have been added to the game. Four for each faction (1 common, 2 rares, 1 legendary) plus two unique spawnables....

    And just in time for halloween, some of these boys, girls, beasts and drones are of the creepy and spooky variety! Check out the thornhide skulker, a massive spider-like creature sporting a carapace reinforced with razor sharp quills. Or the wretched sadhu, a cultist that prowls burial grounds and wears the ashes of the cremated as decoration. And then there's the pious feeder. The devoted caretaker of his horrific master, the accumulator drone! This tentacled monstrosity consumes biomass of the living and the dead to steadily grow in strength, size and ferocity.

    The goal was to add a set of units that enable and improve a number of different deck builds and playstyles. Give them a whirl and see what you can come up with!

    New Keyword: Brawl

    Brawl says: If this unit enters battle in a position from which it can attack, then it will fight the first target in the opposing row.

    This is a pretty useful keyword, especially if you're behind in terms of board control. It's not quite as powerful as Charge, that lets you decide who to attack. And Brawl doesn't allow you to attack the leader, but it is very useful to set up some quick trades or get in that extra blow to break the enemies hold on the battlefield.

    If you check out the new units you will see that it is very present with the Hilltribes, the Beasts and the Cultists.

    New Keyword: Stoic

    Our second new keyword is Stoic. It reads: If a unit with stoic is destroyed it suffers no wound.

    This is great to create some more resilient units, make more judicious use of Revenge effect and to mitigate some of that damage you take in slower strategies and builds.

    Note that no unit has unconditional Stoic in all cases, but there are a few units that gain (or lose) Stoic under certain conditions. And there's a few ways to bestow Stoic upon units otherwise.

    Stoic can be found primarily on Union soldiers, lepers, Shiram crusaders and drones.

    Recover Your Remains

    Another big new feature is the ability to discover and salvage the remains of your previous run. If you played a campaign game and died, then some of your followers and items can be recovered on your next campaign run.

    More will remain based on how far you made it and what you were using in your deck when you met you grisly end.

    Can you make it to the quest node and recover some of what you lost?

    The Big Balancing

    A number of elements of the game were improved and rebalanced. Chiefly among them the enemy decks:

    On lower levels enemy decks are less synergistic and they increase in strength more evenly as their level increases. Also some new cards have been added to the game and to the leaders to provide interesting threats that the player can play around. Watch out for traps, mines, automated weaponry and the occasional well-aimed boulder!

    Besides enemies the cost of travel was also tweaked. General costs have been increased a tad across the board, while hope gain from luxury items has been reduced a tad. To make up for that reaching a milestone now grants a sizeable hope boost.

    This makes for more focused and interesting decisions when it comes to travel without making travel to the next milestone harder. Together with that the chance for fights on the road has been dramatically reduced. Both these factors also help keep the length of sessions a bit more focused.

    And lastly the chances for enemy surrenders were tweaked to make it a lot more manageable to force enemies into surrender if you can control the battlefield. This should make getting some of these unlocks a lot easier.

    The Small Stuff

    Of course there's also a lot of smaller changes to cards and effects. See the changelog for the full list but here's some of the more interesting tweaks:

    The maximum size of the convoy deck was reduced to 24 cards (from 30). This change was made because 30 cards is usually an inefficient deck. Most fights can be won with a 10-15 card deck, only on long matches against bosses will you need more. To help players build a tad more effective and consistent decks the maximum was reduced. If you continue a game where you exceed this new maximum, then you will only be able to remove cards until you are below the new maximum.

    The essential charge units (Cultist and Janwar Bear) were both tweaked down a tad by having their Strength reduced by 1 (to 2/2 and 4/2 respectively). This gets them a bit more in line with the other units while still keeping them strong and useful.

    And that's it for this update! If you have any thoughts and feedback on the changes, please join the Nowhere Prophet Discord ( https://discord.gg/nowhereprophet ) and let me know!

    And now: Have fun!

    Martin

    Patch 1.02.001 Chakra (17 September 2019) Custom Game mode added

    Finish three games to unlock the game mode

    Select up to four game modifiers before you start your game

    Six new modifiers added: Diamond, Chased, Affluent, Cornucopia, Unwavering, Cramped and Sloth!
    Six new leader cards

    Added Decoy Phalanx, Blistering Blow, Blinding Beam, Surprise Attack, Black Hole Trap and Gear Up

    Added Blinding Beam and Decoy Phalanx to Banshee (replacing Crippling Mudra and Sabotage)

    Leader cards added to items
    New pioneers convoy

    Added a new convoy focused on Obstacles and Armor

    To unlock them you need to assist the rebel cell in Pit Nine
    Balancing

    Warden changed to 3-cost 3/6 (was 2-cost 3/4)

    Added Warden to Traders convoy

    Bandit Executioner buff change: Now only triggers if you have no Energy left

    Signalbearer is now Rare and triggers for +1/+1 at the end of each turn

    Ordnance Runner is now Common and 2-cost 1/1 with Stealth, Blast (instead of 3/4)

    Union Sapper is now 3-cost 2/4 (was 2-cost 2/2)

    Expert Slinger is now 4/4 Sniper, Blast (was 4/2 First Strike, Blast)

    Zealot changed to 5/2 that destroys a random follower on Fury

    Demolitions expert changed to 1/4 that sets the health of all other followers to 1

    Deplete cost is now 2 (was 3)

    Janwar Bear changed to 4/2 (was 5/2)

    Cultist changed to 2/2 (was 3/2)

    Reduced cost of Arc Overload power to 1
    Interface

    Fixed text on Scratch cards to refer to enemy "targets" in the frontline (not "units")

    Added new "thrown Bomb" visual effect

    Added new logo intro animation
    Bugfixes

    Hand card sorting issue fixed

    Strain Chain & Buried Knowledge no longer waste triggers

    Strain Chain only triggers once each turn

    Fixed some faction-based fights using the right faction

    Rage no longer triggers on non-killing Robust units

    Disabled all hotkeys while using convoy cards text filter

    Coordinated Swarm status effect can properly target enemy leader again
    Patch 1.01.001 Bhakta (20 August 2019) Equipment Power Energy Cost

    Equipment powers now have an Energy Cost (ranging from 0-3)

    Row and neighbor attack powers now deal 3 damage (was 1)

    Row attack power also damages enemy leader

    Wild Blaze now discards a leader card and no longer deals damage to you
    Balancing

    Worker is now (1/1) but generates 1 armor on Fury

    Choking Fog changed cost to 3 (was 4)

    Drone Batallion changed cost to 3 (was 5)

    Storm Signal changed cost to 1 (was 3) and stats to 0/2 (was 0/4)

    Kaalrati broken has cheese protection "Backup Systems" buff added
    Interface

    Mutator Spite has a less ambiguous description

    Leader Deck during travel will no longer blink once player has seen level up hint once

    Added tooltip with enemy level and type in combat

    Changed label on loadout selection to make function of buttons clearer

    Unlocked convoy perks are clearer different from locked perks

    Show available Focus points in pre-combat screen

    Dismantling from combat and event rewards now possible

    Fixed buy/sell order in shop, again

    Cards in deck are less dark when shown in large card grid
    Bugfixes

    Custodian text now properly references the Leader not Convoy Deck

    Ensured that "no target" widget is never responsive when not visible

    Minor event typos in EN, DE and FR

    Hotkeys while filling in follower text filter are suppressed

    Blackout also now properly removes stun

    Favorite followers now heal with priority

    Fixed some non-beast fights in beast events

    Pinned down no longer triggers when 0 health units move

    Attack Drone no longer targets dead units

    If a follower is blocked by a follower, they can't attack a blocking obstacle through the blocking follower

    Enemy AI now properly interacts with the new obstacle blocking rules
    Patch 1.00.023 Arudha (13 August 2019) Balancing

    Scion Instigator now 2/4 (was (4/3)

    Raj Guard Gladiator & Leper Alchemist enemies tweaked

    Obstacles directly in front of a unit can now be attacked, even by non-frontline units

    Drone Factory Shelter fortification event made a bit easier (less drones on board at start)
    Interface

    Followers filter system completely updated

    Renamed followers have their name highlighted in yellow

    Followers can now be renamed with an empty name giving them a shame name (thanks to the Discord for providing ideas and inspiration!)

    Increased the size of the Show Battlefield button during the mulligan phase

    Rulebook and tutorial updated to reflect new attacking rules

    Ingame rulebook added

    Nowhere Prophet (a game by me!) intro logo added

    Attack positioning tutorial extended (obstacle attack rule) and image updated
    Bugfixes

    Rock granted by custodian is a Leader card, as all other obstacles

    The first phase of Kaalrati is again marked as a Boss enemy

    Typos and corrections to some event text

    All valuables now sell properly without hiccups

    Fixed the order of the BUY and SELL tabs in the shop screen

    Union deserters event no longer is a fight against Machinists

    The order of triggers is no longer switched around every other time

    Suppressing buff triggers during mulligan draw phase now
    Patch 1.00.011 Arudha (30 July 2019) AI

    AI evaluation bug fixed: Later moves in a sequence had inflated scores, making even bad moves look useful

    AI decision system improved and more responsive to prioritization and unit positioning

    AI is less allergic to having obstacles in the front column position

    Enemy AI cleverness is affected by level (Ai is worse on lower levels)
    Balancing Enemies

    Enemy levels on map 1 changed to 1-2 (was 1-3)

    Enemy levels on last map changed to 7-10 (was 7-9)

    Enemy levels on crypt map changed to 10-12 (was 9-10)

    Enemy decks adjusted to be easier on lower levels

    Scion Bloodhand deck adjusted: Fewer charge followers in early maps

    Scion High Priest deck adjusted: Only one Bodhisattva, no more danger of cycling them constantly
    Cards

    Unconquered Ascetic: Lost Shielded keyword

    The Tireless changed to 4/3 (was 3/6)

    Mounting Pressure cost increased to 6 (was 5)

    Frazzle cost increased to 4 (was 3)

    Bold Strike cost increased to 4 (was 2)

    Shade cost increased to 3 (was 1)
    Miscellaneous

    Reduced number of nodes in later maps slightly

    Reduced rest at initial crash site to 3 uses (was 5)

    Finally added rest options to the Crypt Gate (3 uses). You can now take a breather before diving in.

    Battery rewards reduced slightly across the board
    Interface

    Improved visual quality of intro logos

    French translation updated
    Bugfixes

    Soothing Shadows no longer triggers on moved obstacles or constructs

    Coordinated swarm no longer triggers on dead drones moving and no longer hits dead targets

    Defy Death is depleted on trigger, not on turn start

    Hedgehog Drone is depleted on trigger, not on turn start

    Battery mutator no longer has second player start with 10 Energy

    Wounded followers on the enemy side now start with 1 damage

    Rest button no longer vanishes on 4K displays

    Restarting game after loading a game no longer throws save game error

    Crypt Knowledge follow up events can no show up in the Crypt (no stars crashed into the Crypt)

    Surrender events in combat are now properly loaded

    Various minor text and event issues fixed
    Patch 1.00.005 Arudha (24 July 2019)

    Reduced strength of passive enemy effects:

    Leper Tormented: Now only provides +1/+0 (was +1/+1)

    King lizard: Now only triggers once each turn

    Raj Guard Gloryseeker: Now only triggers once each turn

    Union Bulwark: Now only provides 3 armor per kill (was 4)

    Limited or reduced number of effect triggers:

    King Lizard

    Ruster Lifter

    Feral Javelin

    Leper Tormented

    Raj Guard Gloryseeker

    Union Bulwark

    Reduced deck synergy (on lower levels and difficulties):

    King Lizard (fewer poison units)

    Shiram Torchbearer (fewer direct leader damage cards)

    Ruster Lifter (fewer regen units and self damage cards)

    Feral Javelin (fewer poison units)

    Leper Tormented (fewer regen units)

    Raj Guard Gloryseeker (fewer strong fury units)

    Union Bulwark (fewer Armor synergy cards)

    Ruster Lifter fight guaranteed to be 5 rows wide, gives you more room to build up for a strong alpha strike

    Patch 1.00.003 Arudha (22 July 2019)

    fixed a crash that prevented the game from being played on Windows 7

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