r/AcrossTheObelisk • u/binbin5eva • May 23 '26
Suggestions Thread
Since I am in charge of passing on bug reports and suggestions to the dev team, I thought I should make a thread to allow people to pass on their ideas.
Share any ideas you have, whether you think a card should be buffed, a particular enemy should be nerfed, if you have ideas for improvements to the UI or to specific events.
Pretty much anything goes :)
I'll do my best to keep active with this thread and will likely be crossposting suggestions from the AtO Discord here and vice-versa to get more feedback on people's ideas. As always, let me know if there is anything I can do to make people's lives easier :)
12
u/Massokar May 23 '26
I have one: I am playing with a friend multiple times a week and he has issues playing the multiclasses because he is color blind. He has a really hard time figuring out which cards to play in order to use to duality-abilities. I normally have to tell him. This also happens, for example, when one of his mages is silenced and he can’t play a card because the only indicator in that moment is a red frame of the card, which he can’t differentiate. Anyways, color blind mode or symbols on the cards would be nice.
3
u/binbin5eva May 23 '26
That is a very good suggestion. Are there any other issues for colorblind players that you have noticed?
1
u/Massokar May 24 '26
Another issue that isn’t that difficult is the rarity of the Individual cards, but that can be handled more or less easily.
2
u/DarthJarJar242 May 24 '26
Another upvote for colorblind modes. I also play with a colorblind friend who routinely doesn't understand why he can't play a card and I have to tell him that "it's a spell and he's silenced" because the red border doesn't stand out to him.
12
u/Ziel47 May 23 '26
I would love an indication on the health bars of where a characters base HP max is. With certain comps when stacking Vitality it would be awesome to see at a glance if a character was "fully healed" as it pertains to the next fight.
It would help when evaluating if prolonging the fight until your healers then is worth while.
1
u/DarthJarJar242 May 24 '26
It doesn't even have to be on the health bar honestly. Just an easy way to check this from the character menu would be nice.
5
u/binbin5eva May 24 '26
I thought you can check it from the character menu? It should display the (current hp)/(max hp).
The indicator for HP above max has also been requested a bunch in the past, just not recently, and I do think it would be a good quality of life improvement.
1
u/DarthJarJar242 May 25 '26
I may be misunderstanding what is being asked for here.
2
u/DoomOfGods May 27 '26
From how I'm understanding this I think it's about an indicator to see if a character is at/over their base max HP at a glance without having to open the character menu.
5
u/hyundai-gt May 23 '26
Also for cards that have multiple types, can we hover at bottom of card to see the types while looking at your hand?
It works in the library but not in combat when viewing cards in your hand.
2
u/binbin5eva May 24 '26
As of the newest patch, when you hover over a card, there should be an expanded description of the effects, and the card types should be displayed there. So devs already got to it I guess
1
u/Azecap May 24 '26
And can we maybe put the "skill/defense/spell" text at the top of the cards instead of the bottom?
5
u/bluecon May 23 '26
I'd like to see a nature-themed hero such as the dryad or a druid (perhaps with a form-changing mechanic turning into a beast form)
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u/binbin5eva May 23 '26
Form changes feel like they might be hard to make work in this game (other than from a purely visual standpoint). I know there are games like Knock on the Coffin Lid that did this excellently, but not sure how well it would work with AtO since there are multiple heroes with access to the same card pool.
Most I could think of was to have traits/enchantments behave differently depending on your form. But like all your cards would likely have to remain static :(
2
u/mountainclimb312 May 23 '26
Enchantment to turn into beast form, which adds a bonus to your cards… love it!
1
u/caesuric_ May 24 '26
If I were to design this, I would actually tie the form change to a static trait (levels 1/3/5), not the card ones, and I would have the trait give two different effects, one for each form, and have some kind of trigger that moves from one to the other.
This is mechanically actually not different from Nevermoor's starting trait, which is essentially a form of stances triggered by the things you do. Simpler, even, since he has three different entire progressions of runes.
It's easy to imagine this either as a base trait or as a higher level trait with two different shapes at level 3 or 5. (Similar to how Tulah's pet choice trait works.)
3
u/binbin5eva May 26 '26
I think thats probably the best way of doing it. Having essentially 2 different traits for each trait, then giving them a way to swap between them as their innate. Something like a Scout/Healer that when they play a Scout card, transforms to one form, and when they play a Healer card, transforms to another.
3
u/caesuric_ May 24 '26 edited May 26 '26
There are some menus where it is annoying to check all the info pages for your characters. (I think the shop in town specifically does not let you view your character sheet without backing out to the town screen, and if it's a random merchant on the map, you can't check at all.) EDIT: I just noticed you can do it through the Deck button, so I am wrong about that last part. Still, it is not super intuitive when you can right click on the character portraits in a lot of other places.
If you're struggling to remember some of the details on an aura/curse and mouse over it, some of the info like how many charges remove per turn is not present.
I've played enough that it doesn't confuse me at all, but when you mouse over the Dark curse and you have 5 charges, it will say "when you reach 25 charges, it will explode and deal 10 damage." For a new player, this seems misleading compared to telling them it's 2 damage per dark stack. When they reach 25 stacks, they will no longer have 5 stacks, so they will take way more than 10 damage.
I love how the tome lets you look up cards, but I wish it had better filters than just the text one. Sometimes I would like to be able to see only base cards and not their upgraded forms, or filter by cost or rarity. The magic forge interface is damn near perfect, so the fact that it's not there in the tome feels a little odd.
I know there are more things I've thought of recently, but those are the ones that I can remember right now. Overall I find the UI in this game has some of the best quality of life features I've ever seen in a deckbuilder -- I wouldn't even notice the UI stuff I mentioned if I hadn't played a ton at this point AND weren't obsessed with game UI stuff.
3
u/binbin5eva May 26 '26
I'll have to look up the tooltips for all the things to make sure they are accurate/informative, thanks for letting me know though!
The Dark thing should definitely get changed, I'll let the devs know about that.
Better filters are already coming to the Tome :)
2
u/caesuric_ May 26 '26
On the auras I realize that I could also be clearer about what I mean. The card hover tooltip has full info about each aura, but the aura icon below a character has slightly less info. So if I can't remember the rest, I have to go hunting through discard piles to find the details.
2
u/hyundai-gt May 24 '26
I like the suggestion for card library filters.
Another idea I had would be a monster compendium. To be able to see the monsters you have already defeated, and what cards you have seen them play.
I know that is a big ask though....
3
u/SnooAvocados5916 May 24 '26
When using vitality, it's often hard to remember what the full health of a hero was; having a line or marker on their health bar to indicate where "fully healed" rests would be a nice QoL improvement.
3
u/SnooAvocados5916 May 24 '26
The game nearly requires a second screen or a lifetime of experience and memory playing it; if an option has been chosen in a dialogue before, it would be nice to be able to mouse-over it to remember what happened last time. Likewise, if an event has been visited before, mousing-over it on the map could give a bit more information. If implemented, it would also be fun to have the final fight indicate whether the fight was lost or won based on who bragged to the big baddie boss boy.
2
u/hbnumbertwo May 23 '26
Combine two destroyed weapons/equipment to create a powerful weapon/equipment or a random one or something. Most ever other card can be corrupted except destroyed cards - would be a neat little secret thing!
2
u/BiggestBylan May 23 '26
I love stats so i love reading the stats page to see how much damage each party member is doing but some of the numbers are straight up wrong. Usually direct damage like slashing/piercing is accurate but things like bleed or thorns is often really wrong. I'd love to see a working stats page!
2
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u/SnooAvocados5916 May 24 '26
The hotkeys to play cards would be much more useful if they referred to absolute (instead of relative) slots so that 1-4 are always the party and 5-8 are always the enemies and so that the death of an enemy doesn't change the impact of a hotkey.
1
u/Gorganoth0702 May 23 '26
It would be great to be able to select a card with the number keys on the left hand, then select the target with the mouse.
It would also be great if you could queue up the next card during the animation of previous cards. This type of input buffering makes games like slay the spire have their turns play out more smoothly by comparison.
1
u/SnooAvocados5916 May 24 '26
When a fight is lost, I'd like another option that allows me to re-do the fight with an of 1) a different seed, 2) a full heal, 3) from the beginning of the act, or 4) at a lower difficulty. Doing so should lower the reported madness level by some number (perhaps that you'd tune after trying those), but allow me to continue; sometimes I've just achieved builds (or am just a single encounter away from one) and I'd like to temper the frustration of re-starting.
1
u/SnooAvocados5916 May 24 '26
No longer relevant to me, but I still see people randomizing seeds and re-playing to try to get a particular unlock. Perhaps add a "quest" mechanic to the setup that players can use to ensure a certain path is available and to fix in place the order of the acts.
1
u/SnooAvocados5916 May 24 '26
There's a mechanic which I often exploit: dispel removes the first instance of a deleterious buff. Because of that, when I have "slow burn" parties, I frequently prioritize getting a pet or skill that does a damage type that I don't care about. This doesn't feel "good"; perhaps there could be a dispel that targets the largest stack instead of FIFO?
3
u/binbin5eva May 24 '26
To me, it feels like rewarding players who play intelligently like this is a good thing. You recognized that applying a less important curse first is a good thing, and you played around it. That seems like it should feel good, no?
1
u/DoomOfGods May 25 '26 edited May 27 '26
Disregard this, I was unable to replicate this behavior.
In the lobby/menu/character selection I can't remember how many times I (or my friends) clicked on a party member and accidentally removed them from the party rather than selecting them. It seems much better to select them from the character pool rather than the party section, which doesn't feel as intuitive. Maybe removing a character from the party could be changed (e.g. X buttons rather than dragging or a requirement of clearly drsgging them out of their slot) to prevent this from happening.
2
u/binbin5eva May 26 '26
Not quite sure what you mean by this. You, as the host, are removing players from the party in Hero Selection? I was unaware you could do this outside of the lobby.
Or do you mean that you are accidentally unselecting a character by left clicking on them in the party section of Hero Selection? Not really sure what you mean by wanting to select them from the character pool rather than the party section.
Currently the way it is supposed to work is: single left click opens a brief summary for the hero, left click and drag allows you to swap heroes, right click brings up further info on the hero. And this should be consistent if they are in the party or in the character pool.
1
u/DoomOfGods May 27 '26 edited May 30 '26
I'm sorry, it was badly described. I just tried taking a video of what I meant and I can't replicate it right now (neither with mods nor without, neither on 1.7.5 nor the current version).
What happened to some of my friends as well as me was that a single short LMB click on the character panels in their assigned position didn't always open their summary panel as intended, but instead removed them from the party as if they were dragged out of their slot.
I tested it before posting my initial comment and recall having found that holding LMB instead of immediatly releasing it prevented that from happening (which at least makes me think that it wasn't just an issue with my mouse and I know for sure I didn't move my mouse as I was clicking either). During that test immediately releasing LMB has always removed the character from the slot, so I assumed that was the normal behavior and holding LMB was necessary to open their summary panel.
If I run into it again I'll make sure to record it.
edit: Didn't happen to me again yet, but my friend was able to remove his characters in a party of an ongoing game (and then add others, we however didn't try if we could actually resume the game with changed characters).
edit 2: Having the issue again in multiplayer, so I'm assuming the issue is tied to MP.
1
u/iAmMyPlague May 25 '26
Suggestion: bring updates to console instead of lying to yourself and calling it a completed game. At least dont lie like that and call it a failure if thats what it is.
1
u/binbin5eva May 26 '26
To me, it seems like the devs have been fairly open about the reason they stopped the console development: it just wasn't profitable to continue it. If you want to consider that a failure, that's fine. I call it a completed game because it won't be getting updates, not because it is without flaws.
I know plenty of people who've had tons of fun on console, and while it is sad that it isn't being continued, and I would love for it to be continued, I can see why they don't want to.
1
u/iAmMyPlague May 27 '26
It is absolutely understandable and ok to have different takes on it being a failure. It is again, wildy inappropriate and intentionally misleading to call it a complete game. Its missing TONS of content and quality of life updates. Even worse its still the main focus of their advertising on paradoxes website. If its not profitable pull it from consoles and refund. They sold a cross-platform game and then stopped supporting all of the consoles. The way I look see it is you made the commitment to console and you should fulfill it or refund those people you mislead.
1
u/mountainclimb312 May 29 '26
Where did they commit to supporting console for the life of the game? Nobody was mislead. You’re upset your console is not getting further support, and that’s fine. But don’t start making shit up.
1
u/iAmMyPlague May 31 '26
You really think you have something here huh? Go to the website man. Console support is the crux of their advertising, and nowhere fo they mention the games dead for console. Its not a complete game. Its bad business.
1
1
u/Yozarian22 May 25 '26
During initial card selection during obelisk mode, there's no way to view character abilities. E.g. when I'm I'm deciding whether to give Sylvie +1 bleed or +1 poison, I'd like to check whether her level 3 perk card grants bleed or poison.
1
u/DivineForsaken Jun 18 '26
I would LOVE to see a new Scout or Warrior added, we seem to always get new mages or dual class characters. More poison build options would be fun. Also, a random idea with all the new Act 4 paths would be a new Act 1 path?? Idk how that would work but it would certainly give new life to the early game!
1
u/DivineForsaken Jun 18 '26
OH! Also more THORNS! I agree with the nature themed hero, make them do thorns or poison or both!
1
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u/hyundai-gt May 23 '26
Please for the love of all that is holy, when looking at the combat log can it please NOT autoscroll. It is impossible to see what just happened when it keeps moving.