Patch notes for version 0.1002


This patch is a big one. Some of the core systems have been changed, so if you read anything below make sure to read the Major Gameplay Changes. The rest of it is pretty dense but if you're really interested every change I made is written below :)


  • Major Gameplay Changes

    • Unused cards now remain in your hand when ending your turn.
      • This is a HUGE change to gameplay. Now any cards in your hand at the end of your turn will remain in your hand for the next turn. Held cards will use up a card slot when drawing cards - if you save 2 cards, you'll only draw 3 new cards next turn. Just remember that every card you choose to save is potential Power that you're not generating.
    • You can Heal any time outside of combat.
      • One of the new menu options is Heal, and it can be opened any time outside of combat. You get 3 charges per dungeon, and each charge heals the chosen character for 33% of their max health. Use healing charges wisely!
    • You can add a Rare card instead of installing an Upgrade.
      • On the level up screen when adding a new Upgrade, the Heal option has been replaced with the ability to add a new card where all three choices are guaranteed to be rare. So your options are Add Credits, Install the Upgrade, or Add a Rare Card.
    • Viruses now trigger at the start of your turn.
      • This means you can choose to sit on the Virus for consecutive turns to reduce its Cost to permanently uninstall it quicker, but you're going to suffer its effects each turn you do this on top of using up a card slot in your hand.
    • (Most) Viruses now Trash when Recycled.
      • If you don't want to suffer a virus' effects each turn, you can Recycle it to get rid of it, but you won't be able to reduce its Cost any more for that combat.
      • This is a safety in place to prevent unfun abuse, where the optimal strategy would be to get to one enemy, then churn through your deck over and over until you can remove the Virus in one combat. You CAN still remove the virus in one combat, but it's going to make the combat a lot harder by suffering its effects each turn once you draw it instead of waiting until it's safe.
  • Overview

    • Some Soldier attacks needed nerfed. Cone attacks were a little too powerful with their potential to hit multiple targets, and were a little too safe, so shotgun attack ranges have been reduced from 4 to 3. Sniper attacks were also too powerful with their Ignore Shield perk and most have had their damage lowered.
    • The Death Sentence cards (Assassinate and Hitman) were made to be risky, but were too safe. To add risk, the perk Erratic was added, which makes the damage of these attacks randomized.
    • Enemies have been mostly buffed across the board, and can also have Traits which grant them passive bonuses. Each enemy now has an archetype as well, so some focus on pure damage, others are heavy defenders, and some focus on buffing allies or debuffing players. Most enemies have also had their pool of abilities updated, and many new enemy abilities have been added.
    • Encounters have been rebuilt, and should increase in difficulty as you get deeper into the dungeon. Encounters should also be more unique and some will force you to adapt your strategy, rather than just "3 enemies I have to kill in whatever order I want."
    • Dungeons will now always have 6 Combat Encounters, 3 Events, 2 Upgrades, and 1 Boss Encounter. This means if one of your characters gets downed, you're going to miss out on that second Upgrade as a heavier punishment.
    • All credit gains have been increased.
  • Bug Fixes

    • Fixed a bug where combat would hang after Activating a non-movement card while the Charge upgrade was installed.
    • Fixed a bug where combat would hang the turn after making an attack with Charge (such a buggy ability, hopefully all cleaned up now, though).
    • Fixed a crash when trying to preview the range of a card in combat.
    • Fixed a bug where AoE abilities wouldn't target enemies out of range/line-of-sight even if they were within range of the ability.
    • Fixed numerous upgrades that were affecting the currently active character instead of the character the upgrade was installed on.
  • Status Effects

    • Power Drain added: The next [amount] cards Recycled have a Gain of 0.
    • Recycle Add removed.
    • Recycle Reduce removed.
    • Draw Add renamed to Hand Size+.
    • Draw Reduce renamed to Hand Size-.
    • Radius renamed to Extend.
    • Teleport abilities are no longer affected by Speed or Slow.
  • Enemy Abilities and Traits

    • Bulwark (Boss Trait): When dropped below 20% HP, the intended action changes to Bulwark.
    • Enrage (Boss Trait): When dropped below 50% HP, the intended action changes to Enrage.
    • Bulwark (Boss Ability): Gain +24 Shield, +4 Fortify, and +2 Evasion.
    • Enrage (Boss Ability): Permanently gain +1 Extra Attack. Gain +2 Evasion and +2 Speed.
    • Ground Slam (Boss Ability): 8 Damage. 1 Range. 2 Radius. +2 Slow.
    • Hammer Swing (Boss Ability): 6 Damage. 1 Range. +1 Exhaust.
    • Avenging (Enemy Trait): Gain +2 Damage when an ally is defeated.
    • Berserk (Enemy Trait): Permanently gain +1 Damage for each missing HP.
    • Evasive (Enemy Trait): Start combat with +3 Evasion.
    • Empty the Clip (Enemy Ability): Make 2 additional attacks.
    • Evade (Enemy Ability): Gain +2 Evasion.
    • Shock Baton (Enemy Ability): 3 Damage. 1 Range. +1 Hand Size-.
    • Shock Blast (Enemy Ability): 4 Damage. 4 Range. +1 Power Drain.
    • Stun Gun (Enemy Ability): 3 Damage. 3 Range. +1 Power Drain, +1 Slow.
  • GUI Changes

    • Cards in Hand: There are now card icons below the character windows that show how many cards each character has in hand, as well as "empty" cards that signify how many additional cards they will draw next turn.
    • Character/Deck Swap Tabs: The old buttons with icons have been replaced with tabs + text for switching between characters, and switching between viewing Cards and Upgrades.
    • Close Button: All Close buttons have been replaced with a red X button that draws better attention to it with the splash of red.
    • Enemy Abilities: Hovering an enemy for a short period of time now gives shows a card detailing their intended ability, including damage numbers, range, and any status effects applied.
    • Events: Events no longer have the sloppy "Swap character" button! Now each selectable choice is linked to a character and is clearly spelled out in the text.
    • Map Button Removed: Clicking on the minimap will now open the full map.
    • Menu Buttons: The menu buttons in the upper-right are now icons that slide out with text when hovered. Looks cleaner than just "Menu", "Cards", etc.
    • New Status Effect Icons: The Empower/Exhaust icons have been changed to be swords, and the previous Exhaust (low battery) icon is now the icon for Power Drain. The battery icons for Empower/Exhaust were just too confusing since there were other status effects that dealt with Power.
    • Popup Delays: Card popups for keywords can now have their delay changed in the options menu.
    • Rare Card Border: Rare Cards and Upgrades now have a golden border around them.
    • Upgrades in Compendium: Upgrades have been added to the Compendium so you can view all upgrades currently in-game.
  • Perks

    • Anchor (rework): Card cannot be Activated after moving this turn.
    • Deja Vu: Place on top of your Draw pile after Activating.
    • Erratic: Damage is random each time this card is Activated.
    • Trash (rework): Trash is now a verb for removing a card from your deck for that encounter.
    • Scrap: Trash this card when activating.
    • Waste: Trash this card when recycling.
  • Card Balance

    • 2 for 1 Special (Soldier): Gain reduced [1 -> 0] and Deja Vu Perk added. Rarity increased [Standard -> Rare].
    • All for One (Soldier): Now grants the Soldier Shield equal to the total Shield of all allies. No longer removes Shield from the allies.
    • Boomstick (Soldier): Damage increased [6 -> 7].
    • Bounty Hunt (Solider): Range reduced [4 -> 3]. Damage increased [5 -> 6].
    • Burst Fire (Soldier): Damage increased [1 -> 2]. Gain increased [1 -> 2].
    • Covered Attack (Soldier): Damage reduced [6 -> 5].
    • Double Barrel (Soldier): Range reduced [4 -> 3].
    • Enhance Radius (Soldier): Rarity reduced[Rare -> Standard].
    • Escalating Fire (Soldier): Damage increased [3 -> 5]. Rarity reduced [Rare -> Standard].
    • Flashbang (Soldier): Trash removed.
    • Full Auto (Soldier): Rarity reduced [Rare -> Standard]. Gain increased [0 -> 1].
    • Grenade (Soldier): Damaged reduced [6 -> 5]. Trash removed.
    • Headshot (Soldier): Damage reduced [7 -> 6].
    • Hitman (Soldier): Cost reduced [2 -> 1]. Scout removed. Erratic added. Base Damage is now 6 - 12.
    • Medkit (Soldier): Healing reduced [4 -> 3].
    • One for All (Soldier): Now grants all allies Shield equal to the Soldier's Shield. No longer removes Shield from the Soldier.
    • Painkillers (Soldier): Shield gain reduced [8 -> 3]. Now grants +2 Fortify instead of +1 Draw Reduce.
    • Phase (Soldier): Movement range increased [5 -> 6].
    • Piercing Shot (Soldier): Cost increased [1 -> 2].
    • Railgun (Soldier): Damage increased [12 -> 14]. Ignore Shield removed. Waste added.
    • Reposition (Soldier): Range reduced [4 -> 3].
    • Secondhand Gear (Soldier): The drawn card has -1 Cost this turn.
    • Shields Up (Soldier): Shield gain reduced [4 -> 3].
    • Stolen Shield (Soldier): Range reduced [4 -> 3]. Damage increased [5 -> 6].
    • Tactical Assault (Soldier): Range reduced [4 -> 3]. Damage reduced [5 -> 4].
    • The Big One (Soldier): Shield gain increased [10 -> 15]. Gain increased [1 -> 2]. Waste added.
    • Assassinate (Ninja): Cost reduced [2 -> 1]. Sneak Attack removed. Erratic added. Ignore Shield added. Base Damage is now 7 - 13.
    • Blade Dancer (Ninja): Shield gain reduced [4 -> 3].
    • Blink (Ninja): Teleport range increased [3 -> 4].
    • Cutpurse (Ninja): Damage increased [4 -> 7]. Gain increased [1 -> 2]. Rarity increased [Standard -> Rare].
    • Defensive Stance (Ninja): +Evasion increased [1 -> 2].
    • Dodge (Ninja): Shield gain reduced [3 -> 2].
    • Duck and Weave (Ninja): Reworked. Now lets you move 3 cells and gain +1 Evasion, and has the Once More Perk. Rare.
    • Even Trade (Ninja): Choose 1 card instead of 2 to Discard (this card is discarded as well on use, I'm bad at math).
    • Glass Cannon (Ninja): Reworked. +3 Empower. Drain Evasion and Drain Shield
    • Parry (Ninja): Cost reduced [2 -> 1]. Gain reduced [1 -> 0].
    • Shadow Strike (Ninja): Damage increased [3 -> 4]. Rarity reduced [Rare -> Standard].
    • Share the Pain (Ninja): Gain increased [1 -> 2].
    • The Best Offense (Ninja): Debuff changed to Buff [+2 Exhaust -> +2 Evasion].
    • Thousand Cuts (Ninja): Rarity increased [Standard -> Rare].
    • Energy Burst (Neutral): Gain reduced [2 -> 0].
  • New Cards

    • Sanguine Shiv (Ninja, 1/1): Deal 2 Damage and apply +6 Bleeding.
  • Upgrade Reworks

    • Hidden Cover (Ninja): Previously Evading Cover. Now grants +2 Stealth if ending your turn in cover. Still a starting upgrade.
    • Immovable Object (Soldier): Shield gain after not moving increased [4 -> 8].
    • Keeper (Neutral): Removed from the game. Worthless now that you retain all cards automatically.
    • Recycler (Neutral): At the start of each turn, gives a random card in your hand +1 Gain for that combat.
    • Shadow Walker (Ninja): Now grants +1 Stealth after each move.
    • Strength in Numbers (Ninja): Gain Empower equal to the number of active Clones at the start of each turn.
  • New Upgrades

    • Grenade Belt (Soldier): Adds a random Grenade card (Grenade, Flashbang, EMP, Smoke Bomb, or Warp Grenade) to your hand at the start of each combat.
    • Hemorrhage (Ninja): Deal 1 damage to all enemies whenever an enemy takes Bleeding damage.
    • Paralyzing Touch (Ninja): All attacks apply +1 Slow to the target.
    • Sacrificial Power (Neutral): Can spend HP to Activate cards if you don't have enough Power.

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