Patch notes for version 0.4115


  • Bug Fixes

    • Fixed a crash when the last turret that activated at the end of the turn was destroyed.
    • Fixed a crash when dealing Retaliate damage with the Splash Damage upgrade installed.
    • Fixed a bug that wouldn't allow you to place turrets in some locations that you should have been able to.
    • Fixed a bug where any Event that allowed you to Add a card, Remove a card, or Install an upgrade would skip the second room if it was the first room.
    • When installing the upgrade from the Leg Hydraulics event, you can no longer click on the event choices instead of the Install button and hang the game.
    • The second combat in the tutorial no longer gets stuck forever if you click the End Turn button after the first turn.
    • Spray and Pray will continue firing after a target is killed if more targets are in range.
  • Events

    • Special Data Cache (Reworked): Now offers both players the choice of a new Card from 5 instead of 3 cards, or 75 Credits.
    • Cybernetic Removal Tool (Reworked): Now lets you remove 3 total cards from either character.
    • Back Alley Dealer (NEW): The Player can purchase Healing, a random Card, and a random Upgrade for each character. Can purchase all three but only for one character.
    • Bloodsucker (NEW): Sacrifice HP or Max HP for a large amount of Credits.
    • Cloning Array (NEW): One character can Duplicate a chosen card.
    • Combat Stims (NEW): One character can install a unique Upgrade that starts each combat with +2 Empower, +2 Speed, or +2 Evasion.
    • Unstable Void Container (NEW): One character can Morph a chosen card into a new random card.
  • Game Balance

    • Behemoth Boss

      • Enrage trait has been removed.
      • Now gains +1 Damage each turn and +1 Speed every other turn.
      • Ground Slam damage reduced by 2.
    • Boss Upgrades

      • Defeating a Boss will now grant you two unique Boss Upgrades and let you choose which character to install each to
      • Upgrades moved to Boss Upgrades:
        • Extend-o-matic (+1 to all Status Effect durations applied to you)
        • Power Saver (Retain Power between turns)
        • Recycler (Grant a random card +1 Gain for this combat each turn)
        • Sacrificial Power (Can spend HP instead of Power to play cards)
    • Card Damage Normalized

      • Depends on the following factors
        • Rarity (Starter/Normal/Rare)
        • Range (Melee/Ranged)
        • Targets (One/Multiple)
    • Credit Gains Normalized

      • No new Card: +20 Credits
      • No new Upgrade: +50 Credits
    • Perk Changes

      • Damage Charge now doubles Cost and Damage each time it's drawn that combat.
      • Once More now auto-discards the Card at the end of the turn.
    • Upgrade Changes

      • Draining Defense (Ninja): Start each combat with (2 -> 1) Exhaust.
      • Leeching Nanites (Ninja): Now reduces healing by 50% instead of 100%.
      • Stand Alone (Soldier): Gain +1 Armored, +1 Empower, +3 Shield if no allies are within 4 cells.
  • GUI

    • Most buttons no longer grow when hovered and will be highlighted instead.
    • Many windows have had their artwork simplified.
    • You can now view a character's deck of cards when in the Shop.
    • Upgrades with prerequisites (like cover or no allies within X cells) now glow when they are active.
    • The combat grid is now on the border of each cell instead of filling the cell, so now you can actually see the tile artwork!
  • New Cards

    • Armed Robbery (Soldier): Cone attack that lets you draw a card for each enemy hit.
    • Copy Paste (Engineer): Target two characters and copy all Status Effects between the two.
    • Deadly Taunt (Soldier): Taunt all enemies within 8 cells and gain +1 Retaliate for each enemy taunted.
    • Death Denied (Engineer): Create a 3x3 zone until the start of next turn. No character in the zone can be brought below 1HP.
    • Purge (Engineer): Remove up to 3 random Status Effects from target character.
    • ReProgram (Engineer): Forces the target enemy to prepare a new action.
  • New Status Effects

    • Zombie: Cannot be brought below 1HP while active. When removed, immediately drop to 0HP.
  • New Upgrades

    • Bigger Gloves (Boss): Gain +1 Hand Size+ at the start of each turn.
    • Opening Act (Boss): The first Attack played each combat deals double damage.
    • Second Power (Boss): Start every other turn with 1 Power.
    • Smart Start (Boss): Start each combat with 2 Power.
    • Zombie Injector (Neutral): The first time each combat you are brought to 0HP you are given +1 Zombie status effect
  • Quality of Life

    • Grid Opacity Option: You can change the opacity of the combat grid lines from 0% to 100%
    • Skip Animation Button: Left-clicking during an animation immediately ends the animation.
    • Skip Animation Option: In the Options menu there's an option to skip all animations. This speeds up combat a LOT (I prefer options like this in my tactics games, so hopefully others will, too!)
  • Scoring System

    • There is now a scoring system! It takes into account combats and boss fights won, as well as breakpoints for special actions
    • Special actions have three breakpoints for 10, 20, and 30 additional points
    • Special Actions
      • Bleeding Kills (an enemy dying from a bleed)
      • Cards Added/Removed
      • Credits Gained
      • Overkills (bringing the enemy to -10HP or more)
      • Precision Kills (bringing the enemy to exactly 0HP)
      • Turret Kills (an enemy dying from a turret)
      • More will be added!

Files

Hostile Takeover Demo - v0.4115.zip 150 MB
Jan 16, 2021

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