Patch notes for version 0.4115
Hostile Takeover » Devlog
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)
- Depends on the following factors
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
Get Hostile Takeover
Hostile Takeover
A cyberpunk tactical deck-builder
Status | In development |
Author | WhisperingSpider |
Genre | Strategy, Card Game |
Tags | Cyberpunk, Pixel Art, Roguelike, Roguelite, Turn-Based Combat |
Languages | English |
More posts
- Patch notes for version 0.4705Jul 05, 2021
- Patch notes for version 0.2710Jul 11, 2020
- Patch notes for version 0.2315Mar 15, 2020
- Patch notes for version 0.2105Jan 06, 2020
- Patch notes for version 0.1202Dec 03, 2019
- Patch notes for version 0.1002Oct 03, 2019
- Patch notes for version 0.911Sep 11, 2019
- Patch notes for version 0.811Aug 11, 2019
- Patch notes for version 0.719Jul 20, 2019
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