Patch notes for version 0.517


Version 0.517

[MAJOR CHANGE] Shield breaks now occur after the shield takes ANY damage, so shielding will only protect from one attack. No more wasting time trying to stack up your shielding or breaking through an enemy's shielding!
[MAJOR CHANGE] The Root, Exhaust, and Evasion status effects have been changed, and the Ignore Shield effect has been added! Root was way too powerful and has been replaced with Slow, and Exhaust and Evasion reducing damage by 50% were out of place since all other status effects are flat additive values.
[STATUS EFFECT (REWORK)] Root replaced with Slow. Each stack of Slow now reduces movement by 1. You can still prevent an enemy from reaching you by spending energy with the right cards, but you can no longer completely shut down melee enemies (like the Behemoth boss) with a single card.
[STATUS EFFECT (REWORK)] Exhaust now reduces damage dealt by 1 for each stack.
[STATUS EFFECT (REWORK)] Evasion now reduces damage taken by 1 for each stack. 
[STATUS EFFECT (NEW)] Ignore Shield - Some abilities ignore enemy shielding entirely and deal damage directly to HP. Since they ignore shields, they do NOT break shields. This is not a status effect that can be applied to characters, but rather an effect that some cards have stated in their description (along with a popup window.)
[MAJOR CHANGE] Stationary Defenses added! These have a random chance of showing up in each room, and are treated very similarly to enemies - however, they do not act every round, and cannot change targets (so Stealth is quite powerful against them.) Defenses do not need to be defeated to win a combat encounter, but ignoring them can be dangerous!
[DEFENSE (NEW)] Turret - Attacks a random target every other round.
[DEFENSE (NEW)] Rocket Turret - Attacks a random target every other round with splash damage in all adjacent cells.
[BALANCE] Enemy HP and Shield gains from using Defend increased across the board.
[BALANCE] Ending turn in cover Shield value increased [2 -> 3].
[BALANCE] Shields Up (Card) Shield value increased [3 -> 4].
[BALANCE] Dodge (Card) Shield value increased [2 -> 3].
[BALANCE] Double Barrel (Card) Damage increased [3 -> 4].
[BALANCE] Piercing Shot (Card) Damage increased [5 -> 7] and effect added [+Ignore Shield].
[BALANCE] Deflect (Card) Cost increased [1 -> 3] and Gain increased [0 -> 1].
[BALANCE] Inspiration (Upgrade) Shield to adjacent allies increased [2 -> 4].
[BALANCE] The Behemoth boss encounter now has a Turret and Rocket Turret to provide some backup.
[BUG FIX] Fixed a bug where Exhaust wasn't being applied to enemy damage.
[BUG FIX] Fixed an occasional crash when an enemy was defeated and the next enemy's turn would crash on their pathfinding script (hopefully third time's the charm for this nasty one.)
[BUG FIX] Fixed a bug where Shadow Strike could be used anywhere (literally) which would get characters stuck inside walls/other characters and crash the game if teleporting outside the room.
[BUG FIX] Characters should now face their target when attacking and face their attacker when being attacked.
[CARD (CONVERTED)] Super Serum has been changed to be an upgrade.
[CARD (REWORK)] Burst Fire (Soldier) - Now deals 1 damage 3 times (low base damage, but each stack of Empower is worth 3x for this!)
[CARD (NEW)] Long Shot (Soldier) - A new starter card for the soldier that deals long range, single target damage with the Ignore Shield effect.
[CARD (NEW)] Painkillers (Soldier) - Grants a lot of Shield, but also applies Draw Reduce. Gain an immediate benefit for a slow burn penalty.
[QUALITY OF LIFE] Slider bars can now be directly clicked on instead of having to click and drag the slider.

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Comments

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Nice, I'm excited to try out all the new updates in this version!

Keep up the good work!

Thanks! I'll keep the updates and write-ups coming regardless, but it's a lot easier knowing that someone out there is actually reading them :)