Patch notes for version 0.531


This one is pretty light on content, but has some pretty big gameplay changes including how upgrades work, so pay attention! Also since a lot of the core systems have been changed you won't be able to continue with a game from a previous version.

  • [MAJOR GAMEPLAY CHANGE] Upgrades are no longer cards! Now when granted an upgrade at level 3, you are given 3 choices - Install (permanently grants you the upgrade), Credits (35-45 credits), or Healing (33% of your max HP). This also means that purchasing upgrades from the shop immediately installs that upgrade for the selected character!
  • [BALANCE] Bounty Hunt card Cost increased [1 -> 2] and Gain reduced [1 -> 0].
  • [BALANCE] The Efficient Algorithm event has been changed, being able to reduce the cost of a powerful card was super unbalanced [Reduce Cost -> Increase Gain].
  • [BUG FIX] Moving your mouse into the bottom 4 pixels of the screen below a card in your hand could cause it to hover up and shoot down over and over. This has been fixed.
  • [CODE REFACTORING] All of the card, active ability, and upgrade logic has been re-written, as it finally got too bloated and annoying to add new functional abilities to. As far as I can tell everything should be working and you should notice nothing different, but if something seems funky or amiss please let me know. It's quite possible (like, 100%) that I missed something in my testing that is either annoying or game-breaking.
  • [CODE REFACTORING] Multi-hit attacks (Burst Fire, Full Auto, Spray and Pray, and the enemy Double Tap attack) have had their logic rewritten. Again, nothing should seem different, but if something screws up with any of these abilities please let me know!
  • [GAME] The Shop has moved to the starting room in all new dungeons! This way you can make more informed decisions to pass on cards or upgrades if there's something you're saving up for in the shop.
  • [GAME] There are now 2 upgrade machines spread throughout the dungeon. Each can still only be used on one character, but it's up to you if you use them both on one or spread the love.
  • [GAME] Upgrade randomization updated! No more duplicate upgrades will be seen, and now shop upgrades are as follows: Slot 1: Class-specific upgrade (different for each character), Slot 2 and Slot 3: Neutral upgrades (same for each character.)
  • [GUI] Status Effect icons modified for Draw Add, Draw Reduce, Recycle Add, and Recycle Reduce status effects.
  • [GUI] When choosing a card to Enhance, the border at the top now tells you what the enhancement you're choosing is.
  • [NEW CARD] EMP (Soldier) - A ranged AoE that adds +2 Confuse to any Defenses hit (this makes them target enemies with damaging abilities and your characters with defensive abilities.)
  • [NEW CARD] Full Auto (Soldier) - X Cost card that deals 2 damage X times to the target enemy.
  • [NEW EVENT] Trash for Treasure - This event gives you the option to make a card Free to use, but adds the Trash effect to it so it can only be used once per encounter.
  • [NEW UPGRADE] Reactive Shielding (Soldier) - Gain +2 Shield when you take HP damage.
  • [NEW UPGRADE] Shield of Reprisal (Soldier) - Deal 3 damage to the attacker when your shield breaks.
  • [NEW UPGRADE] Stand Alone (Soldier) - Gain +1 Fortify if you are the only visible target at the end of the turn.
  • [NEW UPGRADE] Nimble (Ninja) - Gain +1 Evasion after each move.
  • [SPRITES] Multi-hit attacks now actually animate once per attack/shot. This means that Spray and Pray is MUCH quicker to animate, as each attack is only one shot instead of 3 shots, pause, 3 shots, pause, etc.

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