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0.9.505 (Alpha)

Changes

-Combo Tech now unlocks by completing encounter 9.

-Hack now changes card text color of everything it effects, effects that stay active while hacked remain black.

-Changed defect removal cost tiers.

-Playing any fast deploy cards now ends high readiness phase.

-Evolve now grants increasing ammounts of hypershield per death.

-Flares now force attackers to skip multistrikes and no longer deplete per attack.

-Gain flares on hit now interrupts multistrike (?).

-Units no longer display attack tells if they are effectively EMPed/Chaffed.

-Salvo can no longer be applied to cards with targeting restrictions.

-TU Aid Ship can now also gain some upgrades from your second faction.

-TU Aid Ship can no longer gain Copy Goo Globule.

-Mega Upgrades now only applies its effect during combat.

-Clarified Regeret damage gain ability.

-Removed a cut GP unit from the data cloud.

-Dongles that add depletable can no longer apply to unplayable cards.

-Coordinates: Intel Network now also upgrades bosses in encounter 3 and 6.

Fixes

-Fixed on-card-played effects triggering even when played card applies hack (?)

-Fixed Hack Amp not being reset between encounter.

-Fixed smallcraft thruster effects not getting removed when entering credits.

-Fixed turn end resolving before some delayed affects are executing.

-Fixed too high damage requirement on AM Ammo Printer.

-Fixed mass produced units not resetting hp correctly in death.

-Fixed EM effects continuing to suppress PD after unit has gained immunity.

-Fixed units becoming immune to EMP not resetting their target correctly.

-Fixed assist not triggering if hacked friendlies attack.

-Fixed bad float text positioning from gain damage on hit effects.

-Fixed megaship tech card weapons not resetting flare color correctly under certain circumstances.

-Fixed copied upgrades retaining removable from Copy Goo Globule.

-Fixed Copy Goo Globule not applying copied upgrades slot cost.

-Fixed non functional stealth on starting flagship that also have retaliate.

-Fixed Commanders being affected by hand optimize.

-Fixed some problems with deck overview card hierarchy.

-Fixed Peppo class stars not showing dyson top layer on title.

-Fixed defect removal cost not displaying in data cloud.

-Fixed Mirror Hull being unaffected by hacking.

-Fixed some action cam events ignoring options setting.

-Fixed per-enemy-on-orbit damage icon precalculation not taking effect power into account.

-Fixed per-enemy-on-orbit damage number problems in data cloud.

-Fixed a problem with gain small craft effects and effect power increases.

-Fixed player being unable to use front only tech on stealthed front units.

-Fixed repair rate allowing additional repairs to trigger when unit has 1 bot remaining.

-Fixed bosses executing remaining attacks after mid attack phase change (?).

-Fixed some problems with tech comms not receiving correct target name.

-Fixed Colossal Cargo Elevator not making created cards rapid if no cargo is in hand (?).

-Fixed units in hand not counting down some effects.

-Fixed discard pile tooltip not displaying card deck states correctly.

-Fixed system locations remaining interactable while being advancing into high readiness phase.

-Fixed Hyper Converter granting too much hypershield.

-Fixed units sometimes not taking self damage (?).

-Fixed card anims not sparkling in data cloud.

-Fixed timer modifying tech being playbale on non-unit hand cards.

-Fixed some problems when forced redraw or hand discard effects happen during high readieness phase. 

-Fixed salvo depleating leaving ammo loaded to be fired by resetting gun animation.

-Fixed damage per enemy on orbit sometimes not updating correctly when units die (?).

-Fixed assist reaction carrying over to subsequent encounter if it is triggered by boss kill.

-Fixed commander select comms on title not working.

-Fixed various problems with certain causes of unit deaths not triggering on death effects.

-Fixed upgrades not being removable during post-combat phase.

-Fixed Launch Guidance not getting removed when Missile Carrier retreats.

-Fixed erroniously displayed not target when guided attacks are performed against far orbits.


0.9.506 (Alpha)

-Fixed a problem with self-damage effects.

-Fixed some problems with upgrade slot usage calculations.

-Fixed combo tech unlocks not triggering.

-Fixed a problem with holo card messaging on victory.

-Fixed unplayable cards being valid target for hand EMP.

-Fixed a bad upgrade ID in merc list.

-Fixed a problem with reinforcement visuals when max hp is set back to base max hp during combat.


0.9.600 (Alpha)

-Added 4 new enemy encounters.

-Added 4 new enemies to various GP encounters.

-Reworked GP Investor effect to gain damage when non-damage cards are played.

-Fixed Erratic not taking effect if unit is acting on solar orbit.

4 new enemy encounters! Great stuff!

(3 edits)

What I still would love to figure out is how to put the video settings correctly, so that animations of explosions do not stall, there does not seem to be lag when ships jump in, and how to make my cards in hand smaller so that they do not cover the game behind it. For the latter, I know I can change screen resolution, but at some the cards seem really out of scale, covering up almost a third of the screen.

Furthermore, I unlocked the combo tech megaship. I assume this is also player content, but I cannot chose it in the title menu and I doubt that is something you can pick up along the way.


Could you also please implement a setting that the coordinates (difficulties) remain switched ON by default? I very often forget them when starting a new run and then mid-way in the run I notice, cause the game feels super easy and the have to restart all over WITH the coordinates on.


And lastly,  6 coordinates (195% difficulty) is driving me nuts. The added hull integrity of enemies really makes it extremely hard in the last level to beat the boss. But I suppose that it is how it should be...