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1.0.000 (Launch)

-Adjusted unit status icon layering.

-Lowered minimum possible card text size.

-Solar threat cam will no longer focus units that are EMPed, chaffed or boarded. 

-Disabled pan to orbit action cam option.

-Fixed EM Shielding 30000 s2 unlocking on non megaship hits.

-Fixed Context Recalculater Engine triggering too early.

-Fixed delayed boss scuttling in certain situations

-Fixed pre combat comms not displaying.

-Fixed some bad fleet upgrade IDs in con pool.

-Fixed increased crit multiplier not being affected by hacking.

-Fixed conditional EMP effects not triggering.

-Fixed new EMP application counting down if card counted down final EMP stack at beginning of combat phase.

-Fixed wrong tooltip on upgrade shop system location. 

-Fixed certain loot locations showing unintended recycle option after entering deck overview.

-Fixed boss debris recycle VFX spawning at bad position.

-Fixed defense mine damage being badly paced, interrupting enemy offense animation on kill.

-Fixed on deploy fleet upgrades also affecting megaship.

-Fixed highlighting card button removing inspect text boxes. 

-Fixed a problem preventing on advance effects from triggering.

-Fixed rapdi decay resolving incorrectly when additional radiation is applied while effect resolves.

-Fixed data cloud scroll sound continuing endlessly under certain conditions (?).

-Fixed some reactions interfering with EM Adaption.

-Fixed Counter Battery triggering even if the tech card used completes boarding.

-Fixed camera position entering invalid state when units retreat.


1.0.002 (Launch)

-Added some additional float text to telegraph which units trigger an assist.

-Fixed a problem with mass produced damage.

-Fixed a bad interaction between heavy armor and shield.

-Fixed some unlocks triggering in wrong circumstances.

-Fixed Catch Webbing triggering on cards without damage component.

-Fixed duplicate cards in shops on single faction runs (?).

-Fixed a problem with on advance effects (?).

-Fixed title units retreating affecting cam pos.

-Other small fixed.

-Fixed some typos.


1.0.004 (Launch)

-Removed some pre-launch stuff from the pause menu.

-Some changes to Lane-Guard Scanner (general guidelines till apply.)

-Fixed EM Addapted units not displaying attack tells while EMPed/Chaffed.

-Fixed some effects not being correctly affected by hacking when it is canceled out by optimize during the same turn.

-Fixed damage reduction effect calculating wrong at increased effect power.

-Fixed Megaship Disrupt taking effect while unit is boarded.

-Fixed some support targeting not showing inspect text.

-Fixed some typos.


1.0.006 (Launch)

-Tutorial recap now points out that LMouse also moves units.

-Status effects that simply count down on turn end now resolve faster and do not trigger action cam.

-To prevent unfortunate accidents, tech cards with damage components >0 now don't lock onto your own units as easily.

-Unlocks now happen faster during victory sequences and final encounter returns to title earlier after unlocks are displayed.

-Fixed a general problem with status icon scaling.

-Fixed EMP application not converting Chaff to EMP if unit is EMP immune.

-Fixed cards retaining upgrade compatibility visuals when exiting deck overview under certain circumstances (?).

-Fixed Megaship disrupt causing more redraw delay than shown.

-Fixed some effects displaying incorrectly on units with negative effect power.

-Fixed Hidden Surgeon General triggering on initial enemy spawn at wave 0.

-Fixed secondary card spawn effect sometimes spawning wrong amount of cards. 

-Fixed a problem with go button highlighting on title screen.

-Other small fixes.

-Fixed some typos.


1.0.010 (Launch)

-Added visualization for orbit range while deploying/moving units. 

-Secondary input now deselects held cards and units.

-Stock Take now grants fast deploy to the cargo it creates.

-Fixed problems with playing suffer damage cards on units in hand.

-Fixed turn speed setting not affecting certain timers during post turn status resolve.

-Fixed being able to remove dongles from other card in background while inspecting a card in deck overview.

-Fixed dongles being removable on title screen when entering deck overview of a loaded run.

-Fixed broken attack animations after pierce effects reset.

-Fixed bonus actions not getting used up if a multistrike unit kills a forced target before using its last attack.

-Fixed card highlighting issues when scrolling with cursor at screen bottom.

-Other small fixes.

-Fixed some typos.

Is there any way to access and play with combo-tech ships before beating the ultimate boss?

You mean the encounter 9 boss? Beating that one is the requirement for unlocking combo ships, so no.

Yeah, I mean that one. Do I have to have all 8 coordinates active in order to battle the encounter 9 boss? Is anything less than 8 preventing me from going into encounter 9?

As long as you hit 20/20 coordinate data you can get to the final encounter and you can hit that target without all coordinates active. There is a  line on the title screen launch checklist that shows this.

Could you change the Mind Contamination coordinate to 5 value instead of 6? Otherwise it is impossible to deselect it if you want to hit 20/20. And losing your commander is the most frustrating thing that can happen, as you immediately lose your one single re-load, if you do the slightest mistake.