I see! And I was trying to beat the game with 25/20 coordinate data all the time.....

Sci-fi deckbuilder with dual-use status effects. · By
Ok, even with this, I cannot seem to finish the encounter 9 boss! It is impossibly hard.
I had a scatter, retaliate flagship that I could beef up to damage 30 in an instant during battle - yet it is still not enough to beat the final boss. And this was not the first time I was armed to the teeth like that...
Kinda starting to lose interest in the game, as it currently simply feels unfair and a waste of time having to do the run again and again, without getting any better chance of beating the ultimate encounter.
At least make the combo tech ships available without having to beat encounter 9....
1.0.012 (Launch)
-Improved projector type tech card animations.
-Status icon for intercept mines now animates if they got lethal.
-Fixed a problem with Mass Produced commander unlock condition (sorry).
-Fixed problems with redraw counter modifying effects.
-Fixed Automated Mining Hive sometimes overwriting location SRM drop count.
-Fixed mercenaries no longer showing their deploy cost after retreating.
-Fixed megaship range limit getting disabled by hacking.
-Fixed some problems with how status on hand card resolves.
-Fixed boss phase transition not correctly delaying some other turn progression aspects.
-Fixed some fleet upgrades getting added to loot pool despite still being locked.
-Fixed some effects not resetting correctly on dongle remove.
-Fixed some bad unlock conditions in data cloud.
-Fixed some support affects displaying bad text during inspect.
-Fixed Evolve not being modified by effect power.
-Fixed victory turn not counting towards turn end unlocks.
-Other small fixes.
1.0.014 (Launch)
-Fixed Evolve not taking effect.
-Fixed a unit missing from TU loot pool.
-Fixed target based damage bonuses interacting badly with multi-target attacks.
-Fixed Power Relay interacting badly with multi-targetmu cards.
-Fixed reaction icon not updating once units adapt to EMP.
-Fixed hight readiness upgrades not immediately making cards fast deploy in some circumstances.
-Fixed Controller not being affected by hack.
-Fixed bad float text on cargo rail reaction.
-Fixed low shot-count weapon visuals not playing out fully when breaking partial containment.
-Fixed some problems with attack visuals when a target all enemies unit attacks while fully boarded.
-Fixed subversion self attack getting overwritten by boarding infighting.
-Fixed a fighter escorts intercepting escort bombers from other orbits than their own.
-Fixed some incorrect tooltips.
-Other small fixes.
1.0.015 (Launch)
-Fixed problems with AM apply on multi action cards.
-Fixed a card missing from ET loot pool.
-Fixed an issue with card selection after deselecting a hand card with right click.
-Fixed a problem with some bonus damage pre-calculations.
-Fixed ASC jam aura not affecting units until hey updade from other source.
-Fixed some damage sources not contributing to defect gain.
-Fixed assist units still being able to retaliate against legendary boarders.
-Fixed various problems with how units determine their final target.
-Fixed avenging not triggering on certain pre-combat deaths.
-Other small fixes.
-Fixed some typos.
1.0.016 (Launch)
-During encounters, deck overview is now replaced with draw pile and discard pile view depending on what icon you use to enter overview.
-Added header for overview modes.
-Plate Investor starts with 1 less Fleet Polarizer now.
-Fixed megaship faction self-combo cards not getting added to loot pool.
-Fixed a problem with universal action delay on attack animations.
-Fixed a cut Floatoid construct being visible in the data cloud.
-Other small fixes.
-Fixed some typos.
1.0.020 (Launch)
-All cards with name icons now have data entries.
-Ammo Elevator only affects 2 strikes now (scales with EP) and no longer grants AM.
-Some minor fixes.
1.0.021 (Launch)
-Added "upgrade available" notification.
-Added context cursor for when selecting inspectable objects.
-Minor improvements to map system highlighting.
-Clarified some tooltips and inspect texts.
-Some minor fixes.
-Fixed some typos.
1.0.022 (Launch)
-X-Ray Pulse Strike direct damage reduced (1-->0).
-Some additional enemies now start with security or fighter escort.
-Fixed some delayed damage effects being able to skip boss phase.
-Fixed a scenario in which bosses might get scuttled without having boarders.
-Fixed some turn progression issues with on-death effects (?).
-Fixed Fabrication Reset not removing target all enemies.
-Fixed Wing-Scout controller charges immediately affecting fighters applied from the card.
-Fixed unit attachments not animating while in data cloud.
-Other minor fixes.
-Fixed some typos.
1.0.023 (Launch)
-End-tech investigators encounter now interacts better with boarder infighting.
-Added some additional inspect text and card effect tooltips.
-Slight nerfs to some Low-Tech units.
-Fixed some general inconsistencies within inspect texts and tooltip texts.
-Fixed one temporary Floatoid card missing from the data cloud.
-Fixed a cut Low-Tech upgrade being left in the data cloud.
-Fixed incorrect mouse press tracking when removing upgrades with hold-to-drag inputs on.
-Fixed some inconsistencies when the last card played during high readiness phase creates fast deploy cards.
-Fixed apply in front not being able to target boarded allies.
-Fixed drive power bonuses not alleviating drive power penalties if applied after.
-Fixed some typos.
1.0.024 (Launch)
-Added card text visualization for how containment affects inflict status.
-Added icon visualization and for containment stacks being negated by pierce.
-Reduced SRM gain penalty on a late game challenge mode (25%-->20%).
-Increased hp and status gain on final boss phase II.
-Fixed trigger self attack not being affected by hack.
-Fixed units shields sometimes persisting after being destroyed.
-Fixed a situation in which context cursor would get stuck in inspect mode after unit destruction.
-Fixed some on-death effects not triggering.
-Fixed more turn timing problems related to decay amp.
-Fixed fighter escorts of recently destroyed units still intercepting incoming bomber escorts.
-Fixed multi-action units not re-targeting if a previous attack completes a boarding action against their target.
-Fixed some visual unit effect timing problems.
-Other small fixes.
-Fixed some typos.
1.0.025 (Launch)
-Added saturation option.
-Cascade now also reduces security by amount of cascade stacks (this happens on damage tick, before security clears hazards).
-Increased Eliminate on some cards.
-Increased recycle location spawn chance.
-Fixed context cursor becoming stuck in inspect mode (?)
-Fixed some problems with unit jump sfx.
-Fixed orbit push effects not updating orbital effects related to moved unit.
-Other small fixes.
-Fixed some typos.
1.1.005 (Modified)
New Stuff
-Added 37 combinable run modifiers, unlocked by completing the final encounter.
-Among other things these include endless mode, various randomized starts, all faction runs and lots of ways to make runs way easier or harder.
-Added 2 new bosses (exclusive to endless mode).
-Added 8 different challenge locations to star systems, unlocked by reaching encounter 9.
-Challenge locations allow you to increase the difficulty of an encounter for an additional reward. This is optional for each encounter.
-Added 21 new upgrade dongles.
Changes
-Slightly reduced enemy SRM drop range.
-Random dongles on production worlds now cost 70/100.
-Reduced random price range on dongles.
Fixes
-Fixed salvage bot repairs sometimes not triggering.
-Fixed some turn end events continuing to resolve even after an encounter is completed.
-Fixed a bad interaction on rapid dacay and support rad effects.
-Fixed pull/push not resetting after dongle removal.
-Fixed some missing tooltips.
-Other small fixes.
-Fixed some typos.
Greatly appreciate these changes!
And I finally, finally managed to beat the Final Encounter yesterday and now have access to the run modifiers, which are quite cool.
One question remains, though: I had unlocked those combo tech ships in earlier runs, but did not gain access to them, as that required beating the Final Encounter. However, there are still not accessible to me now. Where do I find them?
And by the way: I noticed that the Fire Mission card does not work properly. It is not put into your hand when the corresponding ship activates.
Combo ships are only available if you play their faction combo. They can be found like any other ship in ship system locations then. You might have gotten unlucky so far or played combinations that don't have their combo ship unlocked yet.
As for fire mission, the card never says it puts the card into your hand. It is created in your draw pile on deploy, that means when first putting the ship on the board. Fire mission then remains in your deck like any other card until the encounter ends or the missile carrier retreats.
1.1.006 (Modified)
-Minor changes to encounter 1 bosses.
-Slightly reduced challenge location SRM drops.
-Remote Maintenance Yard challenge location now applies 2 bots / 1 hull on advance.
-Fixed decay amp taking longer to resolve than intended.
-Fixed a TU dongle unlock adding a wrong dongle to loot pool.
-Fixed a scenario where fully boarding and then destroying a boss would prevent scuttle kills on other boss enemies.
-Fixed a run mod interfering with flagship randomization.
-Fixed Counter Battery not triggering on Backtracer Turret.
-Fixed cards being unable to target all enemies while having Scrambled.
-Other minor fixes.
1.1.009 (Modified)
-Bosses now set their timer to max when phase changing.
-Fixed Nano Launch Knobs not adding Intercept.
-Fixed an enemy type being able to reach permanent stealth through endless mode scaling.
-Fixed Doctrine Citadel affecting megaship.
-Fixed revenge EM support sometimes triggering on player ships.
-Fixed contained card text not updating when damage change after containment.
-Fixed a problem with how salvage bots count down.
-Fixed Pirate Mercenaries not gaining upgrade when hired on production world.
-Fixed some death checks not executing when units take wear and tear damage.
-Fixed on kill effects not triggering against hp units that die with shields remaining.
-Fixed boarded units being able to endlessly trigger infighting retaliate when targeting themselves due to subversion.
-Other small fixes.
-Fixed some typos.
1.1.012 (Modified)
-Added 6 new depleatable cards, found in Contempter and Floatoid decks.
-Minor changes to Floatoid small craft visuals.
-Changed how random status is presented on Intervention Dogfighter.
-GP Shift Manager phase 1 HP increased (40-->50).
-GP Shift Manager now remains in target solar orbit mode once it gets there, only changing small craft type on mode switch.
-Fixed Random Tech run mod also spawning original commander construct.
-Fixed Datacide run mod preventing add to deck button from spawning.
-Fixed Spike-Wizard unlock not triggering on intercept mines.
-Fixed attack tells not resetting correctly when a card resets to not being scrambled.
-Fixed Time Dilation float text appearing on units without timer.
-Fixed some potential problems with slow motion on boss phase change.
-Fixed random status fuel apply not being affected by fleet upgrade effect power bonus.
-Other minor fixes.
-Fixed some typos.
1.1.014 (Modified)
-Added some additional safeguards to prevent unclear endless hitlag scenarios.
-Fixed cards created in draw pile not being able to get elite visuals.
-Fixed some bad store location names on new cards.
-Fixed a problem with how holofied cards are counted.