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Hyperspace Deck Command

Sci-fi deckbuilder with dual-use status effects. · By sleeper_games

Hyperspace Deck Command Changelog Sticky

A topic by sleeper_games created Mar 11, 2025 Views: 1,013 Replies: 62
Viewing posts 27 to 42 of 42 · Previous page · First page
Developer

0.9.301 (Alpha)

-Cam keys now move camera in data cloud.

-Added customizable cam keys for left/right cam movement in data cloud.

-Added tooltip scale option.

-Increased tooltip base size.

-Fixed add to deck button not working.

-Fixed some problems with Offense keywords.

-Fixed some data cloud elements not being removed on exiting data cloud.

0.9.305 (Alpha)

-Your "HDC" save folder is now in Home instead of Documents (necessary to enable Steam cloud save).

-These update needs to reset your config file in order to work.

-Added additional loot distribution variants for boss debris event.

-Fixed exiting data cloud sometimes offsetting UI layer badly.

-Fixed a problem with scaling tooltip boxes.

-Fixed self-combo cards being unintentionally limited to one faction decks.

-Fixed CEO defeates below 200% difficulty not granting foil cards.

-Fixed commander cards not receiving holo glitter color change.

-Fixed holofied End-Tech unit cards using wrong holo anim.

-Fixed exiting deck overview during item events removing skip button.

-Fixed fleet upgrades getting stuck on screen under unclear circumstances (?).

-Fixed loading into encounters after major bosses adding additional engine degradation.

-Fixed map icons showing wrong frame after loading a run (?).

-Fixed pause exit tooltips not mentioning run auto save. 

Developer (1 edit)

0.9.500 (Alpha)

Changes

-Added upgrade slot ui.

-Added tooltip preview for cards being spawned by other cards.

-Added credits sequence after true final boss.

-Added unlock framework for combo cards.

-Added additional labels to data cloud.

-Wining with card creation cards now also foils/holofies the cards they create (complication cards still excluded).

-Wining with any TU deck component now foils/holofies all cargo that this deck has access to.

-Strike Package now becomes foil/holo when winning with Cargo Terminal, regardless if the card is still in your deck.

-Multistrike is now called Multi Action.

-Instead of Multi Action, Charge-Wave Gun and Love now gain a new Bonus Action effect, which counts down after triggering.

-Added addtional inspect data to convey actions and bonus actions.

-Contingency Mines now gains effect power on draw instead of multi-strike.

-Boarded enemies attack more freely again.

-Enemies that would scale rapidly from frequent infighting with boarders now only trigger their effects when triggering on timer.

-Boarded enemies jump back to outer orbit if enemy advance triggers while they are on solar orbit.

-Boarders now hold of with scuttling bosses until ending a turn with all bosses boarded.

-Scuttling now ignores all revive effects.

-Security now also reduces hack.

-ET Commanders can now upload themselves into constructs.

-Mass produced units dying does not kill commanders.

-Mass produced units retain more of their stats now when reviving.

-Peace-Planet and Death Glimmer reworked.

-Some more create card effects now scale with effect power.

-Bulk Supply Bay is now TU.

-Collossal Cargo Elevator now creates 2 random cargo.

-Hazardous Goods now applies random status.

-Cargo can no longer gain defects.

-Rapid tech cards no longer cause any action cam tracking.

-Revolutionary Class now has stubborn.

-GP Entrepreneur now has target megaship instead of scatter.

-Fleet upgrade system locations now offer a choice of two fleet upgrades.

-Evolved Nano Vermin now also subverts security.

-Garrison Hub Module is now the size of Detroit (a lovely city).

-Copy Goo Blob can now affect constructs.

-TaCHi comms are now skipped if you interact with a card.

-Post combat phase now immediately removes all temporary cards.

Fixes

-Fixed a problem with enemies that spawn stealthed.

-Fixed final encounter ending without all bosses defeated (?).

-Fixed target all orbit section tech also affecting megaship.

-Fixed shot speed issues on loitering gun strike.

-Fixed a problem with Readiness Optimizer.

-Fixed missing slot bonuses on Engineer Class V16.

-Fixed automatically added upgrade on player cards not getting added to data cloud.

-Fixed Rata Phase Torpedo not deducing decontaminate.

-Fixed hack countering optimize not resolving correctly.

-Fixed run load remaining enabled after winning a run.

-Fixed some typos.

Spoiler question: I unlocked a new ship after mastering 5 coordinates. Is that a player ship or an enemy ship?

Developer

Thats a player ship, pretty much all unlocks are player content.

Ah, I see. It is not one of the ships I can select right from the start but which I might find later in the game as a card, right?

Developer

Victory unlocks generally grant combo cards and those can be found on runs. They are not starting cards. You can see them in the data cloud grouped next to the combo labels.

(1 edit)

Unfortunately, this so called Blade Ship does not show up in the data cloud. Do I have to find and recruit it in a run first?

Developer

Yeah thats how it works right now.

Developer

Hyperspace Deck Command 0.9.502 (Alpha)

-Fixed combo card unlock conditions not showing in data cloud.

-Fixed Decay AMP not being correctly reset between fights.

-Fixed rapid decay effects not removing security.

-Fixed Warrior Refit being applicable to constructs.

-Fixed a problem with bonus actions resetting incorrectly.

-Fixed on-hit support effects targeting boarded allies.

-Fixed camera controls remaining enabled during credits.

-Fixed victory unlock visuals sometimes getting cut off by game end.

-Fixed decay amp sometimes not resolving before other units act (?).

Developer

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...

Developer

0.9.601 (Alpha)

-Added additional enemies to End-Tech hack encounter.

-Fixed a wrong orbit spawn during consumer fight.

-Fixed one bad wave in new encounter 7.

-Fixed bad z-layering on map system icons.

-Fixed upside down unknown enemy icons in data cloud.

-Fixed some bot effects and unit cards not contributing to Automated Mining Hive yield.

-Fixed some non-functional content being visible in the data cloud.

-Fixed a problem with front only targeting against player units.

-Fixed another new problem allowing duplicate card upgrades in pools. 

-Fixed a problem with tech card comms not identifying their target correctly.

-Fixed some typos.

-Other minor fixes.


0.9.800 (Alpha)

-Added 31 new fleet upgrades.

-Added 31 new card upgrades.

-Added a new universal defect dongle.

-Some changes to true final boss.

-Revenge carrier now has timer based bomber escort gain to enabled interactions with certain fleet upgrades.

-Fabricator megaship now gains AM on kill.

-Minor fixes.

Developer

0.9.830 (Alpha)

Changes

-Player cards and upgrades now gets added to the data cloud when first seen during a run.

-Upgrades that create cards now also preview them next to their tooltip.

-Light Destroyer now has AM AMP 1 instead of AM effect multiplier.

-Scout Carrier card creation is now affected by effect power.

-Scout Carrier now starts with 2 stacks of fighter escort.

-Bonus damage VS small craft is no longer affected by effect power.

-Assist now takes precedence over any retaliate reactions triggered simultaneously. 

-Contact Unit now starts in its heavy jamming mode.

-Contact Unit now creates 2 heavy jamming and applies 2 hack at base value.

-Contact Unit now creates heavy jamming in draw pile instead of discard.

-Increased GP System timer (1-->2) and damage (2-->3).

-Context Recalculator Engine now triggers on turn 24, with its card dealing 30 scatter damage.

-Coordinates are now saved on selection instead of run launch.

-TU Contact Ledgers now also reveals +1 upgrade per production planet.

Fixes

-Fixed Context Recalculator Engine card not getting holod on win.

-Fixed Hidden Surgeon General affecting megaship.

-Fixed one dongle not despawning after closing data cloud.

-Fixed advancing enemies not updating their orbit effects correctly.

-Fixed Megaship Disrupt causing unintended card text line break.

-Fixe some problems with support units not displaying correct status tooltips.

-Fixed some problems with how Engine Degradation is acquired and runs are saved.

-Fixed merc deploy cost not being shown after an unit has been retreated.

-Fixed multi target crit attacks only triggering damage multiplier against main target.

-Fixed enemy support effects not targeting stealth player units correctly.

-Fixed a tech card system location not spawning on rare occasions (?).

-Fixed a problem with +damage per enemy on orbit preview.

-Fixed cards that start with optimize not displaying correctly in data cloud.

-Fixed some location background acting like intractable locations when exiting pause.

-Fixed replicate cards not replicating the effects of certain removable dongles.

-Fixed compromised frame not using 2 upgrade slots.

-Fixed enemy fuel missile weapon attachment changing animation after firing.

-Fixed TU Contact Ledgers not affecting stores in same system where the upgrade is acquired.

-Fixed CEO phase 2 not having infighting limitations on gain effect.

-Fixed exiting deck overview while on store screen also exiting store screen.

-Fixed card targeting/unit holding continuing after entering pause.

-Fixed exiting deck overview while holding dongle no updating card glitch visuals.

-Fixed boarded Legend units still triggering retaliation when attacking units with regular retaliate.

-Fixed problems with multi-action retaliate units triggering each other.

-Fixed timeline problems with assist units when triggered by certain other reaction or multistrike.

-Fixed retaliate units not resetting their timer correctly after entering death duels with other retaliate units.

-Fixed unit attacks still triggering retaliate if they happen to hit fully boarded retaliate enemies due to scrambled, scatter etc.

-Fixed unit attacks that complete boarding on an enemy still triggering retaliate and subsequent timer resets.

-Fixed scrambled units only targeting enemies instead of friendlies when infighting.

-Fixed boarded units being able to target allied units that have entered stealth.

-Other small fixes.

Developer

0.9.840 (Alpha)

-Added 4 new tech cards.

-Added 5 new strikes to TU random pool.

-Changed TU self-combo unlocked.

-Moved Anti-Light Charge Ray to Low-Tech pool.

-Fixed data cloud not showing on timer enemy restriction.

-Fixed cards with no direct targeting being able to get scrambled defect. 

-Fixed some bad formating on card text.

-Fixed too long attack animations on units with very high base damage.

-Fixed hold to drag option not correctly affecting repositioning of unit.

-Fixed a problem with how holo visuals are displayed during inspect.s

-Fixed some damage sources not awarding kill credit.

-Fixed Hidden Surgeon General affecting deployed units.

-Fixed scrambled units that infight against their own orbit being able to target themselves. 

-Fixed tut recap being enabled during actual tutorial runs.

Developer (2 edits)

0.9.850 (Alpha)

Changes

-Added upgrade store system location.

-Added consumable tech system location.

-Added phase 2 for GP Consumer fight. 

-Added some discovery stats and credits to the data cloud.

-Added some additional tooltips, float text and inspect texts. 

-Unit death explosions now also slightly move existing debris.

-Improved bot self destruct FX.

-Bonus action now loses all stacks after action, instead of just 1.

-Merc Flak Frigate is now 6/3/3 and has Intercept 4 instead of damage per orbit enemy.

-Governor Class (previously President Class) now gains bonus action on kill.

-Floatoid Habitat now has Modular Armor 1 instead of original effect.

-Love is now 6/4/3.

-GC Intervention Chest no longer scales with effect power.

-Construct Field-Amp dongle now also adds mass produced.


Fixes

-Fixed optimize not counting down.

-Fixed Termination Attack gaining damage from optimize.

-Fixed some inconsistencies in data cloud.

-Fixed time dilation secretly being affected by effect power.

-Fixed Fuel Amp not affecting Flank Speed.

-Fixed some problems with data cloud icon positioning.

-Fixed some VFX problems on projector style weapons.

Developer (3 edits)

0.9.900 (Alpha)

-Added data entry framework, accessible from card inspect.

-Title commander bios have moved to their commander card data entry.

-Intercept mines now also deal damage if a unit acts without target.

-More attack cards can now target player side.

-Overthrow strike only applies crit VS bosses now, but can target player side.

-Increased upgrade store price scaling.

-Copying a card now resets deck overview to include newly created cards.

-Added warning for when selecting strike compatible upgrades while mil grade copy goo is active.

-Added option to decrease ui scale.

-Title difficulty setting is now framed as coordinate data.

-Title ships spawning no longer triggers action cam.

-Fixed bad card button scaling and text positioning.

-Fixed screen overlay exit button sometimes persisting in main scene.

-Fixed boss fleet upgrade duplicates.

-Fixed Construct Field-Amp getting added to global upgrade pool.

-Fixed crit share applying to units without attack.

-Fixed dongle tooltips appearing while dragging dongles.

-Fixed copy goo blob being assigned no rarity level.

-Fixed a problem with ui layer button selection.

Developer

0.9.902 (Alpha)

-Fixed not being able to buy store cards.

-Fixed card data button not functioning in data cloud.

-Fixed wrong loot tier on H-Booster.

-Fixed a problem with how bonus action counts down.

-Fixed megaship targeting enemies not being excluded from infighting.

-Fixed bad contrast glow on LT fleet upgrades.

-Fixed bad tooltip on am amp.

-Fixed some typos.

Developer

0.9.950 (Alpha)

Changes

-One fleet upgrade per faction now has unlock conditions. 

-Context Recalculator Engine now shows the turns left until it triggers.

-Coordinates: Courier Intercepts now shows current megaship damage taken.

-Assault Rig now requires the target to have a damage component.

-Changed how retaliate starting mods affect damage.

-Discarding hand now visually moves cards to discard pile.

-Added visualization for deck reshuffling.

Fixes

-Fixed some problems with weapon animations not resetting when certain keywords reset.

-Fixed GP Consumer phase one jumping back to outer orbit before being scuttled by boarders. 

-Fixed various problems with Contingency Bomb death explosion.

-Fixed problems with electric arc and AM bonus dmg visuals not appearing.

-Fixed AM bonus dmg explosions continuing for too long on large AM stacks.

-Fixed loading a run deselecting all coordinates for future coordinate settings.

-Fixed entangled card text appearing as if affected by hacking.

-Fixed other reaction types overwriting and triggering from forced self-attack.

-Fixed bad tooltips from allies and self support effects.

-Fixed Unshielded Reactor unlock triggering from units without timer.

-Fixed suffer EMP effect not being reset correctly on dongle changes.

-Fixed a scenario where loaded megaship hp would apply to new run.

-Fixed fabricator damage taken in regards to tech defects not being saved and loaded.

-Fixed some issues with megaship HP getting overwritten (?).

-Fixed Overload Strike not interacting with EMP that it applies itself.

-Fixed Decay Amp on attacks resolving before attack applies its radiation (?).

-Fixed in front support targeting position 1.

-Fixed Asset Cleaner not debuffing allies when boarded.

-Fixed some problems with how bonus actions are reset.

-Fixed no-timer retaliation attacks preventing unit from suffering revenge EMP.

-Fixed oxidizer tank interacting inconsistently with multistrike.

-Fixed some scenarios where units would act before entangle and other effects could resolve.

-Fixed investor still gaining damage after being destroyed.

-Fixed title flagship buttons not resetting correctly when deselected by switching commander faction.

-Fixed multi-action fast deploy cards allowing to play other cards before first card has resolved.

-Fixed a scenario in which cards would tigger redraw multiple times (?).

-Fixed hand draw issues when triggering redraw as last high readiness action.

-Fixed security success comms using wrong faction data.

-Fixed some timing problems with revenge effects during accelerated multi action turns.

-Fixed shield visuals not generating on on units that have some form of containment.

-Fixed mass produced units takin wear damage even when not finishing their turns due to interrupt (?).

-Fixed some typos.

Developer

0.9.960 (Alpha)

-Fixed an encounter one boss never spawning.

-Fixed a wear and tear damage not taking effect.

-Fixed a scenario where turn advance would be re-initiated by other effects (?).

-Fixed cam sound playing even when current cam state wasn't changed on input.

-Other minor fixes.

-Fixed some typos.


0.9.970 (Alpha)

-Wing-Scout and Data-World unlock condition changed. 

-Defect application now triggers screen text.

-Added limit for how many fighter craft and bots can be displayed per ship.

-Bots and boarding shuttles now spawn faster from cards with very high effect numbers.

-Changed tooltip box scaling to better adjust to very short tooltip texts.

-Adjusted overall font status glyph alignment.

-Restored original LT ramship attack visual behavior.

-Fixed problems when using escape while inspecting card loot choice.

-Fixed Improvised Upgrade showing as locked without condition in data cloud.

-Fixed gain bonus action on kill not resolving correctly if unit already has bonus actions.

-Fixed mine visuals displaying on top of unit UI.

-Fixed some z-layering issues with bot craft.

-Fixed TU Ram Ship moving to wrong orbit position after attack.

-Other small fixes.

-Fixed some types.

Developer

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?

Developer

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?

Developer

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.

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

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....

Developer

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.

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