time for yet another update on the experimental branch, focused on improving map performance, and bringing the game's random number generation up to the same standard as other similar games in the genre (a seeded random, instead of re-rolling a random number every time).
Change log:
- Waypoint events and stations are now faster to load, reducing or eliminating the hiccups experienced in the map
- Card drawing and drafting options now use a seeded random instead of generating a new random seed every time. This means that quitting and re-entering combat will now always draw you the same cards in combat, and offer the same drafting options, similar to how other deck-builders work.
- Events are now also affected by the same random seed, so quitting and re-entering the game in the map will load the same event (there are still some edge-cases here that we need to take care of)
- Both of the above changes mean that soon we'll be able to have seeded runs, similar to other deck-builders, allowing for the possibility of daily challenges and other things later down the road.
- We now have a weighted card draw system, which means that cards that have been in your draw pile for longer have a higher chance to get drawn. This should eliminate cases where you never see some cards from your draw pile, because other cards come off cooldown and get drawn instead. Currently a card that sits in your draw pile for 4 turns is three times more likely to be drawn than a card that has just entered your draw pile at the end of last turn
- You can now un-assign reactor power when overheated, to increase your heat dissipation
- Updated localization for the new cards and card effects
This should be the last progress-wiping update for the foreseeable future, thank you for your patience with the game and for helping us test the latest features before they go live on the main branch
The Breachway Team