This week we're working on the difficulty curve from the other side: the Sector 2 bosses. As covered in the previous posts, Sector 1 currently kills far more runs than Sector 2, so alongside the earlier Sector 1 nerfs, all four Sector 2 bosses are getting some extra teeth, mostly by shortening the downtime between their signature attacks, so there are fewer turns where they don't threaten you at all.
As it so happens, this week's analytics insight will focus on boss lethality:

Maybe we should do something about that sector 3 boss...
We want to slowly move all bosses in a particular sector more closely together in terms of lethality, somewhere around 8-10% for sector 1, not sure about sector 2 yet.
We've also toned down three regular encounters that our analytics show punching well above their weight for their spot in the run, and fixed a round of card bugs.
Change log:
Sector 2 boss buffs
- Solarii boss: Suppressive Fire and Opening Shot cooldowns reduced from 2 turns to 1. It now also plays the upgraded version of Opening Shot.
- Starkin boss: Pre-emptive Pulse base damage increased from 3 to 4. The second Paired Pulse card fired in a reload cycle now has its cooldown reduced from 2 turns to 1.
- Freeroamer boss: Now plays 2 Drill Beams (1 turn each) and then reloads (1 turn), instead of playing one Drill Beam every 2 turns.
- Deadweight boss: Now plays 2 Trident Torpedoes (2 turns) before reloading.
Nerfs
- Starkin Sector 3 enemy (SK-S03C): Starts with 25 Shield instead of 30. Laser weapon durability decreased from 18 to 16. Engineering Bay durability decreased from 18 to 16.
- Solarii Sector 2 enemy (SOL-S02B): Charged Barrier play time increased from 2 turns to 3.
- Freeroamer Sector 2 enemy (FR-S02D): First missile play time increased from 1 turn to 2. First Block card play time increased from 2 turns to 3.
Bug fixes
- Hotswap's functionality now matches the card text (was replacing all cards with Heated shells previously).
- Fixed an issue where Flak attacks could gain bonus damage from Brittle even when their damage should have been 0 due to Suppression or other damage-reduction effects.
- Fixed the damage display on Capacitor Tap, it previously showed only base damage, without taking damage increases into account.
- Fixed Shield Strain being reduced by enemy card plays.
- Fixed Slag Round not properly drawing a support card.
Let us know how the Sector 2 bosses feel after this pass, and see you in next week's balance post! o7
(Beware, next week's build will have some new content, so it will wipe all runs in progress!!!)
The Breachway Team