Please note: this update includes a version increase, so any run in progress will be wiped. If you're partway through a run you care about, finish it before updating. Your unlocks and meta-progression are not affected.
Fixes and Changes
- Save fix for former demo players: if you played the demo before buying the full game, your progress could fail to save. That's fixed.
- Shred and Ignite are simpler: any hit that deals hull damage now applies its full Shred or Ignite value. Before, the amount applied was capped by how much hull damage got through, so a hit that mostly landed on shields applied less than the card said. This works both ways: it applies to enemy cards too.
- Route preview: hover over any node on the star map to see the route there. It automatically picks the route that uses the least fuel.
- Mission highlights: hovering over mission text that mentions a specific node now highlights that node on the map.
- Better mission placement: missions no longer spawn on nodes you can't reach, or halfway across the map. They now only pick nodes you can actually reach within the mission's jump distance.
- The quit button now has a tooltip explaining where your progress is automatically saved.
Pulse Laser Changes
The Pulse Laser gets two new cards and some tuning to make its library more flexible alongside other weapons.
New cards:
- Counter Pulse - 2O 1E, CD 5 - Deal 3 damage. If the targeted equipment is about to fire: deal +3 damage.
- Steady Pulse - 2O 1E, CD 6 - Deal 5 damage. Costs no Ordnance if you played a Tactical card this turn.
Changes:
- Quick Pulse (+): cost reduced from 2O 1E to 2O. Quick Pulse now deals 4 damage (was 5); Quick Pulse+ still deals 6. Cooldown 3.
- Snap Fire (+): the cooldown reduction now applies to any attack in your cooldown pile, not just Laser attacks.
- Test Fire (+): now discounts your next 2 attacks this turn by 2 Ordnance each (3 Ordnance each for Test Fire+), instead of a single attack.
That's it for this week, see you in the next one! o7
The Breachway Team