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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: 2,171 Replies: 74
Viewing posts 21 to 40 of 47 · Next page · Previous page · First page · Last page
Developer(+1)

0.9.000 (Alpha)

New Stuff

-Added coordinate system as late game difficulty modifiers, unlocked by winning with an ET deck.

-Added 8 coordinates, progressively unlocked by winning with other coordinates active. Coordinates can be be freely combined on the title screen.

-Added a new final encounter, available when playing on very high difficulty.

Changes

-Some changes to flagship generation base stat mods.

-Tech cards can now be EMPed in rare circumstances, preventing them from being played.

-Whenever the megaship is hit by EMP this now also applies the EMP to rightmost hand cards. Number of cards affected is equal to the amount of EMP. 

-Empathy HP increased (10-->16).

-Engineering Shuttles and Emergency Response Cube now also increase meg hp.

-Continental Projector now also grants +3 EM Addaption to megaship.

-Box Exterior HI now grants fast deploy to the first +5 cards that are being drawn.

-Bulk Magazine EP bonus reduced (4-->3).

-System choices can no longer have the same boss.

-Visual changes to some enememies in Contempter Defense Fleet encounter.

-Sapper Class applies 2 mines again.

-Baseline version of the GP CEO no longer gains fighters and security on phase change and got 2 more EM adaption.

-Selfdestruct is no longer affected by hacking.

-Instructor Class, Convert to Weapon and Hull Weaponizer now have their dmg component replaced with a effect power driven "suffer damage" effect.

-Hull Weaponizer now has apply 3 hull, but target also suffers 3 damage.

-Chancellor Class and Armored Asteroid now have Heavy Armor (damage reduction on high damage attacks).

-Wing Scout now starts with Squadron Planning instead of Burner Computronium.

-Burner Computronium is now in the Floatoid depletable pool.

-Medium Carrier and Assault Carrier now start with light fighter escorts.

-Evac Displacer no longer adds effect power.

Fixes

-Fixed a problem with boss phase transition.

-Fixed various make hand fast cards ignoring complex operations.

-Fixed on death effects triggering while units are in hand.

-Fixed Flank Speed being unaffected by effect power.

-Fixed a problem with duplicate items on boss debris event (?).

-Fixed orbit section support effects not using buff version on friendlies.

-Fixed a problem with how replicated cards inherit temporary status bonuses.

-Other minor fixes.

-Fixed some typos.

Looking forward to seeing this done someday!

(1 edit) (+1)

What exactly are mass produced units? I cannot get that commander unlocked requiring 15 mass produced units during a run. I have spawned hundreds of bombers and fighters, so this cannot be the solution.

Developer

Those are units that have the Mass Produced keyword, right now only some ET constructs have that, so you need to look for construct locations to get that.

(1 edit)

Oh, that*s why I never came across them! I usually avoid constructs altogether, as they seem of little value to me (weak and die quickly, take up valuable orbital spots for ships, use up an action to play something better etc.

However, as you do not start with any of those mass produced constructs, how can you ever deploy 15 of them throughout a single run?

Developer(+1)

Mass Produced lets you redeploy a construct after it is destroyed, you can deploy it multiple times per encounter.

(+1)

Ok, I tried and failed. It is very rare to get one of those constructs and when you do it is very often too late to get 15 deployments. I think you should lower the count to 12 or so.


By the way, amazing game with amazing gameplay! I unlocked already 4 of the coordinates. Will there be a big final fight to defeat the HEG swarm for good at the end?

Developer(+1)

You'll find out with enough coordinates. :)

I think it is currently fine. But it is somewhat RNG dependent if you get them early or not. Even so, I actually deployed one around 10 times in a single engagement late in my run and did the rest while fighting the CEO. Try to look out for construct drops with a deck that benefits or built around redraws

Good idea to combo the construct with a redraw deck. Haven't tried that one yet!

Still, I feel that constructs are overall not as useful as compared to tech cards and ships. I might have missed something to see their full potential, though.

From the ones you can pick up at the beacons some are very potent.

A few that are my beloveds are an LT one that applies Energize onto any ship that you played a tech card too. Which can be very potent depending on what kind of deck you have especially if you have Energize AMP upgrade on anything.
My favourite FLO one is the ECM Jammeroid I think it's called, which negates the point defence so your small craft won't deplete.
A generic pool one is mass produce 3 hypershield, great to block a lot of damage and your next redraw you could pull it again.
Another generic is a 1 hypershield mass produced construct that has a 3 timer and 6 damage shot. Everytime a mass produced unit acts it deals self damage but with how it helps to redeploy them sooner I do not mind generally. If you want them to stick around you could apply more shields to it

But overall, there's a fair few useful ones and anything that can take a hit from a boss instead of your ships is pretty nice.

(2 edits)

Yeah, I mostly use them as cheap cannon fodder, to be honest.

I still think the mass produced ones show up to randomly, too rarely. Last run I needed to go to the fifth system and only then found a place to pick a construct - just to find out that not a single mass-produced construct was among them. So I completely canceled the otherwise great run and had to start over. Pretty frustrating as I am just trying to unlock that commander.

My least favorite faction is the trade union, by the way. I understand their strategy and purpose, but prefer to quickly move in and waste the enemy instead of slowing the opponent down and have fights that drag on endlessly. Further, in deck-builders, I generally dislike factions that function well only based on an additional resource (cargo in this case) that otherwise is not of any use in the game. I always think that this unnecessary complexity is not needed and no fun whatsoever and those factions fall flat for me because of that.

Edit: found a way to cheat me into getting a mass produced construct. If there isn't one as one of the three options, just quit to the title screen and reload. You get a completely different set of construct options.

Developer (1 edit) (+1)

0.9.102 (Alpha)

-AM Seed no longer triggers from any status damage.

-Escort Hunter Killer is now 3 timer but no longer applies crit.

-Plasma Catalyst no longer has Depletable and is now in the regular TU tech pool. 

-Oxidizer Tank now applies 2 fuel.

-Phoenix System now eliminates half the boarders aboard when activating.

-Fixed repair bots healing additional hp.

-Fixed various problems related to ships not retreating when loading a run.

-Fixed various problems with commander card texts.

-Fixe a problem with jump anim end-flare.

-Fixed being able to remove multiple upgrade dongles at the same time.

-Fixed a problem with comms portraits not being reset correctly.

-Fixed Copy Goo Globule triggering on previous upgrades when removable upgrades are removed.

-Fixed saves persisting after player death.

-Fixed final encounter not exiting to title after completion.

-Fixed run load no setting current wave correctly (?).

0.9.200 (Alpha)

-Added 17 new combo units.

-Added 10 new combo tech cards.

-Added music track for final encounter.

-Coordinates: Reward Program now uses dongles that better fit some bosses.

-Reduced Unload on some tech.

-Reduced hack applications on most tech cards.

-Charge is now called EM Offense, no longer counts down on activation and gets modified by effect power.

-Meg attack visuals can now also fire from recently launched small craft, allowing some cards to have additional flavor.

-Commander cards can no longer target bosses.

-Fixed commander tech cards not playing comms correctly.

-Fixed Flagships not creating cargo.

-Fixed screenshot mode enabling pause blur.

-Fixed target all enemies not being affected by hack.

-Fixed some problems related to unit forced targets not being reset after turn end.

-Fixed tech card defects not immediately applying when skipping turn end for various reasons.

-Fixed fleet upgrades granting additional card upgrades when being loaded on title screen.

-Fixed some circumstances where card status could become negative.

-Fixed Megaship hp not being saved.

-Fixed Subversion Core not triggering self-attack.

-Fixed Oxidizer Tank not working on allies.

-Fixed final encounter spawning system locations.

-Fixed final encounter not ending.

-Fixed wrong encounter progression when starting a new run after previewing a saved run on title screen.  

Developer

0.9.201 (Alpha)

-EMP and Chaff status can now persist on cards that have EMP immunity, but will not take effect.

-Security no longer requires to reach ship max HP to clear debuffs.

-Fixed commanders not being applicable to ships they commanded before.

-Fixed problems with some new card anims.

-Fixed a problem with photon shot anim.

-Fixed a missing effect during final encounter.

-Fixed boss states not being correctly considered during final encounter.

-Fixed secured state not updating correctly on enemies.

-Fixed hack text effect applying even when hack attempts are countered by optimization.


0.9.300 (Alpha)

-Added data cloud for viewing all available cards and upgrades.

-Player cards and upgrades get added to data cloud when first acquired.

-Enemy units get added to the data cloud when first defeated.

-Defeating the final boss now permanently changes all regularly acquirable cards in your deck to foil version (purely visual).

-Defeating the true final boss then again changes them permanently to faction specific holo versions (purely visual).

-Esc now generally gets you out of overview modes instead of opening pause on top.

-Tooltip text size now adapts to resolution. 

-EM Adaption now counts down when EMP counts down, instead of on apply.

-Offense keywords now count down again.

-Fixed ship security not updating correctly.

-Fixed shield amp displaying as affected by EP.

-Fixed hacking text glitch not displaying.

-Fixed Controller taking effect while unit is not deployed.

-Fixed rad debuff becoming negative from decontaminate.

-Fixed title buttons being interactable while in overview states.

(2 edits)

In 9.300 I can no longer add cards to my deck. The "Add to Deck" button below cards is not working. You can click but nothing happens.

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.

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