Shardpunk

Shardpunk

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bryqu  [开发者] 2023 年 4 月 17 日 上午 7:20
Shardpunk patch notes
1.1.9.0 PATCH NOTES

Bugfixes:
  • Fixed the issue with overwatch tile indicator not showing if only a single-tile move is made.
Balance:
  • Armored enemies have more armor points.
  • Armor shredding/piercing weapon upgrades grant better bonuses on 1st level.
QoL:
  • Added a map mouse drag feature by holding MMB.
  • The overwatch action now does not disappear if the weapon is overheated (of course it is still unusable), and the reload action does not change its position if the weapon is overheated. This should prevent accidental overheated shooting in some cases.
  • "Throw grenade" action now always correctly shows armor shredding information.

1.1.8.5 PATCH NOTES

Bugfixes:
  • After the final Chapter 2 mission, downed survivors now become automatically revived and start the shelter phase with 1 HP.
Balance:
  • Julius: adjusted the chances of finding scrap and grenades in the "Search through scrap" action.
  • Hector: greatly increased the damage of the "Slice Them" skill.
QoL:
  • Made some of the skill descriptions more clear when it comes who (enemies/all targets) will receive damage/become stunned.

1.1.8.4 PATCH NOTES

Bugfixes:
  • Fixed an issue that would display an invalid player profile in some cases.

1.1.8.3 PATCH NOTES

Balance changes:
  • Rat shaman's War Cry ability now grants Stress points to player characters.
  • Julius: "Go aggro" skill lasts for 3 turns instead of 4 turns, but costs no AP.

QoL changes:
  • Made the bars below the character pickers more readable.
  • Combat Automaton now has access to the "Overwatch all" action.

1.1.8.2 PATCH NOTES

Bugfixes:
  • Fixed an issue where gamepad buttons could not be used in the options menu.
  • Fixed an issue where the movement range was not displayed during a specific point in the tutorial mission if the player had opened a codex entry.

1.1.8 PATCH NOTES

QoL stuff:
  • Increased the game speed by reducing the duration of some of the in-game pauses and transitions.
  • Introduced the experimental game speed option, accessible from the gameplay settings menu, which allows to speed the combat gameplay up to 130%.
Balance changes:
  • Enemy reinforcements can now be split between different spawn points, meaning that one wave of reinforcements can now come from many directions at once
  • Adjusted the drop rates of items. Stimpaks and Grenades should be less common now, but there should be more resources to craft them in the shelter phase.
  • Fiddled with reinforcements spawn rates, enemy pod sizes, and how they progress, to tackle the snowballing issue.
Bugfixes:
  • Fixed the issue with rain/lightning bolts being displayed indoors in some cases.
  • Fixed the icon of the broadcast quest action in chapter 3.

1.1.7.7 PATCH NOTES

Bugfixes:
  • Fixed the issue with unnecessary unit selection when the player clicked on a UI element.

1.1.7.6 PATCH NOTES

Bugfixes:
  • Fixed the issue with language mods from Steam Workshop not being correctly loaded in some cases.

1.1.7.5 PATCH NOTES

Bugfixes:
  • Fixed the issue with "weapon hot" text being displayed for bots that do not have weapons.
  • Removed invisible walls from some map fragments.

1.1.7 PATCH NOTES

Modding:
  • Added Steam Workshop support for language mods. Read more about it in the new guide.
Skill/balance changes:
  • Increased gunter's "loner" trait activation distance from 5 to 6.
QoL:
  • Added the possibility to add/remove movement waypoints using the ctrl key (rebindable).
  • Added a key binding for "overwatch all" action.
  • Fixed an issue with character movement preview not being displayed in random cases.
  • Reorganized the main menu screen.
  • When the "Overwatch all" action gets performed, the "weapon hot" text gets displayed for characters who cannot perform it.
Bugfixes:
  • Fixed the issue with "Reach level 10" achievement triggering when a character was only at level 3.
  • Fixed the issue with enemies behind doors not immediately appearing after the door opens.
  • Loot should now not spawn on tiles with explosive barrels.
  • Fixed an issue with too many shelter actions not fitting on the screen in 16:10 aspect ratios
  • Fixed a typo in the "Speed Boost" skill name.
  • Fixed an issue with the button click sound not being synchronized with the latest sound volume setting.

1.1.6 PATCH NOTES

New stuff:
  • Added new map layouts and special encounters.
  • Added the possibility to customize the starting/max party size.

Skill/balance changes:
  • Gideon: changed Entrenchment skill into Serial Shots. When activated it prevents the character from moving this turn and refunds up to 2 AP on enemy kill, with a limit depending on the skill's level.
  • Michael: Tactical Order now has an AOE.
  • More enemies now appear in mid/late game.

Bugfixes:
  • When a character leaves a party, they now give back all the items they had during combat.
  • Finishing a game on Hard difficulty retroactively completes the achievement of finishing the game on Normal/Easy difficulty.
  • Fixed an issue with the inability to close a hint in a shelter in a specific case.

1.1.5 PATCH NOTES

New features:
  • Introduced shelter types. There are four shelter types available, each with different actions:

    Military bunker: allows claiming extra upgrade parts, searching yields more grenades,

    Medical bunker: allows full healing with no medical supplies cost, searching yields more medical supplies/stimpaks,

    Greenhouse bunker: allows party-wide Dread reduction and extra bonuses,

    Warehouse/storage bunker: similar to the pre-update bunkers.

  • Introduced dynamic shelter props that can appear in any shelter type:

    Chess set: grants defense bonus and dread reduction,

    Distillery: grants poison immunity and dread reduction,

    Oil can: increases bot’s movement range,

    Stove: increases bonuses from eating food supplies.

  • Introduced two new shelter actions (boosting the energy cell, power stimulant injection)

  • Introduced new map layouts.

Bugfixes:
  • Characters who were rescued during a mission now can bleed out during such a mission.
  • Gunter’s Penetrating Shot action now is unavailable if his weapon is overheated.

1.1.4.5 PATCH NOTES

Bugfixes:
  • Fixed an issue that could break character details in some situations.

1.1.4 PATCH NOTES

New features:
Difficulty/balancing:
  • Reinforcement tweaks: they tend to have more rat grunts starting from chapter 2, and the reinforcement appearance rate is slightly randomized.
QoL:
    Camera now does not pan to newly uncovered enemies if they are on the screen already.
Bugfixes:
  • Poison mortar rats should now behave more aggressively (they tend to hunker down a lot if they were in a close proximity of an explosive barrel).

1.1.3 PATCH NOTES

New features:
  • Added Dread mechanics to the game, expanding the way stress is handled. You can read more in my latest devlog entry.

Bugfixes:
  • Gunter's Focus action now receives stress reduction from the "Face the danger" Team Skill.
  • Fixed missing glyphs for the Japanese fonts.
  • Fixed some missing cover issues on one of the map pieces.

1.1.2.2 PATCH NOTES

Bugfixes:
  • Fixed the issue with rescuable characters being of the same type as characters in player's party. Note: this fix only affects new runs; the existing ones might still have it. If you encounter it, do contact me and I will fix the save file for you.

1.1.2 PATCH NOTES

New features:
  • It is now possible to encounter a rescuable character even if the party is at full size (5 characters plus an automaton). Rescuing such a character will allow the player to finish a mission with six characters. After a mission (and before the shelter phase), the player will have to choose which character gets left behind. Such a character might still appear later on as a rescuable character. I've written about it in more detail in one of my previous blog posts.

Bugfixes:
  • Explosive barrels now have proper graphics upon game load.
  • Fixed a few issues regarding how flanking is displayed/calculated.

1.1.1 PATCH NOTES

New features:
  • Added a possibility to rename characters. A character can be renamed in-game via the character details screen.
Difficulty/balancing:
  • Suicide bombers now should not explode in front of bleeding out characters that often.
Bugfixes
  • Gunter: corrected the effects of the "Focus" skill on Wait it Out and Take Cover combat tactics.
  • Combat bot: fixed the issue with ground slam not consuming an AP if the bot had 1 AP left.

1.0.31 PATCH NOTES

Difficulty/balancing:
  • Added an Ironman mode, which prevents the players from reloading a mission. Actually, that was the default way the game was played until now, so maybe the correct way of saying should be "added a non-Ironman mode".
    All existing saves are treated as Ironman modes. Non-ironman mode allows the player to restart any mission (except the tutorial one). Unlocks and achievement progress does not get rolled back though (as they are bound to a profile, not the current game-in-progress).
  • Increased the number of enemies that can appear in chapters 2 and 3.
  • Increased the base HP of chapter 2 boss.
QoL
  • Added a numeric HP display in combat. It can be altered in the Gameplay Settings.

New content
  • Added explosive barrels on maps. A map can spawn a random number of such barrels. Barrels will appear in existing saves as well from now on.

Balancing
  • Rose: “Salvage bandages” shelter action has been replaced with the “Heal everyone” shelter action, which allows to heal every character in a shelter. In existing saves, the old action has been replaced with the new one.
  • Rose: “Rush It!” action now simply grants a regular extra AP instead of adding that “non-movement AP” thing.
  • Hector: increased the amount of enemy misses in the “untouchable” skill.
  • Michael: “Clean weapon” skill now adds extra damage (it was extra max damage until now), but the bonus is reduced.



1.0.29.6 PATCH NOTES

Bugfixes:
  • “All in” skill from Silas now correctly counts enemy kills (it was counting attacks before).
  • Rose’s “weak spot” skill does not deal 3 extra damage if it’s at level zero.
Modding:
  • Game now supports Japanese glyphs that can be used by the modders.
  • Made sure that character names get correctly refreshed after game's language is changed.
  • Added missing translation keys and support for some existing translation keys. Details:

    - "characterDetails_teamSkillRemainingPoints" key is now used in Team Skills button tooltip
    - added "combat_retaliation" key for the "Retaliation!" text
    - added "general_shelterAPCost" key for the AP cost text in the shelter phase
    - added "achievement_progress" key for the achievement progress box header

1.0.29 PATCH NOTES

Localisation/modding:
  • Added the possibility to create custom translations/translation extensions using mods. Here are the first versions of guides related to that:

    Guide: creating language mods
    Guide: loading language mods


    This is my very first approach to introducing language mods to the game (well, this is my first game in general), so if you find inconveniences/issues or you have questions, do let me know - I'm eager to help.

    (also I'm busy working on the Polish language version, more info soon).
Content:
  • Added a Very Hard difficulty (more enemies, healthier enemies, more stress gain). This is but a prelude to real difficulty customization which I will add in the future.
Balancing:
  • Rat shotgunner attacks now do not shred armor.
QoL:
  • Free reload actions that come from skills/upgrades are now separate actions - meaning that the player can choose when to use them.
  • Added an alternate font type support.

1.0.26 PATCH NOTES

Bugfixes:
  • Probably fixed issues with the game not loading/not progressing to the shelter phase correctly. I'm not 100% sure about that as I did not manage to reproduce it, and I haven't received feedback on an experimental debug version that I sent to some of the players who reported the issue in the first place.
    Note to every player experiencing this: reach out to me on Twitter or Discord, I am eager to help.

  • Codex entries are now not cropped in 16:10 aspect ratios.
  • "The last one left" trait (applied when there is only one human character left) now does not prevent a character from losing stress.
  • Gunther's pistol overwatch action does not consume main weapon's heat.
Content:
  • Added new achievement: Katana Carnage: Kill five enemies with a katana in a single turn (not bound to a Steam/GOG achievement). I am aware that the total number of unlock points is bigger than the amount of stuff that is unlockable at the moment.
Balance changes:
  • Gunter's "loner" trait is even more effective (increased damage and defence bonus).
  • Hair trigger upgrade now refunds a single AP.
  • Julius: removed the weapon heat cost from his melee attack.
  • Silas: stress cost of Push the Limit now stays at 4 on its max level.
  • Silas: "Gallows Humour" skill now can be used multiple times in the shelter.
  • Silas: Pat your gun increases damage in general, not just the max damage. Reduced the allies’ stress gain from that skill.
  • Reduced the number of free shots for Mycroft's heavy weapon boost action (2/4/6 => 2/3/4).
  • Enemies should now spawn slightly less often in the 1st mission if you are not playing the tutorial level.

1.0.24 PATCH NOTES
  • Fixed an issue with the game behaving broken if somehow a character has entered the shelter while still being affected by the support bot's support aura. Prevented such a situation from happening from now on. The faulty game state will still have characters in combat showing the “affected by bot’s support mode” trait, but it will disappear after the next combat or after the next time they leave the bot’s aura.

1.0.23 PATCH NOTES
  • Bugfix/QOL: Added a separate toggle to hide the mouse cursor in the game's options. This should allow the players who prefer using the controller to work around some of the game-is-losing-ui-elements-focus issues, until I get to the root of the problem.
  • Fixed broken Steam achievements. Made sure that the game auto-updates the ones that have already been reached by the player (it should happen automatically during combat/shelter phase).
  • Probably fixed an issue with rescuable characters not always appearing. Not an easy one to track/reproduce, so just let me know if it's still an issue.
  • Rose now has the Close and Personal trait (+50% crit for adjacent tiles), and Tilly has the Fragile trait (-1 to max HP). This does not affect the current run in progress.
  • Tilly: reduced the number of times the AP gets refunded when using the Katana Combo skill. Also, she gets a movement range penalty after the first combo kill.
  • Tilly's sharpen the katana skill has its damage gain reduced, but it adds critical chance to melee attacks.
  • More melee enemies now appear after the bunker breaching process starts.
  • It is now possible to use the "open bunker door" action that consumes a Fusion Core even when the bunker is already in the breaching mode, to speed up the breaching process.
  • Increased cooldown on support's bot intimidate action.


1.0.21 PATCH NOTES
  • Bugfix: fixed an issue with missing graphical assets on machines that had Turkish set as their main language in the operating system.

1.0.20 PATCH NOTES
  • Fixed an issue with the inability to close the lore screen with the bridge image before the very first shelter phase when using a controller.
  • Fixed an issue with the inability to navigate using keyboard/arrow keys through all team skills.
  • Made it possible to always see team skill details when on the mission summary screen.
  • Added the possibility to choose 16:10 and ultrawide resolutions.
最后由 bryqu 编辑于; 6 月 5 日 下午 11:59