Update 1.3


Changes:

  • Cards no longer increase in size when hovered, to counter this card font sizes have been increased
  • Dragging a card over another card no longer triggers an upgrade event, instead to upgrade a card the player must use the upgrade menu, accessed by pressing "u" while not in a fight. By combing two of the same card at the same level, the player gets an upgraded card.
  • Bastion Mk.IV no longer gains multicast, and instead gains shield from adjacent mechs
  • Rocket launcher no has 2x multicast
  • Iron phalanx now gains permanent defense when it activates
  • Warhound Sentinel now hastes itself when attacked
  • Aegis Enforcer no charges itself when attacked
  • Phantom Lance now slows the card it attacks
  • Various tweaks to attack and defense stats have been made to most mechs of higher tiers, which now generally have higher values
  • Various card cooldowns have been modified, mainly those with long cooldowns now having a reduced cooldown

Bugs Fixes:

  • Can no longer start an encounter when the inventory is open
  • Fixed an issue where Bastion Mk.IV would crash the game
  • The player can no longer break the energy counter by adding a card in-between two other cards
  • Slow cards should no longer target cards without a cooldown
  • "Disable" now works as it should
  • The Ghostdrive Matrix should now successfully revive its mech
  • Descriptions for several cards have been fixed to better represent what the card does
  • The Echo Shell mech now charges as it is intended
  • Many cards that target random cards now have a check to see if that card is still viable before applying the effect, this could cause crashes if hasting/slowing/disabling a card that was deleted from a scene after card activation, but before effect application
  • Fixed an issue that caused beating the first boss to freeze the game due to an improper loot reference

In-Progress:

  • Currently upgrading a mech that has mods equipped will delete those mods, this will be fixed in the future, as I am currently working on it
  • There is an inventory size limit of 12, but there is no tracker for this yet, and exceeding this limit can cause unintended consequences
  • There is a bug when selling a card, a small version of the sold card may appear in the inventory, which can be dragged and sold again

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