Here is a breakdown of what we'll cover in this post:
- Tutorial Bugs Addressed: Improved tutorial experience by fixing save-related bugs.
- Quality-of-Life Enhancements: Added features like double-click card play, map rotation toggle, and perk slot confirmation.
- Patch 10 Changelog: Detailed list of bug fixes and improvements, including save system overhaul and tutorial updates.
- Next Patch Plans: Memory leak and graphical crash fixes coming soon.
- Long-Term Improvements: Focus on run-end stats screen, event population rework, faction relationships, card readability, and difficulty curve adjustments.
- Ship Customization Progress: Core bugs being fixed, allowing more focus on ship customization and feature enhancements.
Changelog
- Reworked the save game system so it's more robust, minimizing the risks of data corruption
- Added detection of corrupted game files and an option for the user to clear them to make the game playable again
- Added popup informing you of starting a run without allocating perks
- Added toggle for map rotation in settings
- Added the option of double-clicking on non-precision cards to play them automatically
- Added the words: "Subsystem for: " before compatible weapon systems on subsystems to reduce equipment/subsystem confusion to new players
- Fixed Repeater Pulse not drawing support/tactical laser cards on cooldown.
- Fixed Honed Shot edge-case where it gives the player lots of ordnance
- Fixed Accelerant only returning attack cards to the draw pile but effect being consumed by any card, it now returns any first card played from hand into the draw pile
- Fixed Accelerant being killed off if a player gets overheated by playing this card
- Fixed Accelerant being killed off if a player plays a crew ability after playing this card
- Fixed text on Seebeck Shot to let players know this heat reduction triggers dissipate effects
- Fixed potential soft-lock some players experienced on reloading while in combat if certain cards were present (Supply Cache subsystem, Plasma Conduction subsystem, Flak Shell, Overwhelming Barrage, Barricade, Backlash, Overheat Weapons, Reset, Stall, Thermal Tick, Light Ion Missile, Battle Repairs)
- Fixed scorch having a misplaced precision effect on it.
- Fixed misleading text on Uranium Slug, letting the player know the extra equipment damage can also damage the targeted equipment
- Fixed a bunch of reported typos
- Made changes to the way the tutorial gets hidden and revealed to prevent issues when continuing the game while in the middle of the tutorial
- Updated tutorial to have the correct UI if leaving and returning in combat
- Fixed an edge case in the tutorial where the player would forget to pick up the equipment reward and would not have the necessary equipment to continue the tutorial
- Removed card drafting after the tutorial boss combat
Changelog
- Changed Draw Power's mass cost from 5 to 3
- Fixed Draw Power not having its cost affected by active Blueprint effect
- Fixed Stripmine edge case where, if production is maxed, playing it makes you lose one production as well
- Fixed Stripmine being able to leave the player with 0 mass production capacity
- Fixed Forced Draw edge-case where it adds extra heat despite you running out of cards in your draw pile
- Fixed Focus Blast precision attack dealing no equipment damage.
- Fixed targeting reticles on Focus Blast
- Fixed Strike Assembly effect being removed by enemy playing missile card
- Fixed Strike Assembly being able to cause a soft lock in certain edge cases
- Fixed Strike Assembly not animating on entering/exiting
- Fixed Strike Assembly not communicating properly when no missile is drawn (on turn end, if no slot is available to add a missile card, the active icon will turn to a disabled state, reenabling itself at the start of the next turn)
- Fixed Several Railgun Cards being tagged as belonging to the resource bay family instead of railgun (Draw Power, Impetus, Shatter Rounds, Battery Surge)
- Modified escape pod events so AI crewmembers are automatically uninstalled and added to the cargo bay if there are no more empty slots on your ship
- Fixed issues with contraband events, where engaging in combat would send you into another combat encounter on winning. Along with the issue of sometimes skipping nodes if carrying contraband.
- Properly fixed the increasing fuel cost on the base difficulty
- Standardized card add/removal costs between the store and the maintenance ship event (still varies by faction relations for the maintenance ship event)
- Updated the card drafting view so it looks more consistent when there is a single card drafting option
- Modified Tyrant combat event so it is counted as a destroyed enemy if you have the mission of destroying six enemies in the first sector
- Fixed Colony Defender participants losing their correct portrait after the first battle battle,
- Fixed Colony Defender edge-case soft-lock if the player is allied with the pirates and attacks the Free-roamer ships exclusively during this event
- Fixed potential soft-lock on the second turn reload when fighting the investigator's ship during the Starkin Espionage effect,
- Fixed potential soft-lock on the second turn reload when fighting the research ship that discovered your hack during the Starkin Espionage effect
Changelog
- Fixed a soft-lock issue on the second boss if quitting and resuming battle after the first turn
- Fixed an issue with the second boss where he would play the Command Center card again if reloading combat after the first turn
- Moved fuel price scaling from the default difficulty to the first Escalation level
- Changed icons for space stations from a credit icon to a more descriptive space station icon
- Added missing text to the Scavenging Remains event when resuming the scavenge after being attacked by a hostile ship
- Updated the text on the Neutral Gunship event to reflect the actual morale change based on your choice
- Set Recycle card cooldown from 0 to 6
- Fixed NPC portrait mismatch in Solarii station on allied dialogue
- Replaced Flash shields with Hasty defense on the Marauder's starting shield
- Replaced Ordnance surge with Asteroid Ore on the Marauder's starting resource bay
- Replaced Mass surge with Ordnance surge on the Firebrand's starting resource bay
- Removed deplete from Palisade, set cooldown to 6 turns
- Removed Defense Protocol from shops until its issues can be fixed
Breachway is a turn-based tactical game where you command a starship crew, engage in strategic card-based battles, and navigate the complex relationships between space factions. Customize your ship, manage your crew, and prepare for high-stakes adventures in the stars.Here's what is waiting for you in Breachway's Early Access:
- Four Playable Ships: Each with unique layouts, synergies, and faction bonuses.
- Diverse Combat Systems: Lasers, missiles, railguns, flak, and hacking—all in strategic, turn-based combat.
- Over 300 Cards: Customize your ship’s loadout with a vast array of equipment.
- 60+ Submodules: Enhance your ship with submodules that unlock synergies and power boosts.
- 6 Recruitable Crew Members: Each with special abilities for combat.
- Challenging Enemies: Battle 40 regular enemies, 16 elites, and two bosses.
- 2 Star Systems: Explore unique systems with their events, enemies, and bosses.
- Meta Progression: Unlock and combine bonuses across runs for evolving gameplay.
- Escalation System: Master the mechanics and increase the difficulty for more significant challenges.
- Faction Events & Allegiances: Interact with 4 fully developed factions with unique events.
- Space Stations & Random Events: Discover new missions, items, and surprises.
- Epic Soundtrack: Immerse yourself in 19 space-themed tracks as you explore and battle.
If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.