Added: - a new daily game mode, available after finding all the pilots: upgrade the time machine and go back in time to take part in past battles - counters of daily missions and found pilots have been added to the statistics Bug fixes: - fixed Knivex engine animation - a threat destroyed by an away mission could deal damage during the death animation - in the battle history, the star was not shown for bosses threats - fixed a bug in predicting the threat die in the second round of the Oracle - the timer no longer flashes red if the previous turn was completed before the timer expired - fixed some bugs with the timer when exiting / continuing the game - fixed a bug due to which a procedural threat with one mission and the inscription "OR" could appear - it is no longer possible to reprogram a locked drone Balance changes: - the "Mind Control" module now requires fewer dice to research (6 -> 5); its description has been clarified: "Re-roll all observers (including from the discard)" - pilot Kurt now deals damage to threats that attacked the crew in the current round Other changes: - Hive fragments that alone don't pose threat now surrender if left alone - in the battle history, records about armor are now written in text instead of an icon - settings indicators changed: boss mode is now marked with a star on the arrow pointing to the threat counter; quick threat mode is now indicated by a triangle on the left side of the arrow pointing to the threat counter
Update 1.2.3
Added: - the compensator now has 2 missile modifications: C1 (1 damage to the selected external target) and C2 (2 damage to a random external target) - speed up game buttons (1, 2, 3) now affect compensator charging speed, player and enemy fire speed, threat elimination speed, and crew dice roll animation duration Bug fixes: - the 10th mission of the campaign erroneously contained "Surrounded" threat when playing for some ships - "Panic" threat now lives for 1 round as it should - "Solar flare" threat now works correctly if it spawned after another flare - "Acid Cloud" threat now deals correct damage in Random Battles - Hi-to pilot did not record his actions in the log - Flea pilot no longer blocks sensor overload damage - module frame was sometimes not shown with Nanomucus pilot - after the battle, the message about the unlocked ship or pilot did not appear if you return to the main menu in the middle of the battle - fixed a bug due to which the ship of the found pilot did not appear for a long time - fixed a bug due to which the frequency of background objects increased by 2 times after finding the pilot - fixed remaining minor graphical artifacts on sensors - threat dice predictor didn't take Citadel Shield disabled dice into account - Hive cards no longer appear under the UI - some Hive cards did not have Oris paralyze animation - item "Oracle" incorrectly displayed the symbol of an empty die Balance changes: - item "Oracle" now works 2 rounds, price 20 -> 30 - item "Buster" now affects the roll in the current round (previously only worked from the next round) - when playing on the ship Knivex in random battles, external threats blocking commanders can no longer appear - pilot Nanomucus now immediately discards filled dice in the Search Module (previously only the leftmost one was discarded) - minefields no longer affect Nebula, Solar Flare, Meteorite threats Other changes: - information about changing the rank is now displayed in a separate window at the end of the battle - the window with information about unlocks at the end of the battle now adjusts to the amount of text inside and is not overlapped by other buttons - counter of unknown threats in missions no longer takes into account repeated threats - pilot ships no longer appear in the center of the screen - transformations of mimics are indicated in the log with a special icon; the module replacement button is marked with the same icon - "Solar Flare" animation can now have different colors (yellow 50%, red 25%, blue 25%)
Update 1.2.2
Added: - Mechanism for replacing one module with any other (1 time per battle) Bug fixes: - fixed a bug due to which more than 25 dice were required to search for a pilot - fixed a bug due to which it was possible to open the same pilot several times in a row - "Giant bacteria" did not give up at the end of the battle if it left without viruses - fixed a bug due to which the achievement "It was close" would not trigger if the player's hull was more than 1 at the beginning of the round - fixed a bug due to which the tactician went to the upper room of Knivex ship when clicking on compensator button - fixed minor graphic artifact in easy mode on the sensor panel Balance changes: - the price of updating goods in the store has been increased to 100 coins per click (was 50) - "Mercenary" threat now triggers if there are no other external threats - the choice of a random pilot is now available when opening 4 pilots (was 2); random pilot can no longer be useless for the selected game mode - Pilot Tom now returns a die to the roll zone instead of the discard pile - Pilot Flea's ability now extends to card summoning due to sensor fill - for the Oris ship, the chance of a tactician's blockable die being rolled is increased by 2 times (the die will be purple if an additional chance is triggered) Other changes: - added to the main menu a reminder of the coins that can be obtained for completed achievements - added yellow frames for achievements for which you can get coins - Pilot actions are now recorded in history - at the end of the battle added information about unlocking a new ship if it was unlocked through achievements - at the end of the battle added information about the found pilot - clarified the description of the "Scouting Ship" card: "1 damage if you lost hull/shields in this round, attack last" - improved images of pilots in the menu and in battle - enemy projectiles of different damage now leave different holes - the order of modules relative to each other is no longer fixed and randomly changes in each mission
Update 1.2.1
Added: - Steam stats of top players Bug fixes: - The "Shield Regenerator" module no longer works in a nebula - The red frame on the modules was not updated after adding armor with the "Titanium Plating" module - Fixed a bug due to which Hive modules visually divided into 2 parts with a die on the right side became "not independent" and did not fight in the absence of other "independent" cards on the table - The "Meteorites" threat in stasis no longer deals damage when destroyed Other changes: - Dee-6 will now pay attention after the battle if there were more observers than other dice - Reduced the brightness of the words "victory" and "defeat" - Pilot ships now have random colors instead of orange - Reduced the delay between finding a pilot and appearance of his/her ship in the background
Update 1.2.0
Added: - 12 pilots with unique bonuses; look for them in standard battles Bug fixes: - Fixed tutorial getting stuck if you destroy the Boarding Ship too early - Beginner protection no longer works in tutorial - Beginner protection worked up to rank 3 inclusive by mistake (should have been up to rank 2); now it can be disabled in the settings - Deck shuffled incorrectly after Quantum Shot - Fixed Citadel Shield mechanics - Biotic Lab can no longer be researched if it doesn't spawn at the start of the battle - Achievement "Invulnerable" did not take into account damage from parasites Balance changes: - Sensor overload now damages the ship's hull, ignoring shields - You can no longer reset turn after a Gauss Cannon miss Other changes: - Added a visual effect on the store item "Urgent call" - Added a number of explanatory labels for some buttons
Update 1.1.1
Bug fixes: - Fixed missing descriptions of new modules in Chinese and Japanese localizations - Fixed Spanish localization - Fixed wrong UI element on the left side of the screen in some modes - Fixed another bug causing black screen - Fixed the hitbox of the button for summoning threats - Fixed meteorites having visual stasis effect for too long - Fixed "Panic" blocking repairmen on the Dronate ship - Fixed freezing of the modules panel if you scroll the mouse wheel to the left from the "Biotic Lab" - When returning to the deck threat with "protector" property, the protection effect disappeared only at the beginning of the threat phase - In Custom Game, when scanning the threat deck with the Interfector ship, if boss threats were added as normal enemies, they had a boss mark star (although there was no star when they appeared in battle) - Fixed a bug due to which "Panic" would self-destruct immediately after the appearance, if it was called into battle by the threat "Biogen" - Fixed "The Boss is approaching" flashing in cases where the boss spawn was triggered by Threat cards when they attempted to draw a card from the deck - Mimics could turn into cards with effects that did not work correctly - Fixed a number of bugs with damage predictor - Removed wrong note in the battle history "Infection deals 0 damage" - It is no longer possible to "peep" the next card in the deck with call of a new threat and reset the turn after that Balance changes: - Mimics Leader received a Shield base in support Other changes: - Added indicators for the number of remaining unknown cards in Standard, Standard VE and Campaign modes
Update 1.1.0
Added: - New modules: Advanced Navigator, Mind Control, Titanium Plating, Threat Stabilizer, Hull Regenerator, Shield Regenerator, Compensator Charger Bug fixes: - Improved Spanish localization (RoosterFan thanks again) - Fixed a bug where winning the 10th mission resulted in a black screen - Protection for beginners worked 100% of the time instead of 50% - In quick threat mode, if the Nebula just arrived, then the Solar Flare could deal full damage - If a die was on the modules panel when saving during the battle, then when continuing, there was a very high chance of temporarily "losing" this die for a while - "Infection" threats only hurt 1 crew die per round, even if there were multiple Infections Other changes: - In the menu of known threat cards, a button has been added to switch a card search filter by name, description or everywhere - Added a visual effect when a new threat card is summoned by the player using the red button - When playing with special modules, random 6 out of 13 modules are now given at the beginning of the battle
Update 1.0.9
Bug fixes: - Improved the interaction of the "Oracle" with cards that can temporarily absorb the dice (missions or cards like "Madness") - Improved the surrender of threats that deal damage when losing a hull or shields - Available action tips no longer count the repair drone on Dronate as a free die - Available action tips now take into account the influence of "Subordination" - Available action tips are no longer shown if there are no cards left on the table and in the threat deck and in fact the player has already won - Dee-6 no longer offers to use the store after the boss spawns - The "Protection for beginners" icon did not disappear during the departure of the ship upon victory - Button to return dice from missions no longer works during threat attack phase - Fixed a bug due to which it was possible to temporarily "lose" 1 die if you quickly change the game speed at the beginning of the battle Balance changes: - One die re-roll from the store can no longer roll observers Other changes: - Reduced battle history saving frequency to improve performance in long battles - Clarified the description of the "Caravel" threat (2 damage, +1 damage per pirate)