- Fixed an issue where dragging a file across the game (while in windowed mode) would trigger a crash (wtf!)
- Fixed an issue where our asset check wouldn't detect you were missing assets (likely causing you to be unable to see opponent's card backs)
0.10.58
Pushed a small update today that will help us diagnose problems with the client. the "Error Screen" has been redone and you'll see more informative info as well as a dialog box you can fill out to let us know what you were doing!
If you fill this out, it'll get auto reported (along with the error) for us to get a fix out ASAP! And if for some reason you can't report it, you can now just take a screenshot of the error screen and that should get all the most important info straight to us if you post it on discord in #bug-reports!
Thanks so much for helping us squash bugs! Release is just around the corner!
0.10.57
Fixed an issue where Cybertronic Augments UI would pop up erroneously when entering cover.
0.10.56
Hotfix: Fix an issue where in certain edge cases, POWER cards would not be playable during combat/interrupt.
0.10.56
Internal changes required for next card update
NEW CARDS!
Hey guys!
I've spent the last few weeks tightening up the ship and closing bugs and now we're about to release our 0.11.0 update! But more importantly, NEW CARDS!
Starting this past Friday, we will be adding new cards every week! The number of cards will depend on a number of factors (how many other bugs come up during the week, whether the cards require changes to the core engine, etc) but we're narrowing in on completing the base set!
How This Works
We have a list of cards that were hand-picked by Bryan Winter, the original designer of the game. We are working down the list semi randomly based on card difficulty. As we're adding some, we're noticing their effect on the meta may be too strong or they may be too similar to another card. Instead of delaying content any longer, we are adding the cards as-is at first. BUT DON'T PANIC. Based on feedback, we can and will rapidly tweak the card as we go to make sure it has a great place in the meta.
Obviously, every time we add a card it could change the meta by making another card super powerful or even rendering another card obsolete, so it's in our interest to add cards faster and tweak them in batches, otherwise we end up re-tweaking many cards again and again!
How You Can Help
Play the game, of course! But if you find certain cards over or underpowered, you can help us fix it!
First is the easiest way. In game, open the menu and click the "FEEDBACK" tab. This form goes DIRECTLY to me (justin) and I promise I read every single one. If you just want to get something off of your chest or have an amazing idea for a card change or balance, just report it here. Easy.
Second is for people who want to be part of the discussion. If you join our Discord we have a #suggestions channel where you can post ideas and get feedback. If you are actively playing the current season, there is another private channel with less noise to report. The bot will automatically add you (be sure to link your Discord in-game under "Account").
Sometimes the channels get really busy and it is hard to keep multiple topics in sync. So we're trying something new. We have a public page on Github where you can post/reply in a threaded format. Then once we get people mostly to agree, we can accept the topic as "answered" to make it clear. Check it out!
As a reminder, this game is loved by so many people that it is meant to be a community development. Nobody knows the game as much as the fans and we all have different talents. I may be a fan of 25+ years but my strengths are in programming/code. That's why I have people helping with art, balance and card design. And some of them come straight from the community!
If you love DOOMTROOPER as much as I do, I encourage you to get involved. If you contribute significantly you even can get your name in the credits! We have a few people who have gotten there already!
What Comes Next?
We're finishing the base set of cards and narrowing in on a "base set launch date" where we will do a final reset and let people start building their collections! Between now and then we'll also be turning on the MISSION CARDS (cards you can destroy for rewards or that create missions you can complete in game), experience point rewards, and all the new tutorial/single player content.
After that, we'll begin working on new draft modes, new expansion cards, translations and mobile versions! I'll have more info on the base set launch date in the coming weeks and I look forward to seeing you in Discord!
(Don't forget you can get free crafting points and other rewards every day from the bot)
See you in game!
-j
v0.10.54
- Fix an issue with Leverage that could cause opponent's client to crash (card is enabled again) - Fixed some edge cases that could use the UI to crash during an interrupt - Updated Hasty Getaway (thanks to everyone on the Github Discussion board!)
Crafting Is Live!
Crafting!
We recently launched our first version of CRAFTING, bringing us one big step towards launch! This first version has been very well received.
By clicking on a card in the Collection screen you get to the info screen:
If you do not want a card, you can DECONSTRUCT it for ACQUISITION POINTS. These ACQUISITION points can be used to ACQUIRE any card you want! If you have feedback on the system of the values, as always, join us in Discord!
The foundation is working well and you are able to craft any active standard card in the base set. As new cards are added, you can acquire them in packs or craft them. Plus we are not planning any forced resets until launch (unless we have to!) but you always get the ability to reset your packs and re-open them once a month (see below for reset clarification).
In the future, as the system and game grows you will also be able to craft:
Variant Cards
Certain Lore/Mission Cards
Tradeable Limited Edition Cards
Also, in a future patch we will be able to offer you full value of a card if the card is changed in an update, setting a nice precedent where if we (the developers) change a card you like you get the ability to swap it for any other card 1 for 1. We want to make sure we are treating our players fairly as we're all one big Doomtrooper community!
Community Driven
I always said that we wanted to make this game with COMMUNITY SUPPORT and now we're taking it to the next level. Over the years of development, certain community members have stuck around and helped so much that they've become unofficial members of the dev team. For example, @Michalx11 took on the job of managing our QA and bug tracking and has earned a spot in the game credits.
Many other players have contributed ideas, bug reports, design changes, balance ideas and more in our Discord chat and in-game feedback tool and I want to give players a more official way to be in the game credits and feel rewarded for helping out. So in the near future we will allow the community to "nominate" other players for their work (via Discord) and players can vote to support them and the top ones will get recognized by the development team and added to the credits. Some may be credited as "Special Thanks" but ones that excel in certain areas could get credits like "Additional Card Design".
I've always said I'm making this game with you guys, so I wanted to give you a chance to make it more official.
Reset Clarifications
There has been some confusion regarding how resets are managed so I wanted to clarify:
1) When you reset your collection, whether forced or by choice, your card collection is reset back to the current starter decks. All variant cards, coins, cosmetics and purchased packs are retained. You will get your acquired packs back and be able to re-open them. Crafting Material will be lost (but you can start crafting again after your packs are opened.) 2) THERE WILL BE A RESET UPON THE LAUNCH OF THE FINAL GAME No collections are final during beta as we are constantly adding/removing/changing cards. 3) Currently there are no planned forced resets. However, if an exploit is discovered that gives people unfair advantages, or we a have a major change to the starter decks we reserve the right to announce one. 4) Again, if you choose to reset your collection and open your packs again you will lose all crafting materials (otherwise you could deconstruct all your cards, do a reset and then deconstruct them again) 5) Once again, you do NOT lose your stats, decks templates, settings, variant cards (unless they were obtained erroneously), avatars, titles, emotes, card backs, lore cards, mission cards, kickstarter rewards, purchases or coins after a reset is triggered.
EXAMPLE You have - 75 packs you have previously opened. - 200 coins - 1000 Crafting materials - 5 decks you've made
You choose to trigger your optional reset you will have - 75 packs to be opened again - 200 coins (not reset) - 0 Crafting materials - 5 decks (but the non-starter decks may not be missing cards since you re-opened packs)
Additional Card Changes
ATTENTION MACOS PLAYERS
This week launched a pretty major update for the game and some users on macOS have reported the game being unable to launch due to some internal changes to the game engine.
The good news is its an easy fix! Just right click and "uninstall" doomtrooper and then immediately re-install and Steam fixes everything nicely. Plus, all of your settings should remain intact! And of course, all your data/cards/decks are stored on our server so you never risk losing them.
Apologies for this inconvenience but it should be one of the last major changes to the underlying build we needed to do!
More Patch Notes coming soon regarding this update...