The biggest thing to be included in this update is free deck rotation. As of this update the available free factions will now cycle through the core deck on a weekly basis. The factions now accessible for this week are Ninjas, Pirates and Tricksters.
Updates to what can/can’t effect Game Guru (especially Rules Lawyer).
Microbot Alpha + Microbot Fixer now correctly adjust power levels in the same turn.
Jammed Signal now works with Mushroom Kingdom and Central Brain.
Leprechaun no longer destroys Felicia Day when she is played.
Brownie now forces discards for any affect – not just destroy.
Scout’s ability is now correctly blocked by TACAG.
Min-Maxing should now work correctly with Fire Trap.
Take the Shinies now gives confirmation text of discarding.
Base cards now have a discard pile.
Special abilities that trigger when a base scores now correctly follow the ‘all players have to pass’ rule.
There’s now a tooltip to view card abilities when you Mulligan.
More streamlining of cards that allow you to access your discard pile or deck.
Background border art now restored.
Chain reaction abilities (e.g. action + Wil Wheaton + Control Minion + Force of Wil) should now be possible and/or flow smoother.
Start turn ‘beep’ now restored.
Lobby fixes. (inviting/quitting/dropping out/leaving/rejoining etc)
Online lobbies now allow AI to be included in empty seats.
AI now takes the seat of any human player that leaves during online play.
AI updates – they should now be more alert to bonus VP gained from certain bases like Rhodes Mall Plaza and Factory 436-1337.
AI should now be more alert of the Leprechaun/Pay the Piper.
AI shouldn’t Block the Path of a faction that is only used by itself.
Patch Notes #5 - 24.11.16
On top of bug fixes and some feature adjustments this update contains the final Starter Pack factions, Tricksters and Wizards, as well as the beginnings of our multiplayer lobby. Online play now allows you to create public and private lobbies, join public and private lobbies and also invite people to either of them. This is the first stages of where we intend to go with the lobbies so you may find issues in trying to use it. We’re confident that if you want to find a random game or have a game with your friends then you should be able to do that with relative ease but if you try to break lobby system, chances are you’re gonna break the lobby system.
With the core functionality built for all of the starting factions this should allow us more time to clean up the bugs, polish the features and dedicate some time to creating a stable online player experience. Thank you to everyone who has contributed so far. We hope the game has improved during it’s Early Access period but we don’t want to stop there, please keep reporting the problems that you find and suggesting anything that you would like to see as we want to ensure this game is as good as it can be.
Rule/bug fixes:
Jammed Signal has now been fixed (note: there is still an existing issue with Mushroom Kingdom)
Microbot Alpha power level will now update correctly if someone takes control of another minion or if someone takes control of the Microbot Alpha.
Wil Wheaton can be played onto the same base as Overrun if he is reversing it.
Terraforming the Central Brain correctly updates the minions on it with the Central Brain’s ability.
Tenacious Z doesn’t use up the extra minion that They’re Coming To Get You allows (again).
Changes to power level now update on minions.
Moving Poison from one minion to another updates both correctly.
TACAG now correctly blocks Upgrade.
Min-Maxing a ‘destroy at the start of your next turn’-type cards now correctly discards.
Moving a Ninja Acolyte no longer blocks it’s special from triggering.
Updates to instructional text when moving a minion.
Random faction button is now a selectable card.
Feature updates/fixes:
Updates to sizing for people using 4:3 (1280x1024) screens.
Quitting review will no longer causes freezes.
There was an issue with a black screen appearing at the end of a resumed game – this should now be fixed.
Improvements to ‘multi-select’ – there are now various cards that show a certain level of assumption, for example, Mall Crawl no longer requires you to go through all of your deck to pick each card, once you have found the card you want the game will dismiss your deck and automatically offer you the chance to discard the remaining duplicates of your initial choice.
Smash Up should no longer interfere with various versions of WMP.
We discovered that the AI was choosing factions randomly but each AI was picked from the list of random seeds in sequence which isn’t random. We’ve made updates to the selection process so the AI picks a random seed that contains a random faction selection.
Trading cards now exist in the game.
Patch Notes #4 – 09.11.16
Where to start? Normally I’ll list the fixes for what was broken but we’ve had a huge overhaul for a lot of the core logic that is used in the game. These areas were primarily Targeting, Controlling and Affecting – i.e. the majority of everything that is done in the game. For every single thing that could go wrong with a card, we were fixing them all one by one. We’ve now built a foundation for the variety of ways you can target and control and select so if a Trickster has similar functionality to a Star Roamer then they’ll both work in the same way or go wrong in the same way and subsequently will only take 1 fix as opposed to two.
The above has also allowed for the streamlining of certain abilities – cards that need to be selected, confirmed to be used, a target to then be selected and then another confirmation just to be certain should see a few of those steps removed in a way that is more intuitive to how a player would expect them to work whilst still maintaining a precautionary step to prevent a player triggering a card accidentally.
On top of all of this, the new foundations allow for cards to be created, fixed, patched, altered in a much quicker and much more efficient manner which should allow us to dedicate more time to fleshing out the content of the game.
Thanks for all of the contributions so far – especially so to krabmeat, Fulgur14, planet316 and The Chiprel. We look forward to everyone’s feedback on Pirates and Robots.
Patch Notes #1, #2, #3
Patch Notes #1 - 13.10.16
A few cards will see their number of steps to play 'streamlined' requiring lesson button clicks to play.
Game Guru can't be selected as a target if your opponent plays Griefer to destroy a minion.
Force of Wil now blocks Poison.
TACAG should now protect against global effects.
Tenacious Z should be playable from the discard pile on the turn it was sent there.
They're Coming To Get You... no longer overrides Tenacious Z's ability.
Natural Selection now takes into account Upgrade.
Wil Wheaton stops They're Coming To Get You from allow a Minion to be played from the discard.
Control Minion no longer makes you click 'continue' twice.
Return of the King now awards to the correct player and has had a text correction.
Griefer no longer discards if the instruction can't be completed.
Armor Stego now correctly recognises control vs owner for it's +2 when Control Minion is played.
If you Mulligan at the end of your deck the deck correctly shuffles your discards and continues drawing.
Howl no longer gives your Minion +1 if it's been Control Minion'd.
Offline no longer gives a timer when a base is scored.
Base abilities have been removed from the open field. They are now viewable when hovered over to keep it consistent with how cards are placed on the field.
Updates to Tooth and Claw... And Guns and which cards it is affected by.
Infiltrate can't target itself.
Augmentation should apply to any card.
Min-Maxing should now correctly assign actions with global effects.
AI shouldn't waste turns when close to victory.
Disguise should now be handled in one window as opposed to through your turn.
Fan ability image: after it's been used it disappears correctly.
GENERAL FIXES
Ninja achievement should award correctly.
I Stand Alone and Wrecked should award correctly.
'Bouncy' buttons now have minimal bounce.
Stats should track properly.
Deck rotation should function properly.
Hand spacing has now been updated (work in progress, please provide feedback).
Smash Up shouldn't impact various versions of WMP.
Laseratops vs War Raptor tutorial update.
Base no longer replaces at the end of a game.
Crash fixes.
(we received feedback after our last 'fix' with Game Guru with the general consensus being we made it not work in a different way, that is on our list of things to update and will hopefully make the next patch)
This update is only a small one which makes some addresses to the UI.
- The options button is now more visible as is the tutorial
- Local game now has a 'game menu' screen and doesn't immediately take you in to game set up, this provides a more consistent experience with navigating the menus and will hopefully help make things easier for game setup menus in the future when we develop this feature further.
- There is now a tutorial 'auto-prompt' upon launching the game for anyone that has not played the game before.
We intended to have Pirates ready for releasing this week but we have found the majority of bugs and issues that have been raised by both the QA team and the community have come from similar areas. With this in mind the programming team have decided to tear out a lot of old code that deals with how a card is targeted, affected and controlled and redesign those areas. The intention of this is to move towards a more generic behaviour that manages all cards, which should help to decrease code complexity and increase the rate at which further content can be created. This means that the next update will have, along with the Pirate deck, some pretty major logic updates that should reduce the amount of bugs that we see and this will allow us steam straight into getting the Robots faction completed and ready for release.
FEATURES TO COME IN SMASH UP DURING EARLY ACCESS
Here is an overview of what is going in, in addition to refinements and bug fixes as we get feedback from the community. Check out the latest build that has just gone up. Hopefully folk leaving negative reviews will change their minds as we work on this to make it the best experience we can.
Online lobby system
There will be a lobby host, and lobbies will have up to 4 players. If the lobby host leaves, then someone else will become the host (host migration).
• The lobby host should be able to modify game settings (move timer, 30/60/90 seconds - factions, player selected or random – etc.), and all players should see the options.
• Players should be able to voice chat in a lobby and ready up. When all players are ready, a timer should countdown from 5 seconds, and then the game begins.
• When an online game ends, players should come back to the same lobby, with the same host, who can then tweak the settings for the next game.
• The host should be able to kick and ban players from the lobby. The host should also be able to invite friends.
In general, when selecting the multiplayer button on the main menu, a Find Game feature will take you to a server list of public games. You will be able to host a public game that appears on the public server list or host private game.
Online play private game table support
We'll implement private lobbies after the rest of the online lobby system. This will basically use the same system, but lobbies will be private and only joinable via an invite.
AI sit-in for Quitting Online Players
Gameplay cannot continue if a player leaves an online game mid-game. We will introduce AI substitution for quitting online players.
Local Multiplayer
A hotseat mode will be added to allow local multiplayer games.
Voice Chat and Text Messaging
Both will be added
Tutorial on start-Up
First time players enter the game they will be offered the tutorial. The tutorial will also be accessible from the offline game set-up menu.
Steam achievements and steam trading cards
We will add some steam achievements for the game for player's to collect and Steam trading cards as well to collect and sell on the steam market place.
Leader board/reward system
A leader board will be added to the game.
This will be geared to a reward system, so whenever a player wins a game, they gain XP, level up and unlock some sort of badge or back of card design along side a rank.
Adjustable timers
Timers used in the game will be adjustable to account for the level of player experience.
Proceed button on/off
Will be in a much more obvious place.
Faster animations
Events such as clearing bases that have scored will be much faster.
Factions to come in the Starter Pack
Aliens and Zombies will be joined by: Pirates, Robots, Tricksters and Wizards.
Online Manual
Manual button will be added to the 'My Game' menu.
Here is the link
http://nomadgames.co.uk/smash-up-manual/
Coming fixes and improvements
We've listened to your feedback and fixed a good many issues, from general interface problems like bouncy buttons and cards too close together, to cards not functioning correctly and crash bugs. We are testing this update now so release is imminent.
On the heels of these fixes we'll be revising some of the interface layout to make certain functions more obvious; e.g. tutorial and options. Scoring will be a lot quicker and we are considering making the 'proceed' button a game set up option rather than a general option for example. Some folk totally missed the tutorial and the possibility to switch off proceed, which was clearly annoying.
We will also publish a general list of the features that are getting added during Early Access, such as the online game lobby, variable time-out settings, hot seat and voice chat. There is a lot to come and we want to make everyone aware of the features in advance.
Finally there are the new factions that will be added. Next up are the 'Pirates' in about a week. Hope this helps. We'll do our very best to keep you informed of what's coming and encourage you all to try the updates. If you have left negative reviews, hopefully we'll change your mind!