Hello everyone who is subscribed, or just want to know is the game alive. Yep it is!
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Full Cruel Galaxy: Discordia update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone who is subscribed, or just want to know is the game alive. Yep it is!
What changed
1 fix7 additions0 changes0 removals
Compatibility
Balance
UI and audio
Gameplay
Fixes
addedHere are some hot new features in the gameplay we are ready to announce (already on BETA-test): (and if you are eager to join the beta test - write us to fatalerrormobile@gmail.com or in our Discord Server . Please mention "Discordia Beta Test".
addedNew Feature - Modular Damage and Repair System: * From now on every module have 15-25% chance to be damaged on receiving structural damage * If module was already damaged before, it would be destroyed instead * Modules can be repaired in combat with Order Actions (pink icon), generated by Officers * Both Damaged and destroyed modules cannot be used in any way * Module status is reflected both with its name color and on ship StatusBoard (with yellow and red dots) * Repairing hull only gives 1 point of hull * Destroyed ship have 50% chance of being destroyed, and if not, all modules have additional damage check * All destroyed modules and ships are wiped out from loot after battle ends, while damaged repairs for free * Enemy AI adjusted so, they can repair modules
addedNew Feature - Items and Loot management System: * Now you can freely customize your ship with modules and crew between jumps * Each module have different Node size, from zero on crew to 9 on Destroyer turret * Ships can have unlimited number of same type modules, but only one turret and engine can be active at the moment * Ships now have Node limit, but all ships start with some free Nodes. Enjoy. * Different modules have different effects on different ship Ranks. * You can move modules from Loot section and ship fitting to storage, and storage is unlimited size (come on, we're not Stoneshard) * Loot All Modules button added as well
addedNew Feature - Craft, Decompose and Research * Each module now have Scheme to obtain by decomposing it - either from Storage or from Loot screen * After obtaining Scheme you need to spend Ideas to research it * After researching Scheme you can Craft as many modules as you wish with it * Salvaging a ship automatically creates all linked Schemes
fixedBug Fixes * Finally fixed combat bug with enemy Freeze (along with game)
addedBalance Changes * New modules line - Reactor XS/S/M, giving additional Energy to ship. Without Reactor ship still generate one energy * Destroyers now have two Officers by default (hello Spock) * Ship HP now separated for Hull Point (gray) and Structure Points (red). Hull points are repaired automatically after combat, while structure requires Parts for repair. Hull also can be repaired during combat with Repair action * Each module and ship now have separate power rating to reflect customization system * All costs and power ratings was moderately changed to balance economics and match-making * Enemy power rating now scales from 50-70% of your vanguard as start of campaign to 100-120% in the endgame. Learn before losing, dear players * Every non-combat Event gives 5 Ideas, every Combat gives 1 Merits * Average to-hit reduced from 80% to 75% to create 95% cap for XS Turret * Base damage now more clustered (dice sides reduced for all turrets)
Cruel Galaxy: Discordia changes
addedHere are some hot new features in the gameplay we are ready to announce (already on BETA-test): (and if you are eager to join the beta test - write us to fatalerrormobile@gmail.com or in our Discord Server . Please mention "Discordia Beta Test".
addedNew Feature - Modular Damage and Repair System: * From now on every module have 15-25% chance to be damaged on receiving structural damage * If module was already damaged before, it would be destroyed instead * Modules can be repaired in combat with Order Actions (pink icon), generated by Officers * Both Damaged and destroyed modules cannot be used in any way * Module status is reflected both with its name color and on ship StatusBoard (with yellow and red dots) * Repairing hull only gives 1 point of hull * Destroyed ship have 50% chance of being destroyed, and if not, all modules have additional damage check * All destroyed modules and ships are wiped out from loot after battle ends, while damaged repairs for free * Enemy AI adjusted so, they can repair modules
addedNew Feature - Items and Loot management System: * Now you can freely customize your ship with modules and crew between jumps * Each module have different Node size, from zero on crew to 9 on Destroyer turret * Ships can have unlimited number of same type modules, but only one turret and engine can be active at the moment * Ships now have Node limit, but all ships start with some free Nodes. Enjoy. * Different modules have different effects on different ship Ranks. * You can move modules from Loot section and ship fitting to storage, and storage is unlimited size (come on, we're not Stoneshard) * Loot All Modules button added as well
addedNew Feature - Craft, Decompose and Research * Each module now have Scheme to obtain by decomposing it - either from Storage or from Loot screen * After obtaining Scheme you need to spend Ideas to research it * After researching Scheme you can Craft as many modules as you wish with it * Salvaging a ship automatically creates all linked Schemes
fixedBug Fixes * Finally fixed combat bug with enemy Freeze (along with game)
Here are some hot new features in the gameplay we are ready to announce (already on BETA-test): (and if you are eager to join the beta test - write us to fatalerrormobile@gmail.com or in our Discord Server. Please mention "Discordia Beta Test".
New Feature - Modular Damage and Repair System: * From now on every module have 15-25% chance to be damaged on receiving structural damage * If module was already damaged before, it would be destroyed instead * Modules can be repaired in combat with Order Actions (pink icon), generated by Officers * Both Damaged and destroyed modules cannot be used in any way * Module status is reflected both with its name color and on ship StatusBoard (with yellow and red dots) * Repairing hull only gives 1 point of hull * Destroyed ship have 50% chance of being destroyed, and if not, all modules have additional damage check * All destroyed modules and ships are wiped out from loot after battle ends, while damaged repairs for free * Enemy AI adjusted so, they can repair modules
New Feature - Items and Loot management System: * Now you can freely customize your ship with modules and crew between jumps * Each module have different Node size, from zero on crew to 9 on Destroyer turret * Ships can have unlimited number of same type modules, but only one turret and engine can be active at the moment * Ships now have Node limit, but all ships start with some free Nodes. Enjoy. * Different modules have different effects on different ship Ranks. * You can move modules from Loot section and ship fitting to storage, and storage is unlimited size (come on, we're not Stoneshard) * Loot All Modules button added as well
New Feature - Craft, Decompose and Research * Each module now have Scheme to obtain by decomposing it - either from Storage or from Loot screen * After obtaining Scheme you need to spend Ideas to research it * After researching Scheme you can Craft as many modules as you wish with it * Salvaging a ship automatically creates all linked Schemes
Bug Fixes * Finally fixed combat bug with enemy Freeze (along with game)
Balance Changes * New modules line - Reactor XS/S/M, giving additional Energy to ship. Without Reactor ship still generate one energy * Destroyers now have two Officers by default (hello Spock) * Ship HP now separated for Hull Point (gray) and Structure Points (red). Hull points are repaired automatically after combat, while structure requires Parts for repair. Hull also can be repaired during combat with Repair action * Each module and ship now have separate power rating to reflect customization system * All costs and power ratings was moderately changed to balance economics and match-making * Enemy power rating now scales from 50-70% of your vanguard as start of campaign to 100-120% in the endgame. Learn before losing, dear players * Every non-combat Event gives 5 Ideas, every Combat gives 1 Merits * Average to-hit reduced from 80% to 75% to create 95% cap for XS Turret * Base damage now more clustered (dice sides reduced for all turrets)
Quality Improvements - Warp in and Victory Screen * Ships now warp in smoothly * Also ships now move with dynamic speed * You can notice new waves of enemies coming as well * After last ally or enemy is destroyed, Victory Screen show up, with result of damage done to all ships
Other Quality Improvements * Flags on ship interface now have stars to reflect ship rank (three at the moment) * Action Point icons changed to flat circles * Fitting screen redesigned to reflect current ship in selection * StatusBoard now reflects "No Weapon" Status if you cannot shoot to enemy on that cause * Mission now have objective on Turn Section * Tooltips updated for all new features added * Camera movement animation added to lessen headache * Modules now have XS/S/M names instead of ranks * Studio logo now much darker
Stay in touch and be ready for release - it is really 3 weeks to go, just like that.