In this update6
Full notes
Full Fogpiercer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Maps
- Store
- UI and audio
- Balance
Fogpiercer changes
Releasing the demo was wild! We have a playtest version of the game that you can get on our discord, that's a version of the game where we push updates first, and only then do they make it into the demo. We've been busy improving the game from the get go, at first pushing daily updates, and afterwards (once things stabilized, and critical issues were fixed) moved on to weekly updates. This update article looks at what's been happening behind the closed doors, although they're pretty open, our discord is a place where you can chat with us any time!
Enough preface, let's dive right into it!
Youtube videos
We've been super fortunate, and people have created youtube content playing Fogpiercer. To all of you, but also to our Discord community, we owe a massive thanks! The videos and feedback we're receiving are a source of inspiration and data, helping us make Fogpiercer into an even better game. Here's a couple of those!
https://youtu.be/3iAVF2ozeR8?si=h8N9Dkr-bRLMRPEE https://youtu.be/hP1dtB_iWSI?si=sDxmQ9pQHN6fYXq5 https://www.youtube.com/watch?v=XPOEnlLhpGM
Speedrunning
Never thought this was going to happen, honestly. In terms of spotaneous combustion theories, this is pretty close. If you visit youtube you can find numerous videos from our speedrunners already, and in addition to that there's an official Speedrun.com page for Fogpiercer Demo now as well!
https://www.youtube.com/watch?v=ubhymOBZgiE
Fogpiercer Demo on Speedrun.com
Changelog
The changelog is fairly extensive, but also shows just how much we've done since launching the demo, if you want a more detailed look into the changelog, feel free to visit our discord (and the #Changelog channel).
Most notable of these changes is going to be the rework of the tutorial system. We've noticed that few players come to grasp the coolest strategies of the game, and we've aimed at making them more obvious right from the get go, in the tutorial!
Added
different colour for enemy turn intent that has an effect
this also adds a colour setting under the accessibility tab
i.e. Lojzo's carriage disable attack
unit side panel can now be turned off by pressing a grid cell that does not have a unit
a couple of missing translation strings that were still hardcoded
"Magenta" colour to accessibility settings
it was just purple, but then it started looking a little different 😅
"Speedrun Statistics" which appear in the pause menu
time of the run (excluding game pauses and initial screen)
number of turns taken
loading screen
also a setting for auto accepting the end state of the loading screen
this implements asynchronous loading
new shortcuts!
Z/C move the train back and forward
F to end turn / F to choose
M to toggle the map
number of copies of a card in the Unit Side Panel
number of player turns taken in the "Run Over" screen
Weighted random when modules are being offered to the player
Each boss will now have a station right after it
Stronger buggies have burn resist
Cannon heavy has stun resist
top panel for train overview now also has buttons as shortcuts for moving the train
top panel for train overview shows an icon when a carriage can be upgraded in a station
steam wishlist and "Discussions" links to the top right corner in the main menu and pause menu
returning back to a station from the map view is now possible
warning label to the "main menu" return option in the pause menu that warns the player of losing run progress
ability to change animation speed
a lower default for 3D scaling on the steam deck
overall number of activated modules in the modules screen
overall number of activated cards in the cards screen
chop shop cards now also show the number of copies that will be added to the deck
Demo / Playtest windows now have their correct respective names
Malfunction does not trigger if disabled
animation speed also influences the slow-mo amount
save slots!
minigun to the main menu!
"missions" system
at the moment only used in the tutorial, we'll expand on it in the future
enemy waves?
setting to turn off shadows
Changed
improved the settings popup
added a super quick animation when it's turned on and off
further tweaks of fight progression for the first part of the map, mainly focusing on probabilities
weighted random of enemy kinds and support unit chances
tweaked probabilities of enemies in the second map fights
malfunction cards now wait for env hazards to resolve
enemy turn now waits for malfunction cards to resolve
Game Over screen uses the game scene loading as the rest of the game (the async loader)
Player XP amounts got lowered, enjoy slightly faster levelling!
Modules in Tier 1 are unlocked by default for new players
can be disabled
Cards in Tier 1 are unlocked by default for new player
can be disabled
Meta progression Modules and Cards got a face-lift
Chop shop - shop UI got a face lift too!
station bonuses no longer overlay shop UI
Animation speed has been changed to having 5 pre-set options
SLOWEST, SLOW, NORMAL, FAST, FASTEST
Fight Back
the enemy that destroyed the carriage, is insta-killed
Silver Tongue
30% discount!
Shield Carriage
Shield Trick
1x in deck
Panzer Dome
Cost Up + AP Cost 1
Shield Revenge
new pattern and AP Cost 1
Sheild Siphon
the same but +1 shield
Artillery Carriage
Iron Rain - Exhaust
card text and effect position
camera animation when leaving the map is faster
shop items leave an empty border when bought
unavailable shop items (no more modules/cards) are visualised
revamped visual style
stronger colours, some may need tweaking, let us know!
lots of colours changes all around, we'll be iterating
train travel speed is BACK!
though with saner limits
"Money" -> "Scraps"
reworded most cards and modules, to ensure a same style of writing
Hand Throw
discard hand, draw as many cards as were discarded
The title below the game's logo now aligns with the version of the game (Playtest, Demo)
Loading screen has a game logo progress texture instead of Coal Pusher illustration
and it always reaches 100% now too!
hide AP cost and number of copies of cards that are locked
redesigned the enemy list panel on the right of the screen
trees and rocks no longer float above the ground
improved visuals of stations
Tutorial redesigned
Improved performance by selectively casting shadows only where necessary
Changed the icon on negative module of Extra Move Cost
The player gets free scraps in the tutorial to ensure that upgrades and a new carriage can be bought
Fixed
Right Mouse Button (RMB) no longer shows intent details and it's also used to cancel an active card
Station UI not appearing when it should if the player is in map preview when entering a station
Underlying system for bonuses, this fixes the "Mirage Mystery" module and prevent similar issues in the future
Final damage that destroys a carriage not being registered in run stats
Choosing a module after a "Module Van" fight before all modules have initialised, no longer crashes the game
multiples of the same module can no longer appear
visual of the unit position didn't always correctly update
pressing enter when choosing upgrade cards no longer breaks UI / crashes the game
a better fix is incoming! we need to add the ability for cards to be focused
one cannot endlessly reroll modules anymore
upgrading a carriage and picking a card no longer crashes the game
map can only be toggled using the M shortcut when it's available, preventing a softlock
hitting enter after choosing a reward no longer triggers it again
card arrow line should no longer be "red"
previously used malfunction cards are no longer hidden
a missing card in the chop shop when the player no longer has any rare/epics available
grid annotations render over cards no more!
max health card wording
default unit movement speed is back to its original value
instant cards can no longer be spam activated
brake and move forward sounds were flipped
choppy particles have been tweaked, likely an engine error
translations for new effects
grid annotations only turn on when set so in the settings
all default modules now turn on properly
preview map no longer has a button to return to the station (broke things)
audio low-health is now correctly reset even when Malfunction is in hand when the fight ends
Station should now always be spawned at a correct location, so regardless of the train and animation speed the train will stop at the right place
Malfunction can now be always removed
Colours now get initialised properly
correct info text for spikes
pause menu now renders above everything else at all times
stations no longer randomly spawn as props
That's it for this update! The build is now live, let us know what you thought of the changes, cheers!
Source
Changelog.gg summarizes and formats this update. How we read updates.
