In this update3
Full notes
Full Fogpiercer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Store
- Gameplay
- Fixes
- UI and audio
- Performance
Fogpiercer changes
For the second update we've focused on a number of things, there are a couple new modules, tweaks and balance updates, but most importantly we've completely revamped the driver system and improved the tutorial!
https://store.steampowered.com/app/3350900/Fogpiercer_Demo/
The new driver system
Previously drivers had a levelling system, wherein the player collected experience points by destroying enemies, and then adding one of the driver cards into their deck when levelling up. Although not a bad system, since inception of the idea, we wanted the driver cards to feel more special, more impactful akin to an ultimate skill.
This all lead to the decision to go ahead and try something new! We've removed the experience point and leveling system, and replaced it with a much simpler one where the player gets points by dealing damage (each driver will have a different trigger), once the gauge fills up, the player is instantly given a random driver card, that has to be used during the turn. At the same time we also made the driver cards more powerful!
Before:
After:
Tutorial changes
The tutorial is another part that we wanted to take a step further, apart from fixing bugs and implementing safeguards against soft locks we also added an additional fight encounter that is really tough to beat (not impossible!):
This way you'll have more of an opportunity to test out what the numerous cards and carriages are capable of!
Changelog
Alright! Let's take a look at the list of things that have been added/changed/fixed in the demo!
Added
New modules
Piston Overdrive
reduce movement cost by 1AP every 4th train move in fight
Scrap King
tier 5
grant 1AP every 3 exhausted cards
Diamong Diamond Hands
tier 6
do not discard hand at the end of the turn. -1AP. cannot exceed maximum hand size
Extra valve
draw an extra card for 5 discarded cards
Vents
gain 1AP for every 10th enemy intent
Lookout
add 1 shield to the locomotive for every 15th enemy move
New module illustrations, updated some of the old ones!
Stranger
Random card gets randomized AP when drawing hand
Shielded Wheels
carriages take no damage from ramming if shielded
New stats that contribute to making spikes, each adds 1 spike at the end of the run
Redesigned the UI for end of run stats
Cliff throws
Cliff collisions
Ram kills
Env. hazard Kills
initial stop !
gives a random selection of 3 bonuses
happens right after pressing the start button
counts as a "station mode" since the train is stationary, meaning you can sell / upgrade right there
subject to change
New driver system
Fill gauge for every point of damage that happens in the game
When full, get a driver card in your hand.
If unused it disappears
Driver cards are 0AP
Driver screen UI
deck button at the end of run screen
"Extra overdrive card" boost card
when the next overdrive triggers, you get an extra driver card
can be stacked
label that mentions number of turns left for applied effects
i.e. burn will last 1 more turn
Attack order button and panel
When launching the game, you'll now be presented with running the game either with Vulkan (default) or D3D12
use the latter if you're experiencing crashes and let us know!
warning message when the player doesn't have enough spikes to unlock a module or a card
driver card activation SFX
new fight encounter in tutorial
Changed
start run bottom tab buttons are now hidden in tutorial as not to confuse new players primary button sound effect
"Grant" to "Gain" rewording
Improved audio for random encounters
Pause menu "Restart" button now specifically mentions that it restarts the run, to avoid run/encounter confusion
bigger ranges for all of Monica's cards
redesigned driver screen to align with the new driver system (Overdrive)
changed XP boost card to give +2 extra overdrive points next time the gauge ticks
"Bandit Intel" module is changed to "Intel", gives +1 overdrive point every time the gauge ticks
effectively making overdrive gauge progress twice as fast
improved mouse hover area for the overdrive gauge
auto-accept loading screen by default
train steam blow-off sounds in stations got tweaked
Illustration for "Overdrive points" card
Improved illustration of Extra valve
pimped the visuals of in-game console
removed "Driver cards" panel from the end of run screen
deck is reset at the end of the fight instead of before the next one
Shield siphon -> can be used on any unit. The unit doesn't need to have any shield
makes it possible to steal shield from one carriage to another
Overdrive boost card now gives 10 extra points instead of 2
can be stacked
Improved the deckview pop up
Effects
changed the logic of effects
they all last 1 turn by default now
their on unit effects are applied after attacking
effect lifetime is reduced at the end of enemy turn (and removed when it reaches 0)
"Save slots" are now separated from the main play button.
Default FPS limit is 144 instead of uncapped (Vsync is ON by default)
module and card previews are now larger in the first screen
Lookout illustration has been changed
The previous one will become a new module
new Carriages are free in tutorial runs
Fixed
correct loading of Module id 20, this hadn't been an issue till today, but the bug was there, FIXED!
correct picking of modules for random encounters
Golden Circuits no longer has an incorrect counter label
deck view UI no longer has a moving return button for the module screen
game crashing when an env hazard destroys an enemy with active intent while the game is on the fastest animation speed
"carragies to buy" animation speed now also responds to animation speed setting
improved code handling validity of carriage level meshes
rewards panels no longer block mouse events when disappearing
driver screen and the deck screen no longer allow the contextual information panel to pop up
floating card info panel no longer jumps up and down randomly when looking for its own position
driver cards no longer stay on hand when "diamond hands" module is active
invisible station stop lights no longer make constant ticking sounds
driver cards contain the "Driver card" effect even before they're added to the hand
Repair button
uses the correct word for currency
updates instantly when the amount of scraps changes
Better handling of max hand size for "Diamond hands"
Card information panel will always close when a card / module were bought in the shop
Cards with a single effect did not show it, they do now!
bottom screen player message correctly recalculates its center point
units flash white again when damaged or upgraded
all discarded cards go away from the hand (data wise) hopefully fixing shadow cards!
discarded cards correctly registered by Extra Valve
driver cards are always destroyed at the end of the turn
only driver cards are driver cards now
price of card removal is now properly calculated not only shown
driver cards are removed when deck is reset
time tracking is stopped the moment the run is finished
pause screen no longer keep on tracking the time after a run's been ended
most fullscreen UI Pop Ups no longer allow focusing grid elements with the mouse
card details panel now properly disappears after buying a card
overdrive instant boost cards can appear regardless of player XP (legacy driver system)
card details panel correctly disappears after removing a card (edge case)
shield siphon no longer unlocks free endless shielding on the available cells
Shop UI can no longer be abused. It is cleared up once the train leaves a chop shop encounter
AP sprite on cards no longer casts shadows
Attack order no longer hidden behind other elements
God mode (take no damage), is now correctly applied and saved when going in and out of tutorial
Destabilized shows its visual again
Extra Valve (fingers crossed)
That's it for this update! It's live now so have fun trying out the new stuff and let us know how it went! Cheers!
Source
Changelog.gg summarizes and formats this update. How we read updates.
