In this update8
Full notes
Full Fogpiercer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Compatibility
- Performance
- UI and audio
- Balance
- Events
Fogpiercer changes
An exciting update for the demo!
https://store.steampowered.com/app/3350900/Fogpiercer_Demo/
Previously saved runs will be wiped. Your permanent progression remains intact.
This is a one time thing only. We know it's not ideal, but it was the best we could do, given the context. We had to work out several issues with the run seeds system, due to this, there is a single time wipe of saved runs. When launching a run that previously had a save, the save will be wiped due to an incompatibility with the new system.
The fog
The fog is an important part of the game, sadly till this update, it wasn't all that in there. We've been thinking about how best to implement it and eventually settled on a global shader, that hides things further from the center, to give the illusion of the fog engulfing the train. It is far from realistic, but we're hoping the stylization is exactly what the game needed
UI updates!
Panels, colours, animations, there's a lot all around, but let me share my favourite, there's something super satisfying about it too:
look at those circles!
More encounter rewards
Chop shops provide more options, fights have a chance of having a random extra reward too, we've boosted the scraps economy a little bit as you can now enter fights that reward you with double scraps from destroying enemy bandits.
Random encounters got more stuff too! Whether it's a free carriage upgrade or increasing the max HP of one of your carriages, there will be some tough and interesting decisions to make in your runs!
All of the extra rewards and encounter modifiers have been rebalanced from the perspective of their probabilities for a better mix
Check out the changelog for a full list.
Card modifications
We made them make more sense! The system was a great start but we decided to push it further. Now there are many more conditions that decide what can happen where and the cards that come out of the new card modification system usually offer tempting alternatives if not outright upgrades!
Lastly we also added a small panel, that mentions the mods that were most recently added to the cards:
Changelog
With over 100 changes we've got new modules, cards, visuals, UI improvements, bug fixes, balancing, encounter modifiers and more.
Added
Modded cards' names are followed by "+"
The number of mods is represented by the number of "+"s
Cards now visualise the modified elements by using colours
Card modifications are now also visualised in card descriptions
Colour coded in the same way as other modifications
i.e. "Deal 2 damage", if previously 1
New module: "Card fuel"
Whenever you exhaust a card, draw a card
Card modification can now increase card rarity in situations where the card avoided getting a trade-off in conjunction with a strong effect
Bogie exchange can be modified now
Fog
Seriously
New cards:
"DNA Flip" meta card: Discard either a red or blue card from hand. Draw a card of the other colour from the draw pile
"Secret choices" meta card: Exhaust a card then draw cards equal to its AP cost
- " Alternative fuel " meta cardDiscard a card, movement cost is decreased by its AP cost
"Innate" card effect
Placed at the top of the draw pile at the beginning of a new fight
Can be put on cards through card mods
Player messaging of what happens when cards couldn't be put on hand
They're added to the top of the draw pile (i.e. drawing a driver card with Diamond Hands active)
New encounter mods:
Chop shop will now have either of these three:
Card remove
Card duplicate
Card transform
Each one has three uses and can be activated for scraps
Fights now have a chance of having additional:
Card mod reward
Card transform reward
Card remove reward
This means there's more planning you can do for your journey!
Fights have a chance of having "Double scraps" reward
Get 2x scraps per enemy destroyed
Lamp props have been added to the chop shop visual
Implemented mod-ability of Powerful and Hot Cask
You can make them stronger now through mods by changing their power!
Better information labels for ranges:
"A full half of the pattern depending on grid side"
"Target range is all enemies"
"AOE range is a half of all available target range depending on grid side"
Labels detailing mods currently applied to cards
New random encounter rewards:
Upgrade a random carriage (at derailed train)
Grant +1 max HP to a random carriage (at workshop)
New settings aiming at providing more control over the game's performance:
Visual effects (Low, Medium, High)
High is what the game's had till now
Low turns off mist, snow, and locomotive lightshaft
Shadows
This one already existed but wasn't properly applied
Depot encounter modifier:
100% chance of getting a card modification reward
Credits screen in the main menu
Initial version; more credits (illustrations, code help, special mentions) will be added over time
Changed
Renamed "card upgrades" to "card mods" / "card modification"
To better reflect the nature of the system
A substantial update to the upgrade system -> card mods:
High chance of getting an effect-related modification
i.e. add burn
Low chance of getting a strong card-related modification
i.e. lower AP cost, higher card damage
Increases card rarity
Super low chance of getting both
Counts as two mods instead of one, super rare
Multiple conditions ensure most offers make sense; some mods offer tradeoffs, while some are clear upgrades
Refactored the card effects' logic to make it more robust
Renamed "Shield +" to "Emergency Shield" to avoid name collision with modded cards
Improved UI communication of effects' properties (temporary, turns left)
The following cards: [Sticky Bomb, Carpet Shot, Artillery Attack, Enemy Cannon, Enemy Minigun, Bolas, Shield Revenge] now support modification influences (damage, shield amount)
Improved font support for 2D cards
Ammo Scavenger:
Now reads: "Draw {CARD_POWER} minigun cards, one from the draw pile and the rest from the discard pile"
Improved minigun SFX
Improved card modification system checks
Disabled enemy support units no longer trigger active skills when [Disabled]
Improved visuals of the playtesting panel
Highlighted cards in meta progression have a slight rotation to their appear animation
Improved main menu visuals:
Optimized particle usage
Tweaked visuals to better align with gameplay lighting and colors
Slowed down movement
Icon of train movement in UI updated
"Diamond Hands" wording updated to match refactored system distinguishing hand draw size and max hand size
Refactored buttons:
Number of uses and cost of uses should now be more robust
Movement cell is visually stronger
"Emergency Shield" now only has 1 copy in deck, since it's [Innate]
Reworded the button at end-of-run screen to "Continue"
Changed the visuals of encounter modifier visuals
Fixed
Modified card effects are now correctly saved and loaded
Improved wording of [Temporary] card effect
[Hold] cards are no longer ignored when discarding your hand
Settings' "Shadow" option now correctly adjusts main directional light
"Mastermind" can be cancelled again
If a card has a random AP effect, it no longer gets a modification of its AP
"Emergency Repair" now works when the encounter was escaped
Only increase card rarity under special conditions
Pressing the locomotive button on the main screen no longer removes cards from your deck before the run begins
Spiked hull check no longer crashes the game
Seed strings now generate consistent maps
Note: current run saves may be broken due to this
Tutorial train is now always the same
Enemy overkill chain crashes fixed
Destroying an enemy that overkills another no longer causes crashes
All reward states now correctly register as triggered
All temporary effects are correctly removed at the end of a fight
Temporary effects are now correctly flagged as temporary
Harpoon no longer moves carriages
Cards with unused card power no longer display that power (Damage/Shield) in UI
Sticky Bomb's detonate correctly has [Hold] again
Ammo Scavenger no longer draws all minigun cards
Edge-case crash fixed:
Caused by an enemy destroying another that was queued to act later
Sticky Bomb no longer remains on train units if the fight ends before detonation
The update is now live, we're off to making the game even better, cheers!
Source
Changelog.gg summarizes and formats this update. How we read updates.
