In this update6
Full notes
Full The Mnemograph update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- UI and audio
- Maps
- Fixes
- Balance
The Mnemograph changes
Thanks so much to everyone who played during Steam Next Fest!
We’ve taken your feedback to heart and made tons of improvements to make the game feel smoother, clearer, and more fun.
Here’s what’s new in version 0.2 👇
Features & Content
New Mission system
New Equipment card type
New Event card type
New interface for adding Equipment cards
New character: The Arms Dealer
1 new Action card
14 new Character cards
19 new Equipment cards
3 new Event cards
16 new Mission cards
New keyword: One-Shot
New keyword: Temporary
New keyword: Away
New keyword: Machine
New keyword: Enduring
New keyword: Draw
New keyword: Tutor
New keyword: Extra Play
New keyword: Evacuation
New keyword: Expulsion
The contents of the draw pile can now be viewed during card battles
The contents of the discard pile can now be viewed during card battles
New Tutorial
New in-game Help
Improvements
Major rework of the core gameplay loop
Reorganization of game phases
Game flow now structured around a limited number of turns
Overhaul of the district system and city map
Complete rework of the deck management system
Overhaul of the upgrade system
Rework of the production management system
Overhaul of the hostility system
Rework of character unlocks and progression pacing
Rework of the core card battle mechanics
Improved AI behavior during card battles
Gradual unlocking of upgrades
Improved onboarding and early-game pacing
Better opportunities for AI players to attack enemy districts
Card removal now has a cost
Removed production objectives
Fixed rotation speed of the press machine
Improved AI card acquisition system
AI players can now unlock new characters
Improved card scoring calculation
Randomized distribution of district sizes on the city map
Cards can only be played once per in-game day (“In Hiding”)
Double Draw: draw one Action card at the start of each turn
Limit of 3 characters per player per time slot
Characters’ Effort values now stack
Captured districts no longer reduce the day’s score
Limit of 3 playable cards per turn
Actions still in play can no longer be permanently interrupted (no character columns)
Improved and simplified introduction
Bug Fixes
Fixed auto-background bug causing sibling index errors
Fixed player score calculation when a district is captured
Fixed rarity profile offset handling
Fixed display of technical issue effect values on machines
Fixed alignment of machine status icons
Equipment, Mission, and District Attack cards can no longer be removed from the deck
Fixed display order for certain keyword effect values
Fixed display of time slot activation for Actions when modified by a new character
Fixed Action card distribution
Fixed end-turn button activation
Fixed display of Deck Manager counters outside scroll area
Fixed cards interactivity before the player’s first turn
Fixed battles involving characters with a duration greater than 1
UI
Revamped main view indicators
Improved game mode selection menu
Daily income now displayed alongside total money
Various text improvements
Locked upgrades are now visually indicated
Improved machine status indicators
Improved player ranking area
Simplified upgrade effect display
Added reading indicators and notifications
Improved city map readability
Display of targeted player color next to each portrait
Improved certain card icons
Removed display of AI expansion capacity (simplified)
Daily score now shown as a tooltip
Improved appearance of the character unlock menu (icons, etc.)
Indicator for number of days remaining before unlocking a new character
Card duration now displayed as an integer number of half-periods instead of decimals
New Effort icon on cards
New Combat icon on cards
Reworded some keywords and card rules
Improved keyword appearance and readability
Double Draw now represented on the game board
Card selling now only applies to Character, Equipment, and Event cards
Action cards are now obtained exclusively by completing missions
Display of the number of cards currently “In Hiding” during battles
Added a time marker indicating the current moment
Added Active Player indicator
Improved flavor text in the pre-battle waiting menu
Flavor text in the pre-battle waiting menu can now be skipped with a left-click
Color gradient added for district size display on the city map
Added numerous sound effects
Added names and icons for game phases
Improved appearance and layout of the card battle scene
In the Deck Manager, cards are now separated by type with dividers
Increased scroll sensitivity for sliders
Display of remaining plays above the double draw indicator
Added various tooltips
Fixed anchoring error in the draw pile area
Added a dedicated line for Action cards
Alert when the character limit is reached
Various animation improvements
Balance
The Industrialist character is no longer unlocked at the start of the game
Sacrificed cards are always the two strongest in the player’s deck
The score now represents the total number of newspapers sold since the start of the game
All players now start with a score of 0
Removed initial hostility bonus
Rebalanced starting money
Adjusted card draw probabilities based on rarity
Rebalanced keyword effect values
Rebalanced score contribution for each keyword
Rebalanced upgrade costs and effects
Rebalanced machine malfunction values
Rebalanced initial human player deck
Rebalanced AI starting decks
Rebalanced card prices
Rebalanced number of characters unlockable per game
All character Actions now have a duration of 4
Fixed card rarity thresholds
Localization
Various improvements to French and English translations
Source
Changelog.gg summarizes and formats this update. How we read updates.
