Changelog September 2019 (I'm back baby)


Hey there, it's been a while.
Took me a while to get back in the groove after falling off the wagon for a bit.
But i come with with a new patch, a hand full of new cards, a full new sector with new enemies to fight, and many bigger and smaller changes and bugfixes.
(full patchnotes below)


Since there is now a lot more content for you to play with, I decided to raise the price of the game from "pay what you want" to 5 bucks.
This will happen on the 15th of October, so there is still plenty of time to get in on the fun for free until then.


Future plans for the game include, but are not limited to:
- have at least 3 full sectors to play through, each with 3 bosses (currently 2 sectors with 1 boss each)
- have at least 100 cards to play with (currently around 50)
- have at least 10 different starting ships to chose from (currently 5)
- have at least 30 different events that can happen along the way (currently 6)
- have at least 50 different crewmembers with unique abilities to find (currently around 25)
- have at least 25 different cargos you can find (currently 10)
- save slots
- a simple progression system, so you unlock stuff while playing
- environmental effects like nebulas affecting the fight with buffs/debuffs for all ships
- polishing, polishing, polishing
- and better balancing of course, I know it is far from perfect still

The goal is to slowly raise the price to approximately 15 bucks in small increments once enough new content is in the game to justify that.

And finally make the jump to steam.

If this is something that might sound good to you, you might also want to follow me on twitter @CriticalScrewUp where I sometimes actually post something.

Ok, enough of this and on to the patch notes:

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Rescue Squad Omega 0.81 Patchnotes:

Cards:
+ added 1x junk card (for enemy ability)
+ added 3x new scrap themed cards
+ added 6x new other cards
+ added 10x new card art

Enemies:
+ added 10x art for new enemies
+ redesigned 3x old art, because it looked bad and looks less bad now
+ added / finished 9x enemy ability sets
+ added / finished 3x elite enemy ability sets
+ added 1x new boss with 3 phases for sector 2 + art + full set of abilities

Ships:
+ added 1x new scrap themed player ship + starting deck + art

Crew:
+ added 2x new crewman + art

Events:
+ added 1x new event + art

Gameplay:
+ improved map generation (you decide if it's better or worse now)
+ the player now fully heals after finishing a sector
+ changed some buffs/debuffs from start of turn effects to end of turn effects
+ auto resolve for handcard selection if you have fewer or equal the cards you want to select
+ made most buffs work on enemies (because on of the new enemies steals your buffs, that madlad)
+ added support for crewman that use a counter (1 of the new ones already does)
+ added subsystems to allow crew members to get injured for a while
+ added a "power charges" subsystem (you can get them from cards and they can empower other cards)
+ gave power charged abilities to the enemy (only 1 for now)!
+ made card drawing a bit more snappy (faster)

Balance:
+ "Reactor Expansion" is now a Super-Rare Card
+ Reduced damage of "Barrage"
+ Increased damage of "Reverse Polarization"
+ nerfed some of Dreadnoughts abilities and his hullpoints
+ Restored Crewman Gronker back to it's former glory (draw again everytime you draw junk)
+ Crewman Sgt. Russel now triggers on all incoming attacks instead of hull damage
+ Because Sgt. Russel is now pretty damn good, he is now harder to find

UI:
+ Sound sliders in settings menu now linear instead of logarithmic
+ slightly improved transition texts
+ improved map visibility
+ improved damage/intent indicator
+ more small UI tweaks here and there (not enough yet)
+ improved look and readability of tooltips
+ improved tool tip texts with stack readouts for buffs/debuffs
+ added a "pick random ship" button

Polish:
+ added hyperspace transition effect
+ added scrolling stars background to map screen
+ added some more very simple scriptbased animations to a few enemies, just to test out a few new systems
+ improved the look of a few crew sprites
+ improved visibility of mini crew sprites
+ added effects to more abilities (many more to do)
+ added an effect when playing an upgrade card
+ rerendered the crew images in a smaller version to make them look better when shown on the crewbar
+ refined the card design AGAIN...
+ added flying card effect when adding cards to the deck

Internal:
+ improved the internal handling of card cost to enable some new card functions
+ improved internal buff/debuff handling
+ improved internal card draw/shuffle handling to fix some issues with autoresolving card selections
+ organized some stuff better (like this list for example)
+ overhaul of the effects system (now modular), makes adding new effects stuff much easier (i hope)
+ changed how debuffs get processed (especially nanites)
+ ships can now consist of multiple parts
+ improved the way connected enemies are handled, can now mix connected and not connected enemies
+ enemies can now have phases with animations and everything
+ improved sound manager (now more than 1 sound will be played at the same time... wow such technology)

Bugs:
+ tooltips don't leave the screen area anymore
+ fixed a bug that made cards stuck when doing certain unholy things with the mouse
+ fixed a bug that got the game stuck on the discard pile, when looking for 2 cards with only 1 in there
+ fixed a bug where you would stay cloaked when winning a fight while cloaked
+ fixed a bug that made the nanite effect lag the game for a second on first use
+ fixed a bug that prevented debuffs from indicating that they had triggered
+ fixed a bug where x-energy cards would not upgrade through kobayashi
+ fixed a bug where miracle engineer would not work sometimes
+ fixed many many more small bugs (still many more to go)
+ switching resolutions will hopefully not mess up everything anymore
+ game will now also start in the resolution saved last time
+ fixed a bug that sometimes prevented drawing the amount of cards you should have drawn
+ fixed about 50 other bugs, too small to mention seperately

Debug:
+ added a crew picker window for easier testing

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