Patch #34 - Tactician update, part 1
Hey everyone, The Tactician update is proving to be much bigger than we initially thought it would be, and we decided to roll it out in two parts.
The first batch of Tactician Update focuses on the player, with new cards, new equipment, some much needed store changes, and a lot of quality of life additions. All of this is now live on the main branch!
We spent a lot of the last few weeks testing and talking to our tester group on Discord, and a lot of what's below was shaped by the feedback and bug reports from everyone who tested it there and on the experimental branch. Thank you.
Please note: this update includes a run reset. The changes to equipment, cards and cargo mean old saves aren't compatible, so any run in progress will need to restart. Your meta-progression unlocks are safe.
This is a big post, so feel free to skin the headers for what you care about. Let's get into it.
Ion Cannon Rework
The Ionize mechanic has changed: Ionize now disables an enemy equipment for 1 turn instead of removing 1 pip. Alongside that, the Ion Cannon has been split into 3 subtypes, with some new cards (card art and some Equipment models are still placeholder):
Ion Disruptor
The basic starting Ion Cannon:
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Ion Sling (Common) - 1O 1E, CD 4 - Deal 6 Ion damage.
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Ion Javelin (Common) - 1O, CD 5 - Deal 4 Ion damage. If you are Shielded: spend 2 Shield Points and deal +4 Ion damage (8 total).
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Glare (Common) - 1O 2E, CD 6 - Deal 8 Ion damage. On Shield break: apply 1 Blind.
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Combined Arms (Common) - 1O 2E, CD 5 - Deal 8 Ion damage. Draw an Attack card.
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Ion Spear (Uncommon) - 2O 2E, CD 6 - Deal 10 Ion damage. Apply Ionize equal to the enemy Shield Points destroyed.
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Shield Switch (Uncommon) - 1O 2E, CD 6 - If you are unshielded: gain 4 Shield Points. Otherwise: deal 8 Ion damage.
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Cascade Ion (Uncommon) - 1O 2E, CD 5 - Deal 4 Ion damage, in 2 separate hits.
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Backfeed (Uncommon) - 1O 2E, CD 6 - Deal 8 Ion damage. On Shield break: apply Mark to the enemy's Shield Generator.
(work in progress Ion Siphon model)
Ion Siphon
The defensive Ion Cannon, adding to your own shield while degrading the enemy's shield and damage output:
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Ion Shell (Common) - 1O 2E, CD 6 - Deal 6 Ion damage. Gain 3 Shield Points.
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Boomerang (Common) - 1O 3E, CD 6 - Deal 8 Ion damage. If Shielded: gain Shield Points equal to enemy Shield Points destroyed.
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Ion Whip (Common) - 1O 2E, CD 6 - Deal 8 Ion damage. If the enemy is unshielded: disable the targeted equipment for 1 turn instead.
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Drain Field (Common) - 1O 2E, CD 6 - Deal 8 Ion damage. If the enemy is Shielded: reduce the cooldown of a random Shield card in your cooldown pile by 3.
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Direct Injection (Common) - 1O 2E, CD 5 - Apply 8 Ionize directly. Gain 1 Heat. Deplete.
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Shield Sapper (Uncommon) - 1O 2E, CD 5 - Deal 6 Ion damage. On Shield break: apply -1 enemy Shielding. Deplete.
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Ion Jammer (Uncommon) - 1O 3E, CD 6 - Deal 8 Ion damage. Apply 1 Suppression for every 4 Ionize added by this attack.
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Undertow (Uncommon) - 1O 2E, CD 6 - Deal 8 Ion damage. On Shield break: apply 3 enemy Shielding until the enemy next plays a Shield card.
Ion Resonator
Uses Ionize to heat up the enemy or amplify your damage:
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Ion Pulse (Common) - 1O 1E, CD 5 - Deal 4 Ion damage. If this applies any Ionize: apply +4 bonus Ionize.
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Ion Oscillator (Common) - 1O 1E, CD 5 - Deal 6 Ion damage. If the enemy is unshielded: reduce this card's cooldown by 2.
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Plasma Bolt (Common) - 2O 2E, CD 6 - Deal 9 Ion damage. Apply 1 Heat for every 3 Shield Points destroyed.
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Ion Resonance (Common) - 1O 2E, CD 5 - Deal 6 Ion damage, +1 Ion damage for every 2 Ionize on the enemy.
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Ion Beacon (Uncommon) - 2M 2E, CD 6 - Deal 10 Ion damage. Consume all Ionize present. Your next Attack this turn deals +1 damage for every 5 Ionize consumed.
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Ion Combustion (Uncommon) - 2O 2E, CD 5 - Deal 8 Ion damage. Consume all Ionize present. Apply 1 Heat for every 4 Ionize consumed. Deplete.
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Harmonic Echo (Uncommon) - 2M, CD 6 - The next Ion Attack this turn deals double Ion damage.
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Cyclotron Burst (Rare) - 1O 3E, CD 5 - Deal 6 Ion damage. If the enemy is unshielded: double the enemy's Ionize points instead. Deplete.
Ion Array (new Aux-slot equipment)
A brand-new Aux-slot Ion equipment. Like all unmanned equipment, check out the cards below:
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Ion Sling (Common) - 1O 1E, CD 6 - Deal 6 Ion damage.
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Ion Shell (Common) - 1O 2E, CD 6 - Deal 6 Ion damage. Gain 3 Shield Points.
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Ion Pulse (Common) - 1O 1E, CD 7 - Deal 4 Ion damage. If this applies any Ionize: apply +4 bonus Ionize.
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Ion Javelin (Common) - 1O, CD 7 - Deal 4 Ion damage. If you are Shielded: spend 2 Shield Points and deal +4 Ion damage.
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Induction Bolt (Common) - 2E, CD 7 - Deal 6 Ion damage. Draw 1 card for every 6 enemy Ionize.
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Glare (Uncommon) - 1O 2E, CD 8 - Deal 8 Ion damage. On Shield break: apply 1 Blind.
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Plasma Bolt (Uncommon) - 2O 2E, CD 8 - Deal 9 Ion damage. Apply 1 Heat for every 3 Shield Points destroyed by this attack.
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Combined Arms (Uncommon) - 1O 2E, CD 7 - Deal 8 Ion damage. Draw an Attack card.
Unlock changes to go with the rework:
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The Ion Array unlocks by dealing 800 Shield damage after unlocking the Ion Disruptor (the base Ion Cannon).
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The Ion Siphon and Ion Resonator now unlock by applying Ionize (400 and 800 total, respectively), so they're unlocked by actually fighting with an Ion Cannon. The base and Aux versions can still be unlocked by dealing Shield damage with any weapon.
Railgun Cost Rework
The base Railgun has a new cost structure, shifted away from Ordnance and more towards heat as a resource.
The second change is new to Breachway: Heat as a card cost. Most base Railgun attacks now cost Heat alongside their resources. Heat now directly show up in the card's cost box, right next to Ordnance, Energy and Mass
Two cards, Piercing Round and Calibrated Strike, purposely don't add heat, so you always have a choice of cards to play even when overheated. Damage, equipment damage, cooldowns and effects are so far unchanged, as are the Coil-gun and Mass Driver.
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Pinpoint: 2O 2E to 3E, +1 Heat (both tiers).
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Kinetic Shot: 3O 2E to 2O, +2 Heat (both tiers).
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Cascade Shot: 3O 1E to 2E, +2 Heat (both tiers).
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Calibrated Strike: 2O 2E to 3E. No Heat.
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Drill Round: 2O 1M to 2O, +1 Heat. Drill Round+: 3O 1M to 3O, +1 Heat.
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Piercing Round: 3O 1E to 2O 2E. No Heat.
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Fragmentation Sabot: 2O 2E to 2E, +2 Heat. Fragmentation Sabot+: 2O 3E to 4E, +2 Heat.
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Penetrator Core: unchanged.
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Library total, Mk.I goes from 18O 10E 1M to 6O 12E, plus 8 Heat across the seven attacks.
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The Lancer's starting reactor allocation is now 1O / 3E / 1M (was 2O / 2E / 1M), to match the new cost structure.
Point Defense Redesign
The PDC got its design pass. Its job hasn't changed: it's your answer to enemy missiles, and nearly every card takes incoming missiles into account, then either intercepts or falls back to area damage, Suppression or deck cycling. What changed is how it's paid for.
PDC Bursts are now free. Previously you paid to generate a Burst and paid again to fire it. Now the cost sits entirely on the generators (Autocannon, Grid-Fire), and the Burst itself costs nothing, the same model Quad-Flak already uses with its Flak Shells.
- PDC Burst (token) - Free, CD 7 - If a missile is incoming: destroy the closest enemy missile. Otherwise: deal 2 area damage. Deplete. (Burst+ deals 3.)
Mk.I cards:
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Autocannon (Common) - 2E 1O, CD 6 - If a missile is incoming: destroy the closest enemy missile and add a PDC Burst to your draw pile. Otherwise: deal 2 area damage.
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Sweep Scan (Common) - 1E 1M, CD 5 - If a missile is incoming: add a PDC Burst to your hand. Otherwise: draw 1.
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Defensive Screen (Common) - 2E, CD 6 - If a missile is incoming: destroy the closest enemy missile. Otherwise: apply 2 Suppression.
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Iron Curtain (Common) - 2M, CD 8 - Reshuffle all Attack cards in your hand into your draw pile. Add that many PDC Bursts to your hand.
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Return Fire (Uncommon) - 2M 1E, CD 7 - This turn, your attacks deal +1 damage. If there are any incoming missiles: +2 instead.
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Sentinel (Uncommon, Upgrade) - 2M 2O, CD 8 - At the start of your turn: if missiles are incoming, fire a PDC Burst for free. Otherwise, reduce the cooldown of a random PDC card by 2.
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Piercing Rounds (Uncommon, Upgrade) - 4M, CD 8 - PDC attacks deal +2 damage.
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Grid-Fire (Rare) - 2E 2O, CD 8 - Fire 3 PDC Bursts.
Mk.II cards:
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Autocannon+ - 2E 1O, CD 6 - If a missile is incoming: destroy the closest enemy missile and add a PDC Burst+ to your hand. Otherwise: deal 3 area damage and draw 1.
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Sweep Scan+ - 1E 1M, CD 5 - If a missile is incoming: add a PDC Burst+ to your hand and draw 1. Otherwise: draw 1.
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Defensive Screen+ - 2E, CD 6 - If a missile is incoming: destroy the closest enemy missile and apply 1 Suppression. Otherwise: apply 2 Suppression.
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Iron Curtain+ - 2M, CD 6 - Reshuffle all Attack cards in your hand into your draw pile. Add that many PDC Burst+ to your hand.
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Return Fire+ - 2M 1E, CD 7 - This turn, your attacks deal +1 damage, and an additional +1 for every incoming missile.
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Sentinel+ (Upgrade) - 3M 2O, CD 8 - At the start of each turn: fire a PDC Burst+ for free and reduce the cooldown of a random PDC card by 2.
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Piercing Rounds+ (Upgrade) - 4M, CD 8 - PDC attacks deal +2 damage and gain Shred 1.
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Grid-Fire+ (Rare) - 3E 3O, CD 8 - Fire 4 PDC Burst+.
Radiator Redesign
Radiators got the same treatment. The family now runs two clear lanes: heat control (dissipate it, tolerate it) and heat exploitation (turn being hot into Ordnance, extra attacks and deck tempo). Cool-running builds get modest value; Pyroclast, Cerberus Shield and Smelter builds get a lot.
Mk.I cards:
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Radiate (Common) - Free, CD 5 - Dissipate Heat equal to your Heat Dissipation +1.
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Coolant Rush (Common) - 1M, CD 6 - Increase your Heat Dissipation by 2 this turn.
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Active Cooling (Common) - 2M, CD 6 - Dissipate up to 2 Heat. Draw 1 card for each Heat dissipated. Deplete.
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Forge (Common) - 1M, CD 6 - Gain 1 Ordnance for every 2 Heat on your ship.
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Heatsink (Common, Upgrade) - 3M, CD 6 - Increase your Heat Tolerance by 2.
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Weapon Coolant (Uncommon) - 1M, CD 9 - Return 1 random Attack from your cooldown pile to your hand. Gain 2 Heat.
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Accelerant (Uncommon, Upgrade) - 4M, CD 8 - Every 10 Heat you dissipate, reduce the cooldown of all cards on cooldown by 1.
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Heat Purge (Rare) - 2M, CD 8 - Dissipate Heat down to your Heat Tolerance. Lose that much Hull. Your next 2 Kinetic attacks each deal bonus damage equal to the Heat dissipated. Deplete.
Mk.II cards:
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Radiate+ - Free, CD 5 - Dissipate Heat equal to your Heat Dissipation +2.
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Coolant Rush+ - 1M, CD 6 - Increase your Heat Dissipation by 3 this turn.
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Active Cooling+ - 2M, CD 6 - Dissipate up to 3 Heat. Draw 1 card for each Heat dissipated. Deplete.
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Forge+ - Free, CD 5 - Gain 1 Ordnance for every 2 Heat on your ship.
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Heatsink+ (Upgrade) - 4M, CD 5 - Increase your Heat Tolerance by 3.
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Weapon Coolant+ - 1M, CD 9 - Pick 1 Attack from your cooldown pile to return to your hand. Gain 2 Heat.
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Accelerant+ (Upgrade) - 3M, CD 8 - Every 10 Heat you dissipate, reduce the cooldown of all cards on cooldown by 1. Heat Dissipation +1.
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Heat Purge+ - 2M, CD 8 - Dissipate Heat down to your Heat Tolerance. Lose half that much Hull. Your next 2 Kinetic attacks each deal bonus damage equal to the Heat dissipated. Deplete.
New Beam Laser Family Cards
New cards across the Beam Laser subtypes (card art still placeholder):
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Beam Laser: Refraction - 2O - Deal 4 damage. Costs 1 less Ordnance for each Laser attack played this turn.
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Beam Laser: Thermal Bleed - 2O 1E - Deal 4 damage. If the enemy has Coolant Loss: Ignite 3.
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Industrial Laser: Bevel - 2O - Deal 4 damage, Shred 1. If the enemy is Overheated: Shred 4 instead.
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Industrial Laser: Fracture - 3O 1M - Deal 5 damage, Shred 4. If this applies Brittle: deal 5 again.
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Industrial Laser: Ship Breaker - 3O 3M - Deal 4 damage, +2 damage for each time you applied Shred this turn.
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Thermal Lance: Cauterize - 2O - Deal damage. If the enemy is Overheated: increase damage by +4.
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Thermal Lance: Coolant Purge - 2O - Deal 4 damage. If the enemy is Overheated: apply 1 Coolant Loss on dealing Hull damage.
Drafting and Upgrades
Changes to how you build out an equipment:
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Card rarity is now visible on the drafting screen, so you know when you're looking at the Rare.
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You can now view an equipment's full drafting library from the drafting screen, and see which cards you haven't been offered yet.
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Some cards in a library now require the equipment to reach a certain tier before they're offered. Locked cards show a lock and the tier they unlock at, and hovering tells you how many more upgrades you need. The idea is that a fresh Mk.I shows you the basics and earns its capstones, rather than offering you the payoff before you have anything to pay off.
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Equipment upgrades themselves now follow something like a tech tree: some upgrades have a tier requirement before they become available, and a greyed-out upgrade tooltip tells you how many more upgrades you need first.
Cargo and Ship Management
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New item: the Splicer. With a Splicer in your cargo bay, you can transfer a card between equipment of the same family (for example, a Light Laser card onto a Pulse Laser). Doing so consumes both the donor equipment and the Splicer.
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Enemies now have a small chance to drop a Splicer as a combat reward.
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Ships now have limited cargo bay capacity: Avalanche 14 slots, Arbalest and Firebrand 10, Marauder 8, Lancer 8.
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You can now drag crew members out of their station and into the cargo bay.
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AI crew members can now be sold in stations.
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You can now re-order items in the cargo bay via drag and drop.
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The ship status panel now shows on the combat reward screen, so you can equip your rewards directly onto your ship.
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You can now jettison unwanted equipment from the ship inspector, both on the map and on the combat reward screen.
Store Changes
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Reworked the store populator logic: some equipment was heavily overrepresented in stores, while other equipment (like the Charged Shield and Cerberus) had about a 1% chance to show up.
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Removed duplicates in stores, both two copies of the same item and two items of the same subtype. Stores should now offer noticeably more varied equipment.
New Subsystems
15 new subsystems, bringing the total to 96:
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Ordnance Regulator (Universal) - Cards from this equipment cost 1 less Ordnance.
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Energy Conduit (Universal) - Cards from this equipment cost 1 less Energy.
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Mass Optimizer (Universal) - Cards from this equipment cost 1 less Mass.
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Pre-loader (Engineering Bay, Resource Bay) - Cards played on turn 1 have their cooldown reduced by 3.
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Standby Module (Precision Laser) - At the start of each turn (after your draw phase), add 1 Blink card to each empty card slot.
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Impact Driver (Railgun) - Railgun attacks deal +2 equipment damage.
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Shrapnel Casing (Railgun) - Apply 5 Shred when destroying an equipment with a Railgun attack.
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Core Breaker (Railgun) - Equipment destroyed by Railgun attacks has +1 repair time.
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Scatter Shot (PDC) - When attacking with a PDC card, apply 1 Suppression.
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Counter-Strike (PDC) - Your next attack this turn deals +50% damage after destroying a missile with a PDC card.
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Procurement (Resource Bay) - Draw 1 random card for every 10 resources spent.
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Supply Chain (Resource Bay) - Return 1 random card from your cooldown pile to your hand for every 15 resources spent.
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Reactor Expansion (Resource Bay) - Gain 1 Reactor power every 3 turns.
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Thermal Mass (Radiator) - Gain 1 Heat Tolerance for every 4 Mass you hold.
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Salvage Extractor (Resource Bay) - When you destroy an enemy equipment, gain 4 Mass.
Quality of Life
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You can now rotate around your ship in the hangar with a controller.
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You can now move around the star map with the ship status open (mouse and keyboard only).
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You can now open the ship status during narrative events.
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Newly unlocked weapons from a run now show up as a guaranteed pick option in the next run's sector gateway event.
Balance Changes
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Flare+: cooldown increased to 6.
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Charged Barrier (+): cooldown increased from 5 to 6.
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Emergency Reserves: cooldown increased from 5 to 6.
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Battlement: cost reduced from 3E 1M to 2E 1M, cooldown reduced from 6 to 5.
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Battlement+: cost reduced from 3E 2M to 2E 2M, cooldown reduced from 7 to 6.
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Kinetic Catapult+: base damage reduced from 6 to 5.
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Tungsten Round: cost decreased from 2E 2M to 2E 1M.
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Tungsten Round+: cost decreased from 2E 3M to 2E 2M, cooldown decreased from 6 to 5.
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Energy Spike (+): cost changed from 3E to 2E 1M. The Overload threshold for returning a Railgun card has been removed.
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Surge Spike (+): now increases the damage of all Precision attacks by 1 per Overload, instead of only increasing the equipment damage of Railgun attacks. Cost increased from 2O 1E to 2O 2E, Overload sustained reduced from 2 to 1.
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Pre-heater+: now doubles the Ignite of your next two Laser attacks played in a turn, rather than tripling the Ignite of one attack.
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Removed the built-in subsystem from the Firebrand's Radiator, and increased its natural Heat Tolerance from 3 to 5 instead.
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SK S03 Elite: Searing Salvo base damage increased from 2 to 3.
Phew, that's the change-log for this update.
The Ion Cannon subtypes, the Splicer and the two redesigned families all need more playtesting and balance. We're looking forward to hearing any feedback you have about them.
The next big part of the Tactician update focuses on the enemies, we have some big changes happening there as well, but we need to do some more testing before we reveal them. All in all , things are going good, and we're still on schedule for an October release for the whole update.
See you all in the inevitable upcoming hotfixes. o7
The Breachway Team
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