I'm listening to the early feedback here, and on Discord, and this first patch should address some of the rough edges for many of you, with more to come!
I won't be around tomorrow, as a friend is taking me out for a late birthday/launch celebration, but I'll be back at it and working on the next patch on Sunday. As for what's up next? You can always check the roadmap in the forums to see all the planned features, but the first major patch will include the ability to save and resume from your last shop phase (if you don't die).
Now, onto the patch notes!
Patch 0.50
QoL
- Added an alert pop-up system that will show why you can't build a weapon. Only one alert will show at a time, even if there are multiple reasons, to avoid clutter. It tries to prioritize the most important reason to the circumstance.
- When you're targeting an invalid space, the grid now displays a white "X" on top of the red color change.
- Cooldown timers are now easier to see on top of the weapon and power icons
- Fixed various typos in weapon and augment texts
- Chronomurder now highlights both Gravic and Voltic synergies
Balance
- Satellite Strike (unlockable) power now has a larger area of effect. Was previously missing enemies outside of the dead center of the targeted grid space.
Bugs
- Mouse Only: If you click on a targeted power immediately after clicking on a weapon in the build bar, it will no longer instantly activate (untargeted powers will still activate instantly).
- Cursor dots should no longer become permanently invisible.
- Fixed a bug that could cause the game to get stuck, unable to proceed if a tutorial tip triggered at the exact end of the first wave (such as the first time an enemy collides with Earth, or the first time a Gold Bar appears, and a few others).
- The "Salvage" Breakthrough will now correctly give the full value for Tier 1 units.
- "Reserve Bank" should now give the correct amount of gold
- When you get the higher level versions of the Breakthrough "Spare Parts" it should no longer place the extra units on top of occupied spaces.
- The "Satellite Strike" power will no longer hit enemies in the center of the grid spaces above the targeted space
- The "Trap Card" power should no longer radnomly (seemingly) stop working on activation.
- Fixed a typo that was preventing the achievement, "Super Starter" from unlocking
