Patch #4 - Tyrant, balancing and data saving

Breachway

Explore the galaxy in this deckbuilding, sci-fi roguelike where ship upgrades and crew management are key to your survival. Optimize resource generation, engage in intense turn-based battles, and take on ever-growing threats as you seek out The Signal.

Hi everyone, We’re back with another balance patch, to smooth out some of those rough edges off the game. Your feedback and patience have been incredible! While we may not reply to every post, we’re reading all of them and addressing issues based on their urgency. We’ve got a long list of things to tackle, but we’re taking it one step at a time and aim to resolve everything as quickly as possible. If you have any issues to report, please use the[url=https://steamcommunity.com/app/2118810/discussions/3/4848777619232153326/] bug reporting[/url] forum on Steam. You can also join our Discord and report your issues in our [url=https://discord.com/channels/772789695650332682/1289238907283570718]bug reporting forum[/url]. We also have a subreddit community found [url=https://www.reddit.com/r/Breachway/]here[/url]. Alright, on to the patch notes: [h2]Balance changes[/h2] [list] [*] Reduced Shield cost for the non-basic shields from 200 to 130 credits [*] updated reward nodes to only spawn in front of the player [*] Added the mechanic Keyword to Finn Mora (Marauder) to help with the lack of shields [*] Increased play time of Lighter Rounds and Barbed Shrapnel on the sector 1 boss (Tyrant) [*] Increased the cooldown of the Tyrant's heavy Flak weapon to 2 turns from 1 turn [*] Reduced the Tyrant Flak Engineering equipment Durability from 20 to 14 [*] Changed the shop item populator to not add resource Bay Mk.I Equipment to its stores if you already have a Resource Bay equipment on your ship. This will increase the chances of getting more relevant store content [*] Reverted the cost of catalyst pulse to 2/2, and increased its cooldown to 4 turns [/list] [h2]Bug fixes[/h2] [list] [*] We added a different way of handling save data, it is now a text file. We've previously had issues with some changes in the save files with corrupted runs, this should be way more robust now. [*] Fixed a soft lock where you would not be able to enter the ship selector from the tutorial if your language was set to russian [*] Fixed [b]Hot Reload[/b] buff not costing the 5th attack as well as the 6th [*] Fixed [b]Hot Reload[/b] affecting cost values on drafting screen [*] Fixed Railgun Support card not doing support card cost calculation [*] Fixed bug where the player did not have the option to buy a transponder in the pirate base [/list] Moving forward, we’ll be carefully reading your feedback, reviews, and suggestions. We've already received some great ideas from you today, sparking many thoughts on how we can improve the game in the coming days and weeks. Our launch wasn’t perfect, but your feedback is what will help us grow and enhance the game, and we’re incredibly grateful for it. Please keep sharing your thoughts and opinions with us—every review and suggestion is hugely appreciated, and the game will only get better because of them.