Patch #6 - Addressing RNG, and more balancing

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 excited to bring you another patch that addresses reported issues and enhances your overall experience with the game. We focused on the randomness (RNG) elements causing frustration this time. One common concern was the second node of the first map, where players choose a weapon for their run. Some options were significantly less viable than others, leading to unnecessary restarts. 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]. [h2]Now, let’s dive into the patch notes:[/h2] [h3]Fixes:[/h3] [list] [*] Fixed Hot Reload Perk consuming its active buff of no ordnance cost with a free repeating beam attack at the beginning of the player's turn [*] Fixed Player not getting a new Crewmember because of AI-filled slots in the outcome of the Colony Defender event. If the player has a whole crew and AI installed, the AI will be uninstalled, and an AI Core item will be placed in his cargo bay, thus allowing for the new crewmember to come on board. If the player has a whole crew and is all human, the Colony Defender character will not offer to join your crew but will give you the other rewards. [*] Fixed Advantage card Reactor Boost giving just +1 Reactor power instead of 2 [*] Fixed a potential soft lock on defeating an enemy caused by the explosions on death [/list] [h2]Balance Changes[/h2] [list] [*] Modified the weapon selection on the second node to offer 3 options instead of 2 , this should lead to less restarts to get the desired weapon. Also removed some anti-synergistic weapons from it. [*] [b]Arbalest:[/b] removed the Light Flak and Quad flak equipment from the selection pool in the second node weapon pick event [*] [b]Arbalest:[/b] added the Coil-gun to the selection pool in the second node weapon pick event [*] [b]Marauder:[/b] removed the Beam laser and Coil-gun from the selection pool in the second node weapon pick event [*] [b]Lancer:[/b] removed the Beam laser and Light Flak from the selection pool in the second node weapon pick event [*] [b]Lancer:[/b] added the light laser to the selection pool in the second node weapon pick event [*] [b]Firebrand:[/b] removed the Ion cannon and the Beam laser from the selection pool in the second node weapon pick event [*] [b]Firebrand:[/b] added the Light Flak from the selection pool in the second node weapon pick event [*] [b]Heavy Flak:[/b] reduced ordnance cost from 5 to 4, increased cooldown from 4 to 5 [*] [b]Titanium Shells:[/b] reduced 0rdnance cost from 4 to 3, increased cooldown from 3 to 4 [*] [b]Reckless attack:[/b] reduced energy cost from 2 to 0 , increased cooldown from 3 to 4 [*] [b]High explosives:[/b] reduced mass cost from 3 to 0, increased energy cost from 2 to 4 [*] [b]Overwhelming Barrage:[/b] reduced mass cost from 3 to 0 , increased cooldown from 4 to 6 [*] [b]Retribution:[/b] reduced mass cost from 4 to 3 [*] [b]Bombard:[/b] fixed bug where discarding or playing it would consume the card [*] Localization was added to the "Press tab to lock on screen" text in the equipment inspector, and it was made more evident by animating it. [*] Localized an escape pod event that was omitted [*] Improved Lancer's defense capability by fixing the drafting table of Suppressor Console Mk II. Changes exclude cards like: [list] [*] [b]Leech Defenses[/b], [b]Defiant Arms[/b], [b]Sap[/b], [b]Wayla[/b]y, [b]Diminishing Hack[/b], [b]Compromise Weapon[/b] and include previously missing cards such as: [*] [b]Neutralize -[/b] Disable a random enemy Weapon each turn for 2/4 turns player turns (depending on security) [*] [b]Missile Jamming -[/b] Delay incoming missiles by 1 + Security [*] [b]Glitch -[/b] Disable targeted enemy equipment for 1 turn. Consume 1 security also to remove a pip [*] [b]Wipe -[/b] Remove a Hack debuff [*] [b]Reset -[/b] Discard a card from 1 random disabled enemy equipment. If not available, disable a random equipment [*] [b]Stall -[/b] For 2 turns, enemy playing a card removes 1 pip from another random card. Consume 1 Security: +2 duration [*] [b]Discharge -[/b] Remove 1 pip from all disabled equipment pieces [*] [b]Denial -[/b] Disable targeted enemy equipment for 2 turns. Consume 1 Security: Return card to hand. [*] [b]Security Bypass -[/b] Steal enemy’s security. [*] [b]Pacify -[/b] Disable all enemy weapons for 1 turn. [*] [b]Reboot -[/b] Disable enemy equipment for 1 turn after it plays a card. [*] The previously removed cards can still be found in the drafting tables of other hacking equipment, such as the Corruptor Consoles, which can be found in shops. [/list] While it may sound like a broken record, thank you again for all the support and goodwill you've shown us. We sincerely appreciate it, and it has motivated us to work hard through the launch week and address issues as quickly as possible. The patch cycle will slow down as we move forward in the coming days. We'll be taking some time to rest and recharge before returning with renewed energy. [b][i]As always, we encourage you to keep sharing your thoughts and feedback. Every review and suggestion helps us improve the game, and we’re grateful for each one![/i][/b]