Patch Notes #4 – 09.11.16

Where to start? Normally I’ll list the fixes for what was broken but we’ve had a huge overhaul for a lot of the core logic that is used in the game. These areas were primarily Targeting, Controlling and Affecting – i.e. the majority of everything that is done in the game. For every single thing that could go wrong with a card, we were fixing them all one by one. We’ve now built a foundation for the variety of ways you can target and control and select so if a Trickster has similar functionality to a Star Roamer then they’ll both work in the same way or go wrong in the same way and subsequently will only take 1 fix as opposed to two. The above has also allowed for the streamlining of certain abilities – cards that need to be selected, confirmed to be used, a target to then be selected and then another confirmation just to be certain should see a few of those steps removed in a way that is more intuitive to how a player would expect them to work whilst still maintaining a precautionary step to prevent a player triggering a card accidentally. On top of all of this, the new foundations allow for cards to be created, fixed, patched, altered in a much quicker and much more efficient manner which should allow us to dedicate more time to fleshing out the content of the game. Thanks for all of the contributions so far – especially so to krabmeat, Fulgur14, planet316 and The Chiprel. We look forward to everyone’s feedback on Pirates and Robots.