V1.06


V1.0.6

Been down with Covid lately, and as much as it sucks, it did give me extra time to playtest. As a result, I've done a ton of balancing, fixed an assortment of trivial bugs and even added a few minor features.

Unfortunately, I've also realised that auto generating the campaign probably isn't going to work, it's just extremely hard to guarantee interesting maps with a reasonable learning curve while making sure that the rewards collected match the increase in difficulty. I'll keep the feature in there in the name of replayability, but the primary campaign will need to be replaced with a handcrafted one at some point.

Features:

  • Sort function in Foundry - orders cards by type, name and level
  • Unlock next planet when all locations of previous planet are completed
  • Allow merging of forged cards in-game (still not allowed for cards on-hand)
  • Allow dissolving of forged cards (you do loose the Embers you spent)

Balancing:

  • Changed how the difficulty scales across locations (Probably my last attempt at making autogenerated campaigns work)
  • Changed Electro range to max 3 and instead let bounce shots keep bouncing at range=1 until bounce count is met (So it’s 3-2-1-1 instead of 4-3-2-1)
  • Gave artillery critical damage (Average at the old value, but can be +/- 5 from that)
  • Gave sentries critical damage (Can be +/- 2 to 6, dep. on level, slightly higher average than before)
  • Reduced effect of smoke level 2 so that anything with 5 moves or more can actually get out of it.
  • Reduced effect of smoke level 3 to -2 so that it does not completely block all units with 3 move range.
  • Reduced Gauntlet lev.3 critical bias to 90% because 100% is just silly
  • Increase energy per turn from Ore from 5 to 8
  • All cards reduced energy costs by at least 1
  • Reduced Overwatch energy cost by 3 (+ cheaper for each level in stead of v.v.)
  • Transporter gets cheaper with each level instead of v.v.
  • Wrench keeps same cost for all levels
  • Skills cost generally reduced by more than 1 energy (esp. higher levels), to reduce overall cost of spawning upgraded mech.

Bugfixes;

  • Fix forge/fuse soundfx - was way too loud
  • Fix death soundFx for Electro (missing for some reason)
  • Fix long wait after Electro fires
  • Fix sound fx for merge and drop card so it does not play if action fails
  • Fix minor bias towards lower end of the [0;1] range in random number generator Value() method
  • (Maybe) fix sharing violation during save (??)
  • Fix forge multiplier in-game (failed on cloned cards)
  • Cleaned up some descriptive texts that were a bit confusing/incorrect
  • Fix bug that allowed AI to fire at targets outside of the potential set of targets offered to human players
  • Fix bug that would cause mechs to do a weird glitch if AI moved them twice in a row
  • Fix bug where number of locations shown on the visual planet differed from the actual number of locations
  • Fix window/fullscreen settings

Files

master-of-puppets-mac.zip 175 MB
Version 6 Dec 04, 2022
master-of-puppets-win.zip 145 MB
Version 6 Dec 04, 2022

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