A small update to the game is now available. This is a very minor update, so download at your own discretion. Here's what's changed:
-Fixed a multitude of typos and a few mapping errors.
-Fixed an issue where the "AP Boost++" added effect was giving a bonus of RT+1 instead of AP+3. NOTE: This is NOT retroactive; the component itself will be fixed, but if you already made it into a weapon, it's stuck that way. Sorry about this.
-In the post-game Splice, you will no longer collect messages once you've seen them all. To trigger this effect, you will have to see the final message one last time.
-Rami's final personal interaction now gives a Personal Trust boost like the others do.
-The cap on weapon damage and accuracy when multiplied by pilot skill has been softened. The hard cap is still 900 damage in one shot, but higher-damage weapons will now reach this cap more easily against high-defense foes. Note, this goes both ways!
Episode 5 is now available, meaning the complete game is available for download! A day early, no less! Here is what has changed in this version:
-It's the final episode! Multiple endings await!
-Post-game content includes new bounty hunts and a new Splice to explore.
-The damage estimation value is now hidden if your target is unscanned or out of range.
-You can now toggle the scrolling "fog" effects on or off. Turning it off can improve performance on some maps. This option is available from the "arrow" console on Ring-0 where the cursor speed is adjusted. Use the SHIFT key on this screen to toggle the setting.
-You can now enable cursor memory for last weapon choice (persists for the current turn) and last target choice (persists throughout battle). These options can be toggled from the "W" console on Ring-0 and in the Machinatorium.
-When you craft an X-Type (P)roperty Defense weapon of sufficiently high quality, there is now a free defense boost of its type as an added effect! (NOT retroactive). Also note that the Quality rating is based only off the Property and Type components used.
-Player character defense values are now more effective in mitigating damage.
-Fixed an issue where added effects would not properly trigger for enemies with multiple weapons.
-Some bosses now have special added effects that trigger much more often.
-Player added effects on weapons should now trigger much more frequently.
-The "Pierce" added effect has been enhanced. At its highest level, it should trigger 100% of the time. Note that this works both ways!
-If your leader is defeated by an enemy who attacks multiple times, said enemy should no longer continue to attack the blank space.
-Fixed a few glitchy Typelog fragments.
-The merit "By a Thread" should now trigger properly.
-Fixed a lockup bug if you tried to release a certain captive during Episode 3.
-Fixed a mislinked node on The Collector's map.
-Fixed an instance where the player could be trapped in an encounter loop in Episode 3, Mission 2.
-There was an issue where crafting a weapon from a bonus code could cause the system to corrupt weapon data and make a crafted weapon a clone of your previously crafted weapon. Don't worry if that doesn't make sense, because I think I've fixed it, but be on guard and let me know if you notice anything strange with your weapon collection!
-Deirdre's initial Personal Trust will now correctly change depending on certain decisions made.
-Several typos fixed.
A big thank-you once again to my myriad of supporters, testers, critics, players, and readers up to this point, and those still to come! Making a game completely by yourself guarantees a complete mess as the final result, so I am eternally grateful for all the help and suggestions and support and bug reports I've gotten.
Episode Four: Forever and Ever is now available for download! Here's a full list of changes:
-More, more, more! New enemies, missions, social scenes, articles, weapon components, music, and optional areas!
-Two new playable characters (one story, one hidden).
-Two new random Splices and three new bounty hunts!
-Enemies starting in Episode Four will now choose from several different weapons when attacking.
-The Rank system has been overhauled. Ranks come much faster now, and rank bonuses are much more potent.
-The critical chain now maxes at 99.
-The critical chain now adds a bonus to dodge rate for your pilots.
-Ros' generic dialog "roughness" may now change if his or her personality changes enough due to in-game choices.
-Cassidy's final weapon upgrade now functions correctly.
-The boost merchant in the black market should not randomly refuse to speak. Again.
-Allies no longer lose their Drift status if the ZOC shifts in their favor.
-Fixed some weirdness with some of the personal storage lockers.
-Fixed a crash bug that occurred when losing to the Cryocarrier.
-Fixed a few spots where nodes were incorrectly inaccessible.
-Rare instances where equipment could be changed in battle should be fixed.
-The leftmost enemy fleet in Episode 3 Mission 3 should no longer be optional.
-The Hole & Corner Merchants have upgraded their wares for Episode 4.
-The merit "By a Thread" is now considerably more fair to achieve.
-The merit "I'm Insured" has had it requirements toned down.
-The "No surrender" merit requirement has been toned down considerably.
-Fixed an issue where merits 17 and 18 might not trigger.
-Creating weapons using Quality 9 or 10 Electrical Nodes will now properly create Electrical weapons.
-Crafting a X-Type Property weapon will now name the weapon with the type (H/S/P) it protects. Not retroactive.
-Rare instances where an enemy having the exact amount of health left to use a weapon were causing the game to lock up. This should no longer occur.
Special thanks once again to all my hard-working testers!
Hello sailors! The beta version of Episode 4 will be made available to tester next Friday, April 13th. There are still a couple of free spots if you want to get in on this action, so let me know below. Content-wise, this is the heaviest episode so far, so I will take all the help I can get!
The public release date for Episode 4 will be Monday, April 30th.
And now back to Keith David narrating an entire episode of Community.
A new version is up with a few minor changes. Download at your discretion.
-Emitter chambers should now show up more often as random loot.
-The added effect merchant in the Hole & Corner Market should no longer occasionally refuse to talk to you.
-Fixed a repeated Typelog fragment in "Splices 6/7." It should now be archived correctly.
-The "Splices 8/9" fragment archive is no longer accessible. It will properly return in Episode 4.
-Some crafted weapons' generated names have been tweaked to lower the chance of being truncated. (Not retroactive, obviously.)
-Weapons with Pulse/Hull traits (such as Neff's primary weapon) should no longer randomly be resisted by "Neutral" targets.
-Slightly boosted the added effects granted to enemy weapons in Episode 3.
Episode 3: "And Yet It Moves" is now up for download! Note that it's being hosted offsite since it's over the size limit, so don't panic.
What's new in Episode 3:
-More missions, Splices, enemies, components, music, explorable locations, etc.!
-New and improved Expert difficulty! On this difficulty, enemies will attack multiple times per turn. Not for the faint of heart!
-Three new playable characters (one story, two hidden).
-Three new bounty hunts.
-For Episode 3 and onward in the story: Enemy weapons have powered up and gained random added effects.
-A black market for buying high level components for ridiculous prices can be found starting in Episode 3.
-There is now a console on Ring-0 and in the Machinatorium that will unequip all non-primary weapons for all allies.
-The price for crafting a weapon has changed. The cost is now 1000 * the final Quality for building one from components.
-Crafting a weapon from a blueprint code now costs 5000 * the final Quality.
-Weapon crafting will now correctly encode the added effect into a weapon's blueprint code.
-Chac's final weapon upgrade will now trigger correctly.
-Zone of Control and Chain counts have a slightly greater effect on damage and accuracy.
-Rami's occasional bouts of extreme chattiness should be curbed now.
-Fixed a crash bug that could occur when using the AUG's "Scanner" ability.
-Inflicting exactly 1000 damage should no longer cause a glitch in the number display.
-Ros' leader bonus has been toned down to always be AP +1 no matter the Rank
-The Merit "The Eye" has been changed to trigger when obtaining weakness data on 50 enemies instead of using Scanner 50 times.
-The Merit "Backstabbed" has been reduced from 50 incidents to 20.
Good morning starshine! I'm looking for a half dozen or so willing testers to try out the beta of Episode 3 as soon as it's done (which should be by next Friday because I'm totally not sidetracked by Uncharted 3 right now). If you have a few hours to spare between November 11th and 22nd, let me know!