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Shardpunk News

1.1.6 release is live!

[h3]1.1.6 PATCH NOTES[/h3]

New stuff:
  • Added new map layouts and special encounters.
  • Added the possibility to customize the starting/max party size.


Skill/balance changes:
  • Gideon: changed Entrenchment skill into Serial Shots. When activated it prevents the character from moving this turn and refunds up to 2 AP on enemy kill, with a limit depending on the skill's level.
  • Michael: Tactical Order now has an AOE.
  • More enemies now appear in mid/late game.


Bugfixes:
  • When a character leaves a party, they now give back all the items they had during combat.
  • Finishing a game on Hard difficulty retroactively completes the achievement of finishing the game on Normal/Easy difficulty.
  • Fixed an issue with the inability to close a hint in a shelter in a specific case.


Take care!

1.1.5 release: shelter types

[h3]1.1.5 PATCH NOTES[/h3]

New features:
  • Introduced shelter types. There are four shelter types available, each with different actions:

    Military bunker: allows claiming extra upgrade parts, searching yields more grenades,

    Medical bunker: allows full healing with no medical supplies cost, searching yields more medical supplies/stimpaks,

    Greenhouse bunker: allows party-wide Dread reduction and extra bonuses,

    Warehouse/storage bunker: similar to the pre-update bunkers.

  • Introduced dynamic shelter props that can appear in any shelter type:

    Chess set: grants defense bonus and dread reduction,

    Distillery: grants poison immunity and dread reduction,

    Oil can: increases bot’s movement range,

    Stove: increases bonuses from eating food supplies.

  • Introduced two new shelter actions (boosting the energy cell, power stimulant injection)

  • Introduced new map layouts.



Bugfixes:
  • Characters who were rescued during a mission now can bleed out during such a mission.
  • Gunter’s Penetrating Shot action now is unavailable if his weapon is overheated.


As usual, I am waiting for your feedback!

Hotfix 1.1.4.5 is now live!

[h3]1.1.4.5 PATCH NOTES[/h3]

Bugfixes:
  • Fixed an issue that could break character details in some situations.

1.1.4 release: character bonds

[h3]1.1.4 PATCH NOTES[/h3]

New features: Difficulty/balancing:
  • Reinforcement tweaks: they tend to have more rat grunts starting from chapter 2, and the reinforcement appearance rate is slightly randomized.
QoL:

    Camera now does not pan to newly uncovered enemies if they are on the screen already.
Bugfixes:
  • Poison mortar rats should now behave more aggressively (they tend to hunker down a lot if they were in a close proximity of an explosive barrel).


Thanks for reading!

Devlog #144: Character bonds

Hello everyone!

Now that the dread mechanics are in place, I am focusing on adding one extra major feature to the game: character bonds.

After characters fight a few missions together, they will form a bond. A bond is a connection between two characters that provides some nice bonuses. Every time a bond is created (or upgraded, which happens automatically every few missions), the player can choose a bonus.



A character can be bound to only one other character. If the bondmate dies/leaves the party, the bond is, well, broken (at least in most cases, but you will see it for yourself).

As for the bond bonuses, I do not want to spoil them, so let's focus on the ones from the gif above.

The overwatch bonus allows you to make even better use of overwatch reaction attacks. Combine it with the support bot's aura to stop worrying about overheating weapons for maximum efficiency.



The damage bonus pumps-up your damage output when bondmates are close together - so you're getting a free weapon damage upgrade, as long as you don't split.



If all goes well, the bonds feature will be added to the game during the next update that I am planning to release on August the 10th. I will be taking some time off next week, hence the longer wait period.

Thanks for reading, and have a great day!