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About the current state of development

[h3]Hello Federation Cadets![/h3]
[h3]Today we'd like to update you (again) on the state of the game's development.[/h3]

The Third Boss update is already in the final testing phase! It turned out to be more complex than we expected and testing it properly has taken time.
Also, some of us got sick in the last few weeks, which delayed the update a bit too.

The good news is that in addition to the final boss and the "light story mode", we will have other improvements in the game!
[h3]One of them is a NEW mechanic:[/h3]



Your cadet can now choose from Three Maneuver cards when leveling up. If you are “Searching” for a card, one of them will be present in the choice.

[h3]Another piece of good news is that we have already started working on the NEXT big update (after the Boss one):[/h3]
A third playable race, the Orks!
The artwork for this update is already well underway:



[h3]Check out the process of our artist, Keiko, painting:[/h3]
[previewyoutube][/previewyoutube]

We have a lot of other good surprises to reveal, but today is not the day to do that!
Thanks for your patience, in a few days the update should be live. :)

Coming soon: Last Boss and Events!

[h3]Hello Federation Cadets![/h3]
[h3]Today we'd like to update you on the state of the game's development.[/h3]



[h3]We are in the middle of development of the last Dragon Boss:[/h3]
This boss will be VERY DIFFERENT from the previous two... but we want to keep the details a surprise. ;)

[h3]Along with the third boss the game will receive a light "story mode":[/h3]

During the search for the dragons, the Cadet will find specific events (different in each Run) that narrate some consequences of the Dragons' attack. Factions and other beings in the galaxy are slowly realizing that the Federation has been plundered!

In addition to these "fixed" events, new events have been created that appear depending on the Cadet's responses and attitudes in the story!

This update should arrive at the end of this month, at the beginning of August at the latest.

New version: b091



[h3]- New difficulty mechanics:[/h3]
Some base units now have a chance to start with more HP and this becomes more common as the Cadet levels up.
This mechanic affects all difficulty modes.
[h3]- New “Hard Mode”, selectable at character creation:[/h3]
When activated, ALL units now have a chance to start with more HP.
Cadet ship repair cost is higher as well.
(this implementation is an initial sketch for testing)

[h3]Minor Improvements:[/h3]
- Slight balancing at the beginning level of some Maneuvers:
Barrel Roll is slightly worse at level 0.
Ace Pilot and some other better ones.
- Balancing some units to make the game a little more interesting.
- "Beholder" unit's side attack now "Pushes" and deals more damage.
- "Fire Punch" unit now Moves and Pushes in "zig-zag".
- Minor improvements to the text of some cards.
- Mission to invade mothership is only activated when selecting a Portal in the Jump interface (STG).
- Fixed bug where some cards sometimes did not damage the units of the dragon's mothership.

New version: b090

[h3]New Faction/Store implemented: THE UNICORN EXPRESS![/h3]



The largest delivery company in this arm of the galaxy has its name inspired by the animals previously used as jumping engines: The Unicorns!
During their jumps, the cadet can now encounter two new types of Units: Unicorn Cargo and Lost Cargo. Both can be delivered to Unicorn drop Stations for credits, but LOST Cargo can be identified and converted into equipment! It's like a Loot Chest!



[h3]Other improvements:[/h3]
  • Level UP now requires 500xp more, but leaves 500xp left over every time the cadet evolves.
  • Greater consistency when saving Current Sectors: Shops no longer “disappear” when opening and closing the game.
  • Drawing cards from the discard pile mechanic now ALWAYS draws the last card used.
  • Balancing to some Human cards.
  • Mothership units (such as turrets and engines) can now be attacked by cards that deal damage on the direct tile.
  • Some Mothership units now have an "HP bar".
  • Attempted balancing on choosing random tiles: Now at least ONE selectable tile must be within the navigable board (in testing).
  • Enlarged LOG font for better readability.
  • Added to the Codex (in Anatomy of Units) a list about some unit actions (micro-jump, decay, random movement, battery...).
  • New entry in the Codex on how Cards are draw during combat.
  • Fixed several bugs in selling Equipment. Prices are in line with damage type and Equip state now.
  • Fixed bug where Humans were drawing more cards than normal.

New playable race: Humans!

[h3]Build 89 of the game features the Intuitive Humans as a new playable race! They are unlocked in the character creator once the Cadet defeats the first boss or completes 16 space jumps.[/h3]



[h3]The power of Humans is called Ventura:[/h3]
Each turn a ventura value is drawn [0, 10% or 20%], this value is added to the Cadet's LUCK attribute and influences several things IN and OUT of combat.
With an unusual intuition, humans can almost predict their luck!

[h3]The Human ship is called Knife:[/h3]
She has the most fragile hull of all races, but has more Shields and Batteries capabilities. Also, it's main attack varies with the Ventura value, and can even cost ZERO energy in some situations!



[h3]10 new Cards, 7 exclusive to Humans plus 3 general:[/h3]
New maneuvers have been made exclusively for Humans, who move around the combat board SWITCHING places with their enemies.

[h3]Improved Jump interface![/h3]
The jump interface has been reorganized, now the jump information is displayed at the top, while details about the landing sector are at the bottom.



[h3]Other improvements:[/h3]
- English text of almost ALL events revised or rewritten.
- Reputations that affect race “powers” now work dynamically for each race.
- Reputations that deal cards on the first turn now have a chance to deal the same cards every turn.
- More “balancing” of the cards!
- Improvements in the text generator of the “summaries” of the cards.
- Further improvements to Card text rendering.
- Some bugs fixed.

[h3]And last but not least, we have Avatars available in the Steam interface with paintings of the game's Cadets:[/h3]