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Patch #22 - Bug fixes, balance changes, escalation rework

Hi everyone,
we're not thrilled to inflict another large patch that also resets your run progress, this should be the last major change for now.

Besides bug fixing and balance, we looked at the escalation system, and actually noticed a bug that was there for the last week, you could not unlock escalation after defeating the second system boss, not could you get any of the achievements for defeating the second sector boss with any of the ships.

Change log:
  • Fixed a bug where Escalation levels would not unlock after defeating the second system boss

  • Fixed a bug where achievements for defeating the second system boss with each ship would not properly unlock

  • Backflow (DW S01 Boss): now displays the correct amount of power removed, and no longer displays the short circuit card when hovering over it

  • FR S01 Elite: Now starts with 6 shield and plays energy transfer turn 1, this introduces his core mechanic (converting shield into damage) right off the bat

  • FR S01 Elite: Now only plays one Ion Boomerang every 2 turns instead of every turn, but damage was increased from 4 to 6

  • Fixed bug that would give you a permanent +2 morale if you had the station morale boost active when finishing the first sector

  • Fixed a bug where a T3 Light Laser Mk.II had their upgrades switched, increasing subsystem slots gave you card slots, and vice versa

  • Escalation levels now properly start from 1 instead of 0. Escalation levels now have the following effects:

  • Level 1: Enemies give less credits when defeated. (Additionally, we raised the amount of credits enemies drop for non-escalation playthroughs.)
  • Level 2: -1 starting fuel and gain 1 less fuel on starting a new sector
  • Level 3: More expensive station repairs
  • Level 4: Stronger enemies appear at the start of each sector instead of 5 nodes in
  • Level 5: Fuel price in stores increases with each fuel unit bought.
  • Level 6: More common negative events on nodes belonging to disliked and hated factions (also reduced the base chance of negative events)
  • Level 7: Enemies have more HP and equipment durability.
  • Level 8: Items in stations are more expensive


Please note that escalation Level 7 is only partially implemented at this point, only covering the Deadweight and Free-roamer normal enemies. It will be filled out in the next update,.

Thank you for bearing with us as we rushed to fix some of the most severe bugs and balance issues (and created some new bugs in the process). This last week was hectic

Patch #21 - Enemy Hull and equipment durability changes

Hey everyone,
It's time for another balance update, this time looking at enemy HP and equipment durability.
This should be the last big patch (in terms of file size) for small balance changes, we've run some tests with a new setup, that should result in roughly ~100Mb patch sizes going forward

  • First sector enemies now also show up in the first 5 nodes of the second sector

  • reduced HP for elites in the first sector by 10

  • Reduced SK S01 Elite Shield durability by 2

  • Reduced DW S01 Elite Hacking console durability by 2

  • Reduced HP for Elites in the second sector by 20

  • Most second sector enemies have had one or more of their equipment pieces durability reduced by 2

  • Fixed card images for the Attack/Tactical and Support Gambit cards


That's it for today's patch, we look forward to any feedback for any recent changes

Patch #20 - More Credits, Simpler Resource Bays, Lancer Buffs

[p]Hey folks,
we started the balance patch cycle, and boy is there a lot to balance!

Which is why we are going to put out a balance patch daily for the next week at least.

These patches won't be big, but it will slowly and consistently nudge things back into balance.

We hope we can get a discussion going around balance in this post's thread and on our Discord, your opinion really matters and we'd love to hear it. It'd also be great if you could take the time to share your thoughts in a Steam review as well.

Note: You will have to start a new run after you update [/p][p][/p][p]In today's patch we focused on a the following: [/p]
  • [p]Making resource bays actually useful - The resource equipment hasn't been in a good state for a while, and we're working on improving it. For the first step, we've looked at the drafting libraries, and stripped away all complicated cards that didn't do much and just kept the basic, straightforward cards.
    [/p]
  • [p]Giving the players more credits, especially in the first sector. The second sector is tough, really tough, but instead of weakening the enemies, we'd like to try to give you more options in growing stronger. As a result all enemies now give you more credits on being defeated
    [/p]
  • [p]Turning the Lancer into a viable ship by giving it some basic missile defense via a crew ability, more attack power in the form of starting Kinetic shots and an upgraded Drill round as well as making its passive ability trigger more often. Additionally, we added some use for that +1 Security crewmember ability via an upgraded Glitch card.
    [/p]
[p]
Change log:
[/p]
  • [p] The lancer's passive, Overflow, now gives you a Battery Surge card for every 10 energy spent (was previously 12)
    [/p]
  • [p] Replaced the Lancer starting railgun cards with 2 Kinetic Rounds, and 1 upgraded Drill round
    [/p]
  • [p] Replaced the Lancer AI crewmember with Evelyn Ryant, giving you access to the Countermeasures crew ability (destroying 1 missile)
    [/p]
  • [p] First sector enemies give on average 10 more credits on being defeated
    [/p]
  • [p] Second sector enemies give on average 20 more credits on being defeated
    [/p]
  • [p] First sector boss gives on average 50 more credits on being defeated
    [/p]
  • [p]Supply depot Mk.I now has the following cards in its drafting library: Ammo Dump, Asteroid Ore, Energy Reserves
    [/p]
  • [p]Supply depot Mk.II now has the following cards in its drafting library: Ammo Dump+, Asteroid Ore+, Energy Reserves+, Ammo replicator, Energy Replicator, Mass Replicator
    [/p]
  • [p]Resource Convertor Mk.I now has the following cards in its drafting library: Optimization, Conservation, Equivalence, Mass Surge, Energy Surge, Ordnance Surge
    [/p]
  • [p]Resource Convertor Mk.II now has the following cards in its drafting library: Optimization+, Conservation+, Equivalence+, Mass Surge+, Energy Surge+, Ordnance Surge+
    [/p]
  • [p]Refiner Mk.I now has the following cards in its drafting library: Attack Gambit, Tactical Gambit, Support Gambit, Mass Accretion, Energy Infusion, Ammo forge
    [/p]
  • [p]Refiner Mk.II now has the following cards in its drafting library: Attack Gambit+, Tactical Gambit+, Support Gambit+, Mass Accretion+, Energy Infusion+, Ammo forge+
    [/p]
  • [p]Attack Gambit now gives you 1 Ordnance for each Attack card in hand
    [/p]
  • [p]Tactical Gambit now gives you 1 Energy for each Tactical card in hand
    [/p]
  • [p]Support Gambit now gives you 1 Mass for each Support card in hand
    [/p]
[p] That's it for today!

~ The Breachway Team[/p]

Patch #19 Hotfix 2 - Hacking card fixes, Free-roamer S01 Elite nerf

Hotfix patch nodes
  • Honed shot: Fixed an issue where the cost of the card could go into the negative if 4+ brittle was applied to the enemy
  • Restrain: Fixed an issue where the card would not work on most bosses and elites
  • Neutralize: Fixed an issue where the card would not work on most bosses and elites
  • Pacify: Fixed an issue where the card would not work on most bosses and elites
  • FR S01 Elite: Was over-tuned last patch by mistake, its shields have now been weakened. It will now play charged barrier twice before playing field stabilizer.


We are currently looking into the hanging missiles, memory leak and crash issues, but these bugs will take a longer time to track down, we are going to hopefully have an update with fixes later this week.

In parallel, we have also starting looking at game balance, so please share any impressions and thoughts about the current state of the balance on our Discord or through the Steam forums

The Breachway Team

Patch #19 Hotfix - Patched Unity's vulnerability and station soft locks

Hi, as some of you might have noticed, there have been a couple of updates over the weekend, including another one just now.

The major reason we patched the game was to fix the vulnerability discovered in games build with Unity 2017 and onwards, but we also managed to fix some of the issues some of you reported.

Here is a list of what has been fixed:
  • Fixed a soft-lock that could occur when entering a station - a lot of you have pointed this out, hopefully the fix will address all cases of this soft lock
  • Merchant ship: Fixed a soft-lock when choosing the Ace Pilot chase option, and receiving a reward
  • Defense lattice: Fixed bug where it would not give you any bonus shield
  • Energy Spike, Energy Spike+: Fixed bug where playing these cards would give you a debuff
  • Eraser+: Corrected the text on the card, reflecting the fact that it removes all of a card's pips on destroying an equipment
  • Fixed equipment tagging for some enemies that head untagged weapons/shield, thus making some hacking cards that specifically targeted those equipment types not have the desired result
  • Field stabilizer: Fixed missing variable in the card's description text
  • Radiator Mk III: Added the correct drafting library to it (it mistakenly used the Mk.II drafting library)
  • Slightly increased the text contrast on the reactor upgrade buttons
  • FR S01 Elite was buffed to bring it in line with the power level of the other elites. It plays 1 Rampart every 2 turns, and constantly buffs his shield


Thank you for the reports, there are a couple of bigger bugs and a dozen or so smaller ones we are aware of and are actively working on fixing, so expect more updates in the coming days.

The Breachway Team