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Cobalt Core News

Patch notes: 1.2.0

[h2]CONTENT:[/h2]
  • Added a daily mode!
  • Everyone playing that day’s daily share a crew, a ship, and a run seed. They also share 1-3 weird modifiers that make daily runs feel pretty different from normal runs!
  • Dailies are scored! Compete with your friends on the Steam leaderboards!
  • Daily runs are available after beating the game, OR by opting in early (and accepting that dailies may contain story/mechanic spoilers!)
  • Here’s a few examples of daily modifiers:
    • One character only!
    • Enemy ship parts are randomly shuffled at the start of every fight!
    • Start with extra health, but most fights take place in Solar Flare events- you’re gonna need the health
    • Cards can only be upgraded to their B upgrade
    • Start with a free boss artifact
[h2]MISC:[/h2]
  • Ship health bars now have slightly darker ticklines every 5th tick, to make it easier to tell at a glance how much health an enemy has
  • Made the card “Release” a dual card- you can now choose if the object you’re releasing is pointed TOWARD or AWAY from you
[h2]BUGFIXES:[/h2]
  • Made it so getting the status “LOSE ALL YOUR EVADE NEXT TURN” plays a sad sound instead of a happy one
  • Fixed some other really minor stuff that’s too boring to list


Lastly, we're doing a Makeship campaign for a Riggs plushie!!!
Look at her. Incredible. I want one.
This campaign only goes until September 18th, so grab one while you can!!!

Patch notes: 1.1.2

PLAYER SHIP CHANGES
  • Ares starts with 1 less hull and 1 less max shield (now 8/4)
  • Tiderunner starts with 1 less hull (now 7/3)
  • Jupiter starts with 2 more hull and 1 more max shield (now 12/4)
ENEMY CHANGES
  • Wizbo / The Tower can no longer be in a Solar Flare environment if you entered the fight with 3 or less hull 🧙‍♂️ 🔥
  • Janitorbot / CST-7 "Minesweeper" has 2 less hull and 2 less shield
  • Rider / The Solar Sail has 2 less shield
  • X.05 / Rail Cannon puts out a little bit less damage in phases 2 and 3
BUG FIXES / MISC
  • Added a second backup save system just for people whose computers crashed mid-save. Now, if your save is corrupted, you can revert to the backup made every time you return to the New Run screen
  • Fixed a visual oddity where gaining lots of Max Shard would make the status row harder to read
  • X.05 / Rail Cannon now gains 99 Perfect Shield when scrunching and loses it all when unscrunching, instead of 1. This fixes a strange interaction where it would retain its Perfect Shield into the next turn if it tried changing fight phases mid-turn (via taking damage from space mines, payback, heat, etc)
  • A few miscellaneous bugfixes


Eagle-eyed players might notice we pushed a few of these changes a few days ago (specifically, the player ship modifications) without an official announcement. We were testing them out! Reception was positive and the changes seem to have done exactly what we were hoping they'd do, so they're staying. :)

Patch notes: 1.1.1

(Lumping the last two hotfixes into this update!)
BALANCE CHANGES
  • Solar Sail: one missile intent has been swapped from heavy missiles to normal missiles
  • Rail Cannon: All phases now have 10hp instead of 11
  • Rail Cannon: All multi-hit attacks now cap at 1x2 instead of 1x3
  • Minesweeper: on Hardest, gained +3 hull, +3 shields, but is no longer armored (now +2/+2 compared to normal)
  • Replicator: Main cannon starts with +1 damage and can go up to 5 max damage (instead of 4)
  • reworked the card Quantum Quarry's upgrades:
  • Quantum Quarry A now also retains
  • Quantum Quarry B has been completely reworked; it instead gives +1 max shard

Version 1.1- more enemies!

CONTENT
  • Six new enemies:
    • 3 new normal enemies, one per zone!
    • One new elite for zone 2
    • A new alternate Zone 1 boss
    • A new alternate Zone 2 boss
  • Duncan the skunk, pilot of the Mining Drill, has been upgraded from NORMAL to ELITE enemy.
    • That’s because he kills players more often than any other non-boss fight! Watch out for this guy!
  • One new common artifact: Chaff Emitters
BUGFIXES
  • Fixed a graphical bug in the Hardest version of the big crystal fight
  • A few smaller fixes on really weird, niche edge cases
MISC
  • Renamed a status from “DRAW LESS NEXT TURN” to “SHAKEN”
  • New splash art by Justin Chan! Look at it!!!
  • Updated credits
NOTES

In the interest of keeping the game’s initial learning curve the same, all the new enemies can only show up after you’ve played or won a few runs. Pre-existing save files that have already done this will already have access to the new enemies!

Patch notes: 1.0.7

1.0.7 changes
[h2]Gameplay[/h2]
  • The card Escape Artist has been reworked and buffed a bit; it no longer discards any cards from your hand
[h2]Art[/h2]
  • Tooth now has a talking animation
[h2]Misc[/h2]
  • Fixed a longstanding bug that made the Soggins event incorrectly count as 5 unique events in the event progress bar (whoops!)
  • several dozen small bugs have been fixed
  • the main change: big under-the-hood changes to how enemies work, which should be completely unnoticeable to the average player
  • these changes are the last ones we needed to make for some very cool upcoming content later this summer 😎


If you were in the middle of a fight when your save file was transferred to 1.0.7, the enemy you were fighting might behave a little oddly! Once you start a new fight, everything should be back to normal 👍