Into The Grid - Version 0.1.4 is now LIVE!
[p]Hello Runners![/p][p]The new version 0.1.4 is now live with the following changes:[/p][p]
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[/p][p]We’re hard at work preparing a new patch for the start of the Winter Sale on December 18th. This update will include:[/p]
- [p]Fixed a bug where awaiting animations to end were not respecting the time dilation caused by the game's animation speed settings.[/p]
- [p]Fixed tutorial highlight overlays not working properly on non-16:9 aspect ratio displays.[/p]
- [p]Fixed a bug that caused cards on the Player's deck to temporarily disappear.[/p]
- [p]Fixed how a Sentinel is considered bypassable, so Weblock and Stealth Driver can coexist without weird behaviours where a Weblocked enemy was considered a blocker.[/p]
- [p]Fixed the game not being able to boot if one or more save files are corrupted for some reason, even if they have backups that are also corrupted.[/p]
- [p]Fixed an issue that considered an Upgraded card not equal to the un-Upgraded version, making it possible to obtain multiple copies of Unique cards.[/p]
- [p]Fixed click spamming at the main menu and some buttons that had unpredictable consequences.[/p]
- [p]Fixed a bug where playing cards in rapid succession could lock the played cards in the middle of the screen.[/p]
- [p]Vickers and Maxilla now have new visuals.[/p]
- [p]Now, the Player cannot use Commands while a card is still being executed under certain circumstances.[/p]
- [p]Refactored a big part of the game's core systems to ensure stability, which also ties up a lot of the logs for better bug hunting without much noise.[/p]
- [p]The Player's hand is now locked when cards take a long time to resolve, such as Survival Of The Fittest.[/p]
- [p]Working on fixing a bug that makes Ghost Driver affect Protocol cards.[/p]
- [p]Working on fixing a bug that makes Fang Strike count as a "Codeslash" card.[/p]
- [p]Working on fixing a bug that makes using a Teleporter not work when the Grid is completely revealed.[/p]
- [p]A full Grid and Combat rebalance to improve the flow and overall shorten the duration of runs.[/p]
- [p]Changes to address the prevalence of "infinite builds/decks".[/p]
- [p]More bug fixes![/p]
- [p]A brand-new mechanic: Collapsing Clusters. When the Alarm Level rises, entire clusters will collapse, exhausting all Nodes within them. This makes backtracking riskier, but also helps control the number of available decisions at any given moment, improving the pacing of each run.[/p]