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Release Notes - Combat Prototype Ver. 0.4.0030



Hello everyone!

Today we are releasing a new version of Into The Grid's combat prototype.

If you want to give it a try, request access today using the button on the game's page!



Let's jump right into it!
NEWS & CHANGES


[h2]MAJOR[/h2]

[h3]Onboarding v1[/h3]
  • Basic concepts are explained during the game in predefined sequences or triggered by specific actions.

[h3]New Run Structure[/h3]
  • Start with a base non-archetypical deck.
  • More combats, new cards, and new enemies.
  • Enemies are divided into Tiers and get more difficult as combats progress.
  • Card rarity in rewards depends on the enemy’s Tier.
[h3]Protected mechanic rework[/h3]
  • The “Protected” status now increases the Buffer generated instead of modifying the incoming damage.
  • There’s no cap to the amount of Protected that can be stacked.

[h2]MINOR[/h2]
  • Added a “Commands” label in the main UI.
  • Tooltips are now visible in the Enemy Intent.
  • Tooltips for the cards are now visible in the deck views (Repository, Recycler, and Decompiled Stack).
  • Cards get bigger when hovering over them in the deck views (Repository, Recycler, and Decompiled Stack).
  • Enemies will now display a name to identify them when providing feedback.
  • END TURN button will show a proper text when there are no more valid plays to perform.
  • Current battle number and remaining battle number is visible now.
  • Buffer and TEMP VIM counters will hide when they are at 0.
  • Status icons for both the player and the enemy are bigger.
  • Added animations to the icons when receiving or applying status effects.
  • Added icons to different sections of the UI (Buffer, VIM, TEMP VIM).
FIXES
  • “Fun Guys” now gives 1 TEMP VIM instead of 7 (sorry not sorry!)
  • Several card texts have been improved.
  • The player’s Integrity bar will get back to the original color after Buffer is reset each round.
  • The game won’t freeze on the loading screen when trying to start a new run.
  • After picking (or skipping) a reward card the game moves to the next battle directly.
  • Fixed a bug where multiple cards could be added by fast-clicking in the reward screen.
KNOWN ISSUES


[h2]COMMANDS[/h2]
  • Killing an ICE with IGNITION PROTOCOL by activating DIG Command creates a UI overlap.
  • Sometimes DIG won’t allow to discard some cards.
  • After using OPTIMIZE cards remain greyed-out but still playable.
  • Cost of cards affected by OPTIMIZE remains green-colored even after returning to regular value.
  • Sometimes OPTIMIZE won't affect any card.
  • Turn can be ended when hiding the Repo view during the resolution of a command (i.e. EXECUTE).
  • Sometimes Command icons are highlighted even if the player doesn't have enough VIM to activate them if TEM VIM was gained the previous turn.
  • EXECUTE can be triggered with no cards in Repo, spending VIM for no effect.

[h2]CARDS[/h2]
  • DATA DRAIN is giving buffer even if damage is partially or totally blocked by BUFFER.
  • APEX CODESLASH sometimes miscalculates its damage.
  • PUNK'S GIFT won't allow to decompile some cards.
  • PUNK'S GIFT may sometimes not show the interface to select a card to decompile.

[h2]GENERAL[/h2]
  • Clock bonus from ICE subroutine is carried over into the next battle.
  • Sometimes the player will draw fewer than 5 cards.
  • Sometimes cards played or discarded won't end up in the Recycler nor in the Decompiled Stack.