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  3. Hyperspace Deck Command 1.0.030 (Launch)

Hyperspace Deck Command 1.0.030 (Launch)

[p]1.0.030[/p][p]Changes[/p][p]-Flagship HP range decreased.[/p][p]-Medic Class now applies support in front only.[/p][p]-Priest Class hp increased (4-->6).[/p][p]-Bot Host bot support nerfed (3-->2).[/p][p]-Creativity is now 6/4/2 and has Integration 1.[/p][p]-Salvaged EMP Device now deals 2 EMP but just has 1 bonus action.[/p][p]-Defense Orb timer increased (3-->4).[/p][p]-Heavy Jamming is now unplayable.[/p][p]-Salvage Scanner now adds 1 SRM to target, grants +1 dmg and has no other restrictions.[/p][p]-Support in front mods can now apply to ships that can already apply on front (but not to ships with other indirect apply).[/p][p]-Heavy Armor now has custom outline visuals on ships.[/p][p]-Armor and hull reinforce outlines now sometimes cause shot deflection (purely visual).[/p][p]-Saturation option is more granular now.[/p][p][/p][p]Fixes[/p][p]-Fixed some inconsistencies with apply effects on multi action.[/p][p]-Fixed hacking not preventing containment pierce.[/p][p]-Fixed boarding scuttle sometimes getting delayed to next turn.[/p][p]-Fixed some formatting in card text tooltip.[/p][p]-Fixed Strafe Drive System preventing other mods from applying.[/p][p]-Fixed Doctrine Citadel not reactively affecting units that have gotten increased op-size later.[/p][p]-Fixed Hazardous Armaments requiring damage instead of apply capabilities.[/p][p]-Fixed megaship attacks depleting target salvage bots.[/p][p]-Fixed hand EMP not counting down directly after apply under certain circumstances.[/p][p]-Fixed some scenarios in which small crafts resolving would not adjust to units being destroyed.[/p][p]-Other minor fixes.[/p][p]-Fixed some typos.[/p]