Faeria - Atmaz
Improvements and New Features
Observer Mode
  • Observers can now see the contents of both players' hands




As observers can now see each player's hand, it is important to not allow anyone to observe a game unless both players trust them. This feature is intended primarily to be used by tournament organizers and casters, not casual spectators (who can watch casted streams online). If your opponent adds an observer to your match that you don't feel comfortable with, you can always decline to play by not selecting a deck or pressing 'Play', until the observer is removed. Note that tournaments may have special rules or policies for how this mode is handled.

GO Faeria Clash tournament feature support

In-game support for this weekend's GO Faeria Clash qualifiers has been added.


How does it work?

  • First of all, make sure you are registered for the Qualifiers in time for this weekend. When you log on Faeria, you will see an event button in the top left of the screen. It will look something like this:
  • Note: If you are not signed up for the tournament and have no intention in participating, you can completely ignore it.
  • Make sure you have your three decks prepared in your collection that you will be using for the tournament.
    You should NAME each deck something you will remember. (When you pick the deck you play with from the tournament lobby, your three decks may appear in an order you do not expect. If you do not give them distinct names, you may be confused.)
  • Once you click the Event button, you will be instructed to assign your three decks to the event, as per the tournament rules. THIS ACTION CANNOT BE UNDONE. You will also be reminded of this in game. Please be absolutely sure the three decks you are submitted are the three decks you intend to use. We cannot reverse your selection at this time. You cannot edit decks once submitted.
  • You are now ready to play!
  • To enter one of the new "Tournament Lobbies," you must add your opponent as a friend. Once friended, right click their name in the list and select "Invite to Tournament Lobby." (Note that you cannot invite anyone to a tournament lobby who has not submitted three decks. This includes spectators.)
  • Once in the tournament lobby, you will be able to select from one of the three decks you have submitted, when both players are ready. Good luck!
  • You will see the Time Bank in game to the left of each player's name. Time begins after the Mulligan phase is over. When your Time Bank reaches 0, you lose the game.
  • As a side note, we recommend everyone playing in this particular tournament use the English translation, as there are some deficiencies on card texts we are aware of in other languages that we are working on correcting.
Other changes
  • You can now see your opponent's hand of cards floating above his orb.
  • Player names are now displayed on the Victory/Defeat screen
  • Opponent highlighting has been implemented. You are now shown what your opponent is hovering over on the battlefield
  • The general game flow experience and backgrounds have been improved.
  • Private Lobbies are now persistent: Players and Observers get back into the lobby after a game.
  • The Friends List has been improved for better usability.
  • Visual Improvements have been made on card layouts.
  • You can now change the resolution of the game window via the settings menu.
  • 2 new cards have received their final illustrations:

Ancient Boar (Sarah Webb)





Mirror Phantasm (Mike Ackerman)




Mechanic Change
  • Humbling vision and Aurora, Myth Maker now only change the BASE Attack and Life (base Attack doesn't include the non permanent buffs, for instance like the Kobold Barracks Attack buff)
Bug Fixes:
  • Fixed: Shifting Tide can no longer end up with 2 creatures in the same spot.
  • Fixed: Aquatic Flying creatures can now enter non-lake lands.
  • Fixed: Battle Toads no longer counts as 3 cards with Crumbling Golem.
  • Fixed: Aurora's Creation on Twinsoul Spirit:
    Copy can only be played on desert or lake.
    Copy doesn't ask to play a second copy of the card.
  • Fixed: Aurora's Trick on a creature next to Faeria Well should now consistently collect Faeria as appropriate.
  • Fixed: Triton Banquet now correctly gives Jump to Charge creature.
  • Fixed: Windborne on a Ranged creature no longer can give infinite movement in some cases.
  • One bug fix was missing from the earlier patch notes.
  • Fixed: Drain Life effects no longer gain Life from creatures with Protection, but do still remove Protection.
Known Issues
  • When Spirit of Rebirth's triggers and there is no creature in hand, a random creature from the board gets the buff.
  • Twinsoul Spirit does not carry over any increased stats when summoning a "copy" of itself. The copy will always be 4/2.



As always, it's your feedback that has lead to many of these features and changes, so keep letting us know what you think about the latest additions to the game.


Good luck in the tournament this weekend! If you're not participating, we will be setting up a few community streams for viewing coverage.


Thanks For Reading!

  • The Faeria Team
Faeria - Atmaz
Improvements and New Features
Observer Mode
  • Observers can now see the contents of both players' hands




As observers can now see each player's hand, it is important to not allow anyone to observe a game unless both players trust them. This feature is intended primarily to be used by tournament organizers and casters, not casual spectators (who can watch casted streams online). If your opponent adds an observer to your match that you don't feel comfortable with, you can always decline to play by not selecting a deck or pressing 'Play', until the observer is removed. Note that tournaments may have special rules or policies for how this mode is handled.

GO Faeria Clash tournament feature support

In-game support for this weekend's GO Faeria Clash qualifiers has been added.


How does it work?

  • First of all, make sure you are registered for the Qualifiers in time for this weekend. When you log on Faeria, you will see an event button in the top left of the screen. It will look something like this:
  • Note: If you are not signed up for the tournament and have no intention in participating, you can completely ignore it.
  • Make sure you have your three decks prepared in your collection that you will be using for the tournament.
    You should NAME each deck something you will remember. (When you pick the deck you play with from the tournament lobby, your three decks may appear in an order you do not expect. If you do not give them distinct names, you may be confused.)
  • Once you click the Event button, you will be instructed to assign your three decks to the event, as per the tournament rules. THIS ACTION CANNOT BE UNDONE. You will also be reminded of this in game. Please be absolutely sure the three decks you are submitted are the three decks you intend to use. We cannot reverse your selection at this time. You cannot edit decks once submitted.
  • You are now ready to play!
  • To enter one of the new "Tournament Lobbies," you must add your opponent as a friend. Once friended, right click their name in the list and select "Invite to Tournament Lobby." (Note that you cannot invite anyone to a tournament lobby who has not submitted three decks. This includes spectators.)
  • Once in the tournament lobby, you will be able to select from one of the three decks you have submitted, when both players are ready. Good luck!
  • You will see the Time Bank in game to the left of each player's name. Time begins after the Mulligan phase is over. When your Time Bank reaches 0, you lose the game.
  • As a side note, we recommend everyone playing in this particular tournament use the English translation, as there are some deficiencies on card texts we are aware of in other languages that we are working on correcting.
Other changes
  • You can now see your opponent's hand of cards floating above his orb.
  • Player names are now displayed on the Victory/Defeat screen
  • Opponent highlighting has been implemented. You are now shown what your opponent is hovering over on the battlefield
  • The general game flow experience and backgrounds have been improved.
  • Private Lobbies are now persistent: Players and Observers get back into the lobby after a game.
  • The Friends List has been improved for better usability.
  • Visual Improvements have been made on card layouts.
  • You can now change the resolution of the game window via the settings menu.
  • 2 new cards have received their final illustrations:

Ancient Boar (Sarah Webb)





Mirror Phantasm (Mike Ackerman)




Mechanic Change
  • Humbling vision and Aurora, Myth Maker now only change the BASE Attack and Life (base Attack doesn't include the non permanent buffs, for instance like the Kobold Barracks Attack buff)
Bug Fixes:
  • Fixed: Shifting Tide can no longer end up with 2 creatures in the same spot.
  • Fixed: Aquatic Flying creatures can now enter non-lake lands.
  • Fixed: Battle Toads no longer counts as 3 cards with Crumbling Golem.
  • Fixed: Aurora's Creation on Twinsoul Spirit:
    Copy can only be played on desert or lake.
    Copy doesn't ask to play a second copy of the card.
  • Fixed: Aurora's Trick on a creature next to Faeria Well should now consistently collect Faeria as appropriate.
  • Fixed: Triton Banquet now correctly gives Jump to Charge creature.
  • Fixed: Windborne on a Ranged creature no longer can give infinite movement in some cases.
  • One bug fix was missing from the earlier patch notes.
  • Fixed: Drain Life effects no longer gain Life from creatures with Protection, but do still remove Protection.
Known Issues
  • When Spirit of Rebirth's triggers and there is no creature in hand, a random creature from the board gets the buff.
  • Twinsoul Spirit does not carry over any increased stats when summoning a "copy" of itself. The copy will always be 4/2.



As always, it's your feedback that has lead to many of these features and changes, so keep letting us know what you think about the latest additions to the game.


Good luck in the tournament this weekend! If you're not participating, we will be setting up a few community streams for viewing coverage.


Thanks For Reading!

  • The Faeria Team
Faeria - Atmaz
GO Faeria Clash Qualifiers

Of course, the biggest news of the week is that the GO Clash Qualifiers begin this weekend. The first day's qualifiers already have a full 256 players registered, with around a 30 player waiting list. Make sure you register for the second one before all spots are filled!


The patch coming today will include the features necessary to participate in the tournament, along with a few other goodies. Stay tuned for another update here.


If you're unable to register or don't plan on participating, keep an eye out for some of the Community streams that will be running this weekend.

Art round-up

Today's patch will include the final art for Mirror Phantasm and Ancient Boar in-game. The process behind finalizing these pieces takes a lot of thought and effort from our artists, and we'd like to share some of this with you, as well as introduce you to another brand new external artist, Sarah.


Sarah is from Alaska and has done a lot of freelance work for such companies as Fantasy Flight Games. You can find her portfolio here. We're very excited to have her on board. Here's a look at some of the concept work she did with our Ancient Boar:


Concepts:





Final:





Meanwhile, you may remember us introducing Jordi and Franck, who worked on the concepts for our three of our Star Legends (Aurora, Seifer, and Khalim). Well, they're still around - and their brushes have been mighty busy. I'm just going to throw a bunch of their concept pieces at your face and let you sort it out.


(╯°□°)╯︵ ┴ɹ∀ ┴ԀƎƆNOƆ







Can you guess which concept is for which card?

Top 30 Ranked

And of course, it wouldn't be a Friday without the release of the Top 30 list!






Have a good weekend, and see you in the qualifiers!


As a final treat for reading this far down, here's a bit of thoughtful prose for you, brought to you by the new Mirror Phantasm. Mirror Phantasm was created by another one of our great artists, Mike Ackerman.

Faeria - Atmaz
GO Faeria Clash Qualifiers

Of course, the biggest news of the week is that the GO Clash Qualifiers begin this weekend. The first day's qualifiers already have a full 256 players registered, with around a 30 player waiting list. Make sure you register for the second one before all spots are filled!


The patch coming today will include the features necessary to participate in the tournament, along with a few other goodies. Stay tuned for another update here.


If you're unable to register or don't plan on participating, keep an eye out for some of the Community streams that will be running this weekend.

Art round-up

Today's patch will include the final art for Mirror Phantasm and Ancient Boar in-game. The process behind finalizing these pieces takes a lot of thought and effort from our artists, and we'd like to share some of this with you, as well as introduce you to another brand new external artist, Sarah.


Sarah is from Alaska and has done a lot of freelance work for such companies as Fantasy Flight Games. You can find her portfolio here. We're very excited to have her on board. Here's a look at some of the concept work she did with our Ancient Boar:


Concepts:





Final:





Meanwhile, you may remember us introducing Jordi and Franck, who worked on the concepts for our three of our Star Legends (Aurora, Seifer, and Khalim). Well, they're still around - and their brushes have been mighty busy. I'm just going to throw a bunch of their concept pieces at your face and let you sort it out.


(╯°□°)╯︵ ┴ɹ∀ ┴ԀƎƆNOƆ







Can you guess which concept is for which card?

Top 30 Ranked

And of course, it wouldn't be a Friday without the release of the Top 30 list!






Have a good weekend, and see you in the qualifiers!


As a final treat for reading this far down, here's a bit of thoughtful prose for you, brought to you by the new Mirror Phantasm. Mirror Phantasm was created by another one of our great artists, Mike Ackerman.

Duskers - Misfits Attic
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

This update adds a lot of new story, with a bit more to come :) We also added... Mac & Linux support! If you are on either we'd LOVE to know if it's working or if there are issues. There's also new sounds, animations, etc. Full list below.

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.322]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.322
  • Major Add: 4 new storylines via logs/objectives
  • Major Add: Mac & Linux support!
  • Added: LOTS of new sounds, everything from text printing to upgrades to enemies
  • Change: Ship slots only wear down if there is a ship upgrade installed in them
  • Change: The turret ammo mod only gives you 50 (instead of 100) rounds per purchase

  • Special Notice: We are having trouble reproducing (let alone fixing) the issue where some players are unable to use the ‘remote’, ‘power’, ‘reroute’, and sometimes, ‘transport’ commands. We’ve added some code that we HOPE compensates for the issue (detects it messed up and executes the command, anyway). There is nothing you need to do to use this test code. However, if you would like to help us test this feature, enable Options -> Show Debug Messages. You will get few to no messages with this enabled. If the error is detected, you will get a message that you can pass on to us to say “it worked!”. If the same issue happens, but you don’t get a message, let us know that too...

  • Special Notice: Mac users - unfortunately there is an issue in the Unity Engine that doesn’t allow arrow keys in the new Alias editor to work properly (the one that came out in the previous version). We have reverted to the old one (for the Mac, alone) until Unity has a fix. However, the old one doesn’t support the arrow keys on the new engine, either. But that one at least allows using the mouse to move the cursor. Remember, until fixed, you can edit the alias file in any text editor. Sorry about the inconvenience on this one!

  • General: Code optimization, specifically in-game and galaxy-view memory usage as well as removing unnecessary CPU usage (primarily old code still running). Note that while we were specifically targeting our fixes to Mac and Linux, these changes should help Windows players with slower/older machines, as well.
  • Added: First pass animation for brutes
  • Added: Rotation animation to ship defenses (when powered)
  • Added: Setting to keep the first room from being blocked with stuff. This is the default setting. Turn on (for more difficult play) under Options -> Difficulty -> First Room Blocking
  • Added: Setting to keep the all rooms OTHER THAN the first room from being blocked with stuff. The default setting for this one is “allow blocking” (same as previous builds). Turn off (for easier play) under Options -> Difficulty -> Other Room Blocking
  • Added: We added the ability to change the Duskers screenshot key. It still defaults to F12 (which conflicts with Steam’s screenshot key), but in the Unity launcher you can set it to whatever you like.
  • Added: An option to refresh the full-screen window after the Steam overlay closes. This is to fix artifacts that the overlay leaves behind for resolutions that have a black border on top/bottom. Note that this actually flickers the game into Windows then FS to clean the screen, and should only be enabled if you have the artifacting issue. Found in Options -> Graphical -> Refresh After Steam
  • Minor Add: Ability to toggle between windowed/fullscreen on Mac (CMD+ENTER) - note there’s a known issue if you do this while on a ship!
  • Minor Add: Auto-hide mouse after a few seconds if not being used (turn off in Graphical Options)
  • Minor Add: Basic controls (arrows, drone selection, et al) to the help manual (under a new menu item)
  • Minor Add: An “Are You Sure?” message when Resetting to the Galaxy Scene
  • Minor Add: “Age” to boarding log header
  • Minor Clarification: Added the phrase ‘navigate all r1’ to the hint that shows ‘navigate 1 2 3 4 r1’
  • Change: Daily Challenge scoring: make drone HP worth way less so that risks make more sense
  • Change: When the boarding ship is redocking, any drones in that ship are not viewable in DV. Similarly, if you start redocking while in DV with a drone that’s in the docking ship, the view will switch to SV.
  • Change: Trading posts now show actual descriptions for items.
  • Change: When an item is queued to be scrapped in the modification UI, now “dimming” it in the list of items to make apparent which is about to be scrapped.
  • Change: In the Stats UI, if your current score = best score, it’s a different color to call attention to it
  • Change: When traveling between systems in a galaxy, can now use a second ENTER to quick-jump to the system (instead of watching the full flying animation play out)
  • Minor Change: Removed and cleaned up Universe, Galaxy, and System display text
  • Minor Change: Enforced a cap for 5 times that the “try commands from schematic” hint would show up (for those players who never get the hint - ha)
  • Fix: Boarding with a disabled drone was causing errors - fixed
  • Fix: While viewing another galaxy, pressing ‘T’ would drain fuel. Now correctly disabled.
  • Fix: After commandeering a ship, the Ships window was showing the old ship image
  • Fix: When attempting to scrap a drone AND an upgrade(s) installed on that drone at the same time, only the drone was being scrapped and you needed to scrap the upgrade(s) a second time
  • Fix: When killing a bot, it was possible for some of its scrap to be unreachable, under crates
  • Fix: When buying/selling at trading post, the ability to craft fuel was not refreshed, so even if you obtained enough fuel to craft fuel by selling some items, you needed to close/reopen the trading post to actually craft the fuel.
  • Fix: Highlight states on the trading posts fixed so the right items and columns are selected as you buy/sell items
  • Fix: If player accidently attempted to power a broken generator with the Remote Power Ship Upgrade, the ‘power’ command would become unable on the rest of the ship.
  • Fix: Using a cannon to break a room did not properly vent drones either in the room or that would later enter the room.
  • Fix: If an airlock broke that had not yet been seen (not yet on schematic) an odd, gray overlay was being shown on the SV
  • Fix: Object count for selected system was not including stations, outposts, and stargates
  • Fix: Speedboost was never wearing down :)
  • Fix: In the previous release, we included some special DV effects. However, the render those effects, we ended up making it very difficult to see the Shield and Turret overlays. This build fixes that.
  • Fix: Previously, if you got a dialog when on the pause menu (example, an “Are You Sure?” message) you could not use the arrow keys to choose “Yes” and could only access with “Y”. That’s been fixed.
  • Fix: Mac users experienced a “rainbow” screen after long-play. We believe this has been corrected. If you experience it, please let us know along with how long you played before it happened.
  • Fix: ‘pry’ wasn’t working on all doors do to a bounds issue where it didn’t know the drone was close enough to open it.
  • Minor Fix: On some resolutions, menu description text cuts off. Changed to wrap.
  • Minor Fix: Renamed Amience audio menu option to A[m]bience because of keyboard conflict with ack
  • Minor Fix: null error when attempting to ‘tow’ an empty or perm ship upgrade
  • Minor Fix: “First time” scrap warning when using Modifications UI was showing “first time” for every new run, rather than just “first time ever”
  • Minor Fix: After saying “yes” to scrap before the first mission, the UI was not refreshed and it didn’t look like scrapping worked.
  • Minor Fix: If the new player has never seen the “Generator Disconnected” message (first time moving generator drone away from powered up generator), that message was mistakenly showing up while commandeering the ship.
  • Minor Fix: When Decontaminate Perm Ship Upgrade used, toggling the view to SV (or DV then SV) would cause the radiation overlay to show back up for the cleared room.
  • Minor Fix: Editing a drone name, then boarding with a disabled drone, showed the “character count” of the rename UI on the warning dialog for boarding with a disabled drone.
    Minor Fix: Using ‘F9’ (which was an old, developer-only key) hide the schematic overlay.
  • Removed it.
  • Minor Fix: Was unable to close the Credits screen using ESC
  • Minor Fix: Don’t show “Generator Disconnected” message now if help/hints disabled
  • Minor Fix: Stop showing the airlock number of a failing airlock if you haven’t yet seen it
  • Minor Fix: The old [L]ogs button was showing up when playing the Weekly Challenge
  • Minor Fix: When Weekly Challenge auto-opened after completing it, the text mistakenly indicated pressing ‘W’ to switch to the Weekly, though already showing in the Weekly
  • Minor Fix: Was not previously able to open Objectives, Modifications, Drone, and Ship UIs while on the Universe View
  • Minor Fix: Dim background of objective items so text didn’t conflict so much with stuff in the background
  • Minor Fix: Brute/Patrol bot sometime showed in the SV when entering the boarding ship
  • Minor Fix: Turret would would continue to play after running out of ammo under certain conditions
  • Partial Fix: On the Universe view it was possible to get the same shortcut key assigned to a new galaxy node (when jumping). There’s still a possible issue with duplicate shortcut keys is you travel to many galaxies in the Universe on a single GAME run (game never closed between start and bug)

Thanks!

-Tim Keenan (Duskers creator guy)
Duskers - Misfits Attic
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

This update adds a lot of new story, with a bit more to come :) We also added... Mac & Linux support! If you are on either we'd LOVE to know if it's working or if there are issues. There's also new sounds, animations, etc. Full list below.

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.322]" at the beginning of the title.

(WARNING: Many changes may act odd if you're in the middle of a run. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.322
  • Major Add: 4 new storylines via logs/objectives
  • Major Add: Mac & Linux support!
  • Added: LOTS of new sounds, everything from text printing to upgrades to enemies
  • Change: Ship slots only wear down if there is a ship upgrade installed in them
  • Change: The turret ammo mod only gives you 50 (instead of 100) rounds per purchase

  • Special Notice: We are having trouble reproducing (let alone fixing) the issue where some players are unable to use the ‘remote’, ‘power’, ‘reroute’, and sometimes, ‘transport’ commands. We’ve added some code that we HOPE compensates for the issue (detects it messed up and executes the command, anyway). There is nothing you need to do to use this test code. However, if you would like to help us test this feature, enable Options -> Show Debug Messages. You will get few to no messages with this enabled. If the error is detected, you will get a message that you can pass on to us to say “it worked!”. If the same issue happens, but you don’t get a message, let us know that too...

  • Special Notice: Mac users - unfortunately there is an issue in the Unity Engine that doesn’t allow arrow keys in the new Alias editor to work properly (the one that came out in the previous version). We have reverted to the old one (for the Mac, alone) until Unity has a fix. However, the old one doesn’t support the arrow keys on the new engine, either. But that one at least allows using the mouse to move the cursor. Remember, until fixed, you can edit the alias file in any text editor. Sorry about the inconvenience on this one!

  • General: Code optimization, specifically in-game and galaxy-view memory usage as well as removing unnecessary CPU usage (primarily old code still running). Note that while we were specifically targeting our fixes to Mac and Linux, these changes should help Windows players with slower/older machines, as well.
  • Added: First pass animation for brutes
  • Added: Rotation animation to ship defenses (when powered)
  • Added: Setting to keep the first room from being blocked with stuff. This is the default setting. Turn on (for more difficult play) under Options -> Difficulty -> First Room Blocking
  • Added: Setting to keep the all rooms OTHER THAN the first room from being blocked with stuff. The default setting for this one is “allow blocking” (same as previous builds). Turn off (for easier play) under Options -> Difficulty -> Other Room Blocking
  • Added: We added the ability to change the Duskers screenshot key. It still defaults to F12 (which conflicts with Steam’s screenshot key), but in the Unity launcher you can set it to whatever you like.
  • Added: An option to refresh the full-screen window after the Steam overlay closes. This is to fix artifacts that the overlay leaves behind for resolutions that have a black border on top/bottom. Note that this actually flickers the game into Windows then FS to clean the screen, and should only be enabled if you have the artifacting issue. Found in Options -> Graphical -> Refresh After Steam
  • Minor Add: Ability to toggle between windowed/fullscreen on Mac (CMD+ENTER) - note there’s a known issue if you do this while on a ship!
  • Minor Add: Auto-hide mouse after a few seconds if not being used (turn off in Graphical Options)
  • Minor Add: Basic controls (arrows, drone selection, et al) to the help manual (under a new menu item)
  • Minor Add: An “Are You Sure?” message when Resetting to the Galaxy Scene
  • Minor Add: “Age” to boarding log header
  • Minor Clarification: Added the phrase ‘navigate all r1’ to the hint that shows ‘navigate 1 2 3 4 r1’
  • Change: Daily Challenge scoring: make drone HP worth way less so that risks make more sense
  • Change: When the boarding ship is redocking, any drones in that ship are not viewable in DV. Similarly, if you start redocking while in DV with a drone that’s in the docking ship, the view will switch to SV.
  • Change: Trading posts now show actual descriptions for items.
  • Change: When an item is queued to be scrapped in the modification UI, now “dimming” it in the list of items to make apparent which is about to be scrapped.
  • Change: In the Stats UI, if your current score = best score, it’s a different color to call attention to it
  • Change: When traveling between systems in a galaxy, can now use a second ENTER to quick-jump to the system (instead of watching the full flying animation play out)
  • Minor Change: Removed and cleaned up Universe, Galaxy, and System display text
  • Minor Change: Enforced a cap for 5 times that the “try commands from schematic” hint would show up (for those players who never get the hint - ha)
  • Fix: Boarding with a disabled drone was causing errors - fixed
  • Fix: While viewing another galaxy, pressing ‘T’ would drain fuel. Now correctly disabled.
  • Fix: After commandeering a ship, the Ships window was showing the old ship image
  • Fix: When attempting to scrap a drone AND an upgrade(s) installed on that drone at the same time, only the drone was being scrapped and you needed to scrap the upgrade(s) a second time
  • Fix: When killing a bot, it was possible for some of its scrap to be unreachable, under crates
  • Fix: When buying/selling at trading post, the ability to craft fuel was not refreshed, so even if you obtained enough fuel to craft fuel by selling some items, you needed to close/reopen the trading post to actually craft the fuel.
  • Fix: Highlight states on the trading posts fixed so the right items and columns are selected as you buy/sell items
  • Fix: If player accidently attempted to power a broken generator with the Remote Power Ship Upgrade, the ‘power’ command would become unable on the rest of the ship.
  • Fix: Using a cannon to break a room did not properly vent drones either in the room or that would later enter the room.
  • Fix: If an airlock broke that had not yet been seen (not yet on schematic) an odd, gray overlay was being shown on the SV
  • Fix: Object count for selected system was not including stations, outposts, and stargates
  • Fix: Speedboost was never wearing down :)
  • Fix: In the previous release, we included some special DV effects. However, the render those effects, we ended up making it very difficult to see the Shield and Turret overlays. This build fixes that.
  • Fix: Previously, if you got a dialog when on the pause menu (example, an “Are You Sure?” message) you could not use the arrow keys to choose “Yes” and could only access with “Y”. That’s been fixed.
  • Fix: Mac users experienced a “rainbow” screen after long-play. We believe this has been corrected. If you experience it, please let us know along with how long you played before it happened.
  • Fix: ‘pry’ wasn’t working on all doors do to a bounds issue where it didn’t know the drone was close enough to open it.
  • Minor Fix: On some resolutions, menu description text cuts off. Changed to wrap.
  • Minor Fix: Renamed Amience audio menu option to A[m]bience because of keyboard conflict with ack
  • Minor Fix: null error when attempting to ‘tow’ an empty or perm ship upgrade
  • Minor Fix: “First time” scrap warning when using Modifications UI was showing “first time” for every new run, rather than just “first time ever”
  • Minor Fix: After saying “yes” to scrap before the first mission, the UI was not refreshed and it didn’t look like scrapping worked.
  • Minor Fix: If the new player has never seen the “Generator Disconnected” message (first time moving generator drone away from powered up generator), that message was mistakenly showing up while commandeering the ship.
  • Minor Fix: When Decontaminate Perm Ship Upgrade used, toggling the view to SV (or DV then SV) would cause the radiation overlay to show back up for the cleared room.
  • Minor Fix: Editing a drone name, then boarding with a disabled drone, showed the “character count” of the rename UI on the warning dialog for boarding with a disabled drone.
    Minor Fix: Using ‘F9’ (which was an old, developer-only key) hide the schematic overlay.
  • Removed it.
  • Minor Fix: Was unable to close the Credits screen using ESC
  • Minor Fix: Don’t show “Generator Disconnected” message now if help/hints disabled
  • Minor Fix: Stop showing the airlock number of a failing airlock if you haven’t yet seen it
  • Minor Fix: The old [L]ogs button was showing up when playing the Weekly Challenge
  • Minor Fix: When Weekly Challenge auto-opened after completing it, the text mistakenly indicated pressing ‘W’ to switch to the Weekly, though already showing in the Weekly
  • Minor Fix: Was not previously able to open Objectives, Modifications, Drone, and Ship UIs while on the Universe View
  • Minor Fix: Dim background of objective items so text didn’t conflict so much with stuff in the background
  • Minor Fix: Brute/Patrol bot sometime showed in the SV when entering the boarding ship
  • Minor Fix: Turret would would continue to play after running out of ammo under certain conditions
  • Partial Fix: On the Universe view it was possible to get the same shortcut key assigned to a new galaxy node (when jumping). There’s still a possible issue with duplicate shortcut keys is you travel to many galaxies in the Universe on a single GAME run (game never closed between start and bug)

Thanks!

-Tim Keenan (Duskers creator guy)
Apr 15, 2016
Star Crusade CCG - FirstOfficer
Greetings, Star Crusaders!

We have receive word that a certain Mayor of Value Town will be playing Star Crusade today! I don't think Trump needs any introduction, so please join us on his stream at approximately 4:00 PM (Pacific) today.

https://www.twitch.tv/trumpsc
See you there!
Apr 15, 2016
Star Crusade CCG - FirstOfficer
Greetings, Star Crusaders!

We have receive word that a certain Mayor of Value Town will be playing Star Crusade today! I don't think Trump needs any introduction, so please join us on his stream at approximately 4:00 PM (Pacific) today.

https://www.twitch.tv/trumpsc
See you there!
Flat Kingdom Paper's Cut Edition - JesusFabre
Hi everyone,
based on your super valuable feedback, in this new update we have tweaked several things related to the game design. The most common report was that the game could be a little too hard or frustrating (especially when fighting bosses) so we tweaked it to make the fights more fair.

For those of you who enjoyed the original challenge, we kept it on Hard Mode. Now you can play on that difficulty from the beginning without the need to unlock it, so give it a try if you’re feeling brave!

Here’s the complete change log:

## [1.0.2] - 2016-04-15
### Improved
  • The first boss weakness is now more evident.
  • Improved scenery for some worlds.
  • Flat is now much faster when underwater.
  • Flat can now damage enemies and collect stuff during his invincibility frames.

### Added
  • Life meters for bosses.
  • 11 new checkpoints scattered all over the game.

### Changed
  • Boss fights are now more fair. They expose their weakness more often, so should not be so hard anymore.
  • The objective in the norns boss fight now is clearer on Easy and Normal modes.
  • Pushable objects now all have the same texture (to make clearer what you can push and what you can’t)
  • Hard mode is now unlocked from the beginning (for those who enjoy the challenge)
  • Beating the game on Normal or Hard also unlocks the achievements for lower difficulties.

### Fixed
  • Shapeshifter achievement fixed (This time is for real).
  • Enemy collisions are improved, they’re more fair now.
  • Hank boss fight have improved projectile detection.
  • Hank boss fight has now a better death cinematic.
  • Enemies can’t push Flat around that easily anymore.
  • Some enemy attacks now are shorter.
  • Most blind jumps and leaps of faith are fixed.

If you want to meet us, learn more about the inspirations and and win some copies of Flat Kingdom, join our livestream tomorrow at 17:00h at Games Starter's Youtube channel
If you are interested in following the news about Flat Kingdom, check out the following links:


Let us know if you have more issues!

Best Regards,
Games Starter & Fat Panda Games.
Flat Kingdom Paper's Cut Edition - JesusFabre
Hi everyone,
based on your super valuable feedback, in this new update we have tweaked several things related to the game design. The most common report was that the game could be a little too hard or frustrating (especially when fighting bosses) so we tweaked it to make the fights more fair.

For those of you who enjoyed the original challenge, we kept it on Hard Mode. Now you can play on that difficulty from the beginning without the need to unlock it, so give it a try if you’re feeling brave!

Here’s the complete change log:

## [1.0.2] - 2016-04-15
### Improved
  • The first boss weakness is now more evident.
  • Improved scenery for some worlds.
  • Flat is now much faster when underwater.
  • Flat can now damage enemies and collect stuff during his invincibility frames.

### Added
  • Life meters for bosses.
  • 11 new checkpoints scattered all over the game.

### Changed
  • Boss fights are now more fair. They expose their weakness more often, so should not be so hard anymore.
  • The objective in the norns boss fight now is clearer on Easy and Normal modes.
  • Pushable objects now all have the same texture (to make clearer what you can push and what you can’t)
  • Hard mode is now unlocked from the beginning (for those who enjoy the challenge)
  • Beating the game on Normal or Hard also unlocks the achievements for lower difficulties.

### Fixed
  • Shapeshifter achievement fixed (This time is for real).
  • Enemy collisions are improved, they’re more fair now.
  • Hank boss fight have improved projectile detection.
  • Hank boss fight has now a better death cinematic.
  • Enemies can’t push Flat around that easily anymore.
  • Some enemy attacks now are shorter.
  • Most blind jumps and leaps of faith are fixed.

If you want to meet us, learn more about the inspirations and and win some copies of Flat Kingdom, join our livestream tomorrow at 17:00h at Games Starter's Youtube channel
If you are interested in following the news about Flat Kingdom, check out the following links:


Let us know if you have more issues!

Best Regards,
Games Starter & Fat Panda Games.
...