What's New in 0.7.3
- I had to change the second mission victory conditions because of the new resource cap
- computer AI now will actively target cards that heal the player, like the Automated Repair Device, to avoid situations where nobody can win or lose
What's New in 0.7.2
- added resource cap to 10 (resources won't go higher than 10)
- fixed the crash in the side missions
- deck won't show empty pages anymore
- Bloodlust triggers only when enemy unit is killed (so it's less overpowered!)
As announced, this is just an alpha preview, first 5 missions only, no team talk yet, a few side missions. I want feedback mostly on the gameplay part. Clearly there's a lot of placeholder stuff yet, but the battle screen and deck layouts will be more or less like that one.
Don't be afraid to take screenshots or save game if you think there are bugs
I am interested mostly in knowing if you think the resource system is OK, or if would be better if was simplified somehow. I have only fully coded the first 5 missions, so now I can still do BIG changes like reducing resources to just two (credits and a generic resource) and so on. Later I can't do such big changes anymore since would mean rewrite the game from scratch!
I wasn't able to put the final help texts since the layout would change, but if there's some mechanics that isn't well explained, let me know.
Being tutorials, the missions except the side missions use all fixed decks, since wanted to show some basic mechanics before letting the player experiment on their own. Starting from the 10th missions you'll be able to use your own deck.
You can save the game, but very likely in next version the savegames might not be compatible so be warned
A big THANK to Anima and Miakoda, without their help, no way I could have done such a complex game and in so little time!

