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PSCD 0.9.9 - beta demo!

Posted: Mon Nov 30, 2015 11:43 am
by jack1974
Get it here: http://www.macgames.biz/games/PSCD-0.9.9-all.zip

Please note: the game is still BETA, so there could be bugs. However is content complete, there's everything, including endings, romance CG, etc!

You can adjust the battle animations speed in the options. Romance CG and jealousy scenes are still missing, coming soon!

I'd like to know from newbie to card games, if the tutorials (both in the battle and deck builder screens) is exhaustive enough?

What's New in 0.9.9
- final version with new voices in some cards and a fix for a Windows 10 fullscreen issue

What's New in 0.9.7
- fixed crash on Robobrain 3 stars mission
- made the mission with "Defeat Descoria and Dedrans" a little easier since it is a plot mission
- Vause psionicist now will charm a common organic unit, not clone
- added official theme song in main menu and credits (it's also added in the bonus content zip file you get from BMT Micro)
- added Franka's manual as html file in the installation folder

What's New in 0.9.6
- Healer Vialle and Vanguard Nator had the "must survive" trait if you used them in the last missions, but that's wrong. Now will appear only on Vialle on mission 16
- the randomized sidemissions would never show as 3 stars. Now they will show after scene 16 (they will be either 2 or 3 stars)
- updated all the cards descriptions! thanks to Franka for the great help :)
- the Vause Psionicist (in Mira's sidemission) ability was bugged, so I replaced it with the ability to clone an enemy common organic unit 8)

What's New in 0.9.5
- fixed a bug related to all abilities healing a random injured ally (which would instead heal all injured allies). An example was Rigel special card or Samuel's doctor
- arnox sentinel now does what the description says (deal 2 dmg to random enemy, whenever an allied unit is killed)
- fixed the crash on Alien invasion apex rahn tier2-3, due to another typo :oops:
- fixed a stupid crash when clicking "order game" button from unlock screen :mrgreen:
- after the change to make the charge unit work as expected (could attack on same turn they're summoned), it added a crash if there are some as soon as the game start the match. Now it should work!
- rebalanced a bit mission 16, now is harder, however I didn't want to make it TOO hard because is a plot mission

Card Changes (Actions)
- Alex's Reinforcements now double the CURRENT hit points value, not the default/maximum!

What's New in 0.9.4
- units that are summoned with charge, can actually attack the same turn they're summoned (like the Horcoos Chargers that are spawned by the Skella)
- fixed a crash when the Dredan Shaman was casting his ability (was a graphic display bug that caused a crash). Also now will cast his ability on another unit, not himself!
- sandstorm now does double effect against robotic, but the spell cannot kill any unit (robotic or organic) so I updated the texts to reflect this. Can reduce strength to zero, but not hit points to zero (assuming the computer can use it so many times to reach that point!)

Card Changes (Actions)
- Alex's Hold Position now correctly doesn't work on Walls

What's New in 0.9.3
- fixed a crash if you did a sidemission at a specific scene (the NPC sidemissions were checked before available)
- changed "Round" to turn everywhere in the game to make it consistent
- the "untouchable" trait for the baby horcoos was an internal variable and it's not displayed anymore
- mission 5 "storm of bullets" now will start with a wall and a sharpshooter card, this way even in Hard difficulty will be possible to win
- made both 2-3 tier Matrick and Dredan sidemissions tougher. They should be definitely more challenging and in line with the other alien races!
- changed the Palydrayan to Palidrayan text in the cards (forgot to update the word)
- Christophe sidemission now is harder

Card Changes (Units)
- Alien scavenger now does everything on new turn as description says
- Boragrub Swarm now summons 1 card at end of each turn, but the new card is clearly named as "summoned boragrub" and has different art, so now is obvious that this one won't "reproduce" :) The first card instead can still spawn more until gets killed

What's New in 0.9.2
- fixed the bloodlust ability (that was used by Apex Alpha) so if you hit the player you don't increase your attack
- by mistake some "developer menu" I used during testing the game could show up, now I've made sure they won't work :)
- the mac build was missing the game icon, now should appear correctly
- stunned cards now behave as expected: once stunned cannot attack even if they were summoned the same turn, or had double attack

What's New in 0.9.1
- the 3 endings based on what you did with the aliens weren't triggering! Now you should see them and related CG/achievement
- the romance CG now automatically hide after the scene ends, avoiding funny situation like with Rigel's romance CG :lol:
- fixed a bug due to a typo in scene24 if you were playing as Diana and romancing Lucius
- changed mission 2 tutorial text and replaced Mine card with Artillery, since I forgot I changed it to be much more powerful and available only in the DLC.

Card Changes (Units)
- Galina's Master Assassin now shouldn't boost himself, but only the OTHER invisible units

Card Changes (Actions)
- Charlotte's Support Request now doesn't give credits as random resource (too powerful otherwise)
- Samuel's Adrenaline Injection powered up to: "Target organic card gets +2 attack and +2 hit points for current turn, plus double attack and charge permanently." Now should be quite powerful :wink:

What's New in 0.9.0
- by mistake in VN Mode you were allowed to talk a few scene before Lola shows up. Now it's fixed and matches the normal mode :)
- when you play a jealousy scene, you can talk to that character again in the same "turn"
- I added an extra chance to talk/do missions at scene 16 and 21 (so two more), this with the change above should definitely be enough to unlock all romances! even if you missed two talks, you should still be able to unlock a romance

Card Changes (Units)
- Roboguard exterminator damages organic only (as the description says)

What's New in 0.8.9
- added a few more FX to the cards abilities, also planned some voiceovers (but of course they'll take a while to be ready)
- the warmonger achievement in scene21 was triggering incorrectly
- the descriptive (non dialogue) text is now displayed differently (in italics)
- mission 19 now has enemy HP, so you don't need to kill all enemy units

Card Changes (Units)
- Galina's Alien Scavenger now shouldn't give health to walls
- Galina's Outpost Ninja ability won't work on walls

Card Changes (Actions)
- Xavier's Plated Armor now also draw a card.
- Mario's Repair now won't work in combination with Bunker, otherwise is too powerful!

What's New in 0.8.8
- updated to latest Ren'Py. Now if you have the desktop DPI set at higher zoom, the game window will zoom accordingly. For example I have it at 125%, so the window will be 25% bigger. This is how was supposed to work following Microsoft standards. You can of course still play it fullscreen like before with no change.
- fixed a BIG upgrading bug! If you upgraded to gold directly you would pay only the gold cost, not the silver+gold. So each gold upgrade was costing 2 stars and not 3 stars as it should have. Now is working properly
- added all current romances CG! also gallery+achievements
- powered up some random sidemissions races to make them harder
- added all jealousy scenes (I tested them, but might have missed something)
- made sure that you cannot begin a new romance if you have already reached the end of a previous one
- displayed the enemy card rarity as well (before was just a generic gem)
- added in option screen the setting for Suggestive Content ON/OFF (works only for the ending romance scenes art)
- added in the team talk a visual indicator of the romance progress, displayed with small hearts on the character portrait
- if you break a character's heart, the hearts will display as broken :) so you know you cannot romance him/her anymore (to break someone's heart the only possibility is to explicitly reject him/her in the dialog choices)
- decided to keep the Legendary cards for the DLC, since there are already TOO MANY in the base game. When you get the last tier, you'll barely have time to learn them since there are the final missions
- based on some choices you can play some alien cards in the final fight! :)

Card Changes (Units)
- Samuel's Domesticated Yalangur now can eat any organic, even friend ones, except himself :) the stats are now 1/2, and it can eat only common/uncommon units, otherwise was too powerful!

Card Changes (Actions)
- rebalanced all the rare (tier3) action cards to be cheaper, otherwise they would be hard to use at higher levels when there are other cards
- Mizuki's Unoptimal Balance was still bugging, so replaced it with this: "Increases attack by 2 but reduces hit points by 2 of a robotic target. Careful, if hit points go below 0 will destroy the target!"

What's New in 0.8.7
- fixed an AI bug: now computer will attack your units when his health is below 60% of total. By mistake I was checking the % vs the current health, so was never true :lol: battles should be definitely tougher now.
- gem color based on card rarity is now displayed correctly for all cards!
- enemy Rush card was giving the cards to the PLAYER and not to the computer! now works properly :lol:
- resources you have 0 value with will now be displayed with reduced alpha, so is easier to see which ones you have
- the enemy card "bounty" value (credits you get when you kill them) is now displayed also in the battlefield itself
- the end turn button will automatically hilight if you can't play any more cards (you can still attack with cards though)
- canceling a card with two abilities, like Galina's Bounty, was still triggering the second ability, now it's fixed
- Mizuki ASCII note in her romance path now shows properly :) and also the dialogue window was stuck, now disappears correctly
- load/save screen page now correctly display more than 10 pages
- redone the first tutorial. The issue was that at different difficulty levels, different enemies were displayed, so could mess up the arrows display :) also, the resources weren't enough anymore to play the Grenade card.
- the scout was still picking a random target: so by bad luck it could pick an already visible unit, and so look like it wasn't working. Now will reveal a random invisible unit
- in some dialogues the dialog window could remain stuck, showing over the sidemission map/team talk, etc. Now just to be sure I always hide it at end of each dialogue

Card Changes (Units)
- Alex's Sergeant could by mistake give the bonus to himself as he was dying, resulting in an apparent bug :lol:
- Charlotte Volunteers now summon 2 more identical copies, including the upgrade
- Mizuki's Roboreplicator: I fixed the "bad organic copy", and changed starting value to 3/2. The summoned copy will keep the upgrade as well even in this case.
- Samuel's Domesticated Avian got a new ability: "On Summon: optionally eat any organic unit (friend or foe) and gain +1 attack / +2 hit points."
- Xavier's Mobile Factory default stats are now 0/5
- Graciela's Roboant protector default stats are now 2/3

Card Changes (Actions)
- Diana's Assault won't work on the Spiked Iron-Vines :)
- Graciela Clear Vision now restores only attack to default value
- Now Galina's Covert Ops works as intended: there was a bug adding the breach trait.
- Diana's Snipe doesn't work on Walls now.
- Samuel's Critical Hit won't work on Walls.
- Galina's Snap shot won't work on Walls.

What's New in 0.8.6
- rebalanced all tier3 cards (the Empire/neutral were already OK) so that they need at least a value of 2 of one resource, to avoid being able to play a card every turn
- because of the change above now the battles should be also slightly more difficult, but before they were too easy with a well built deck
- the discount cards now won't discount the credits resource. they still give discount for the other resources but not the credits which remain the same

Card Changes (Units)
- Galina's Outpost Ninja attack reduced from 4 to 3, otherwise is too powerful with even the ability to reduce enemy attack :)

Card Changes (Actions)
- Mario's Suppress Fire now permanently reduces target attack by half (will be useful with later enemies)

What's New in 0.8.5
- coded up to mission 20! and unlocked tier 3 of all cards :)
- added a small notification whenever you make a long-term impact choice. So when in scene 20 Dredans won't accept your peace offer, you'll remember why :wink:
- the summoning animation small glitch was fixed
- added a scrollbar to the deck list on the left of deck screen, so you can have UNLIMITED DECKS if you want! :)
- if you didn't follow the exact tutorial steps in the first mission, the overlay text was stuck in the subsequent missions too, now it has been fixed!
- same for the deck builder screen, the help window with text could remain stuck. Now is cleared at beginning of each battle!
- by mistake only the first team talk was allowed in VN Mode. Now it will work as intended so you can progress your interaction with the various characters :)
- the card owner's name is displayed in the zoomed in version to make easier to remember what hero has which card
- you main character must always be present in all the main plot missions: before was possible to unselect him/her and still do the battle!
- changed the verb used for cards that summon units (like Charlotte's Emergency) specifying that their "on summon" abilities won't trigger
- fixed several typos

Card Changes (Units)
- Laser Turret cost spread out to 1/1/1/2 so it can be summoned more often
- Flamethrower Turret cost spread out to 1/2/1/1 so it can be summoned more often
- Mindcontrolled Elk ability doesn't work on Wall or Flying units
- Marada Warrior now doesn't get a bonus for "summoning herself" :lol: only for OTHER marada units.
- Christophe Apex Rahn Mercenary ability now triggers only if you deal damage to a UNIT, not attacking the opponent (that's how it was supposed to work from the start, and yes it will make the card less strong, but before was definitely too much powerful!)
- Galina's Alien Scavenger now increases health of a random ally by 1 each turn, besides his current ability!
- Galina's Bounty now also summons a Renegade Sniper (now definitely is more useful)

Card Changes (Actions)
- Mario's Hard Discipline doesn't work on Wall units! :)
- Diana's Snipe now deals 4 dmg to single enemy. Alex's double shot deals 2dmg to 2 random enemies
- Graciela's Clear Vision now reset a card value to defaults (useful to dispel all the stats bonuses an enemy got from abilities) and removes double attack and force shield. Of course units like the Marada who can restore the force shield on their own, will still be able to do that at end of their turn.

What's New in 0.8.4
- if you played a sidemission with specific card/hero requirement, you couldn't exit the deck builder screen without matching them (like Remi 8 card limit). This limit has now been removed.
- when enemy was casting spells with no possible target, it could get stuck and end in an infinite loop. It was not common, but mostly because the only real spell was the Robobrain "Braiins Virus" :lol: Now, it won't freeze anymore
- game now correctly ends after last sidemissions, before mission16
- by mistake wrote Palydrayan instead of Palidrayan in some missions/variables. I've fixed everywhere through the game and missions. If you saved in middle of a battle it might cause problems, otherwise not

Card Changes (Units)
- Scout was revealing ALL invisible enemy units, now just 1 random one as it should
- Missile Turret cost spread out to 1/1/2/1 so it can be summoned more often

What's New in 0.8.3
- fixed crash doing some later talk in the demo
Card Changes (Actions)
- Mario's Rebuild now works as expected (clone the units including the upgrade)

What's New in 0.8.2
- the name of main character is now added to the savegame description, making easier to remember which savegame is for (useful if you're playing two separate playthrough as Diana/Alex)
- added enemy health to mission 08 (and all its variants)
- Alien Invasion side missions after scene 11 now have proper HP (before you couldn't attack the enemy opponent)

Card Changes (Units)
- Charlotte's Spiked Iron-Vines gold upgrade is fixed now

Card Changes (Actions)
- Mario's Forced Discipline now gives +3 attack

What's New in 0.8.1
- fixed the bloodaura crash (Apex Rahn action card)
- after the buy now screen, the skipping was disabled permanently, now it should work normally

What's New in 0.8
- coded up to mission 15! :) also more camp talk are available for those playing in VN mode
- you can now unlock more cards
- in deck screen you can remove an hero from active deck also clicking on his name in the card deck area
- because of several changes I did, old savegames aren't fully compatible, sorry :(
- reviewed all cards description so that they all use same terminology (attack and hit points)
- added small portraits showing whenever some main character talks, this way is much easier to understand who is who during the main plot dialogues
- changed AI priorities: now they should attack more often the Recruiter (or other cards providing a discount). I made some tests and while still effective, it gets killed faster (as it should) by the AI
- AI now will attack units if his health is low, trying to reduce your attack power
- side missions now change based on difficulty, should be much more challenging, especially after mission 10
- added ALL NPCs side missions, they consist on a small scene + custom mission with specific rules every time. They will show randomly after mission 10 in the side mission map screen
- fixed the friendship/romance dialogues. Kaden, Lola, Christophe and Galina now will be available in the DLC only to avoid confusions (anyway there was only the friendship talks ready). Once DLC is out all will be available to talk :)
- added several more FX, though I plan to review them all before final release
- the upgrade system bonus was nerfed. Now the standard will be +1 hit points on silver and +1 attack on gold, otherwise some units like the veteran could be already 3/5 at mission 10 without doing any sidemissions, definitely too powerful too early in the game!

Card Changes (Units)
- Kaden unit (used in mission 10) when played again was disappearing, now works as expected

Card Changes (Actions)
- Christophe's Gambling now works correctly

Re: PSCD 0.8 - beta demo!

Posted: Mon Nov 30, 2015 11:52 am
by jack1974
There was an error uploading the file so I'm reuploading it now, please wait (if you're downloading it now) :oops:

Re: PSCD 0.8 - beta demo!

Posted: Mon Nov 30, 2015 11:57 am
by jack1974
OK now it should be good to go :)

Re: PSCD 0.8 - beta demo!

Posted: Mon Nov 30, 2015 12:00 pm
by Franka
Uploaded 8 minutes before I was otherwise going to start playing Tales from the Borderlands. Nice!

Re: PSCD 0.8 - beta demo!

Posted: Mon Nov 30, 2015 12:11 pm
by Franka
Mission 2 fight. Apex Rahn thingie did something.

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/gameflow.rpy", line 131, in script call
  File "game/plot/missions.rpy", line 174, in script call
  File "game/script.rpy", line 79, in script call
  File "game/script.rpy", line 142, in script
  File "renpy/common/000statements.rpy", line 457, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "renpy/common/00action_control.rpy", line 105, in __call__
    renpy.show_screen(self.screen, *self.args, **self.kwargs)
Exception: Screen bloodyaura is not known.


-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/gameflow.rpy", line 131, in script call
  File "game/plot/missions.rpy", line 174, in script call
  File "game/script.rpy", line 79, in script call
  File "game/script.rpy", line 142, in script
  File "F:\Temp\PSCD-0.8-all\renpy\ast.py", line 1689, in execute
    self.call("execute")
  File "F:\Temp\PSCD-0.8-all\renpy\ast.py", line 1707, in call
    return renpy.statements.call(method, parsed, *args, **kwargs)
  File "F:\Temp\PSCD-0.8-all\renpy\statements.py", line 144, in call
    return method(parsed, *args, **kwargs)
  File "renpy/common/000statements.rpy", line 457, in execute_call_screen
    store._return = renpy.call_screen(name, *args, **kwargs)
  File "F:\Temp\PSCD-0.8-all\renpy\exports.py", line 2400, in call_screen
    rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
  File "F:\Temp\PSCD-0.8-all\renpy\ui.py", line 277, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "F:\Temp\PSCD-0.8-all\renpy\display\core.py", line 2365, in interact
    scene_lists.replace_transient()
  File "F:\Temp\PSCD-0.8-all\renpy\display\core.py", line 728, in replace_transient
    self.remove(layer, tag)
  File "F:\Temp\PSCD-0.8-all\renpy\display\core.py", line 1015, in remove
    self.hide_or_replace(layer, remove_index, "hide")
  File "F:\Temp\PSCD-0.8-all\renpy\display\core.py", line 939, in hide_or_replace
    d = oldsle.displayable._hide(now - st, now - at, prefix)
  File "F:\Temp\PSCD-0.8-all\renpy\display\screen.py", line 430, in _hide
    self.update()
  File "F:\Temp\PSCD-0.8-all\renpy\display\screen.py", line 585, in update
    i.set_transform_event(self.current_transform_event)
  File "F:\Temp\PSCD-0.8-all\renpy\display\behavior.py", line 1839, in set_transform_event
    run(self.action)
  File "F:\Temp\PSCD-0.8-all\renpy\display\behavior.py", line 295, in run
    return var(*args, **kwargs)
  File "renpy/common/00action_control.rpy", line 105, in __call__
    renpy.show_screen(self.screen, *self.args, **self.kwargs)
  File "F:\Temp\PSCD-0.8-all\renpy\display\screen.py", line 955, in show_screen
    raise Exception("Screen %s is not known.\n" % (name[0],))
Exception: Screen bloodyaura is not known.


Windows-7-6.1.7601-SP1
Ren'Py 6.99.8.865
 0.8

Re: PSCD 0.8 - beta demo!

Posted: Mon Nov 30, 2015 12:35 pm
by jack1974
Ah I forgot to create an effect :lol: will update it shortly.
(I should really take time to add them all before next update)

Re: PSCD 0.8 - beta demo!

Posted: Mon Nov 30, 2015 12:49 pm
by Franka
Upgrading Spiked Iron-Vines to gold now gives +0/+0. Thanks...

Rebuild still gives a basic copy of a wall, not an upgraded version. Is that really how it should work?

Hard Discipline is still a really bad card compared to Assault.

Re: PSCD 0.8 - beta demo!

Posted: Mon Nov 30, 2015 12:54 pm
by jack1974
Franka wrote:Upgrading Spiked Iron-Vines to gold now gives +0/+0. Thanks...
Oops no, that's not how it should work, going to look!
Franka wrote: Rebuild still gives a basic copy of a wall, not an upgraded version. Is that really how it should work?
I'm afraid I don't think is possible to summon an upgraded card. I should ask Anima about it :oops:
Franka wrote: Hard Discipline is still a really bad card compared to Assault.
Yeah probably will change it to something else :) thinking to give +3 attack instead, it should be already worthwhile.

Re: PSCD 0.8.1 - beta demo!

Posted: Mon Nov 30, 2015 2:21 pm
by Franka
Mission 8: Opponent has no health.

Alien Invasion side missions after mission 11: Cannot attack opponent even though he has health.

Re: PSCD 0.8.1 - beta demo!

Posted: Mon Nov 30, 2015 2:32 pm
by jack1974
No health bug fixed.
What is about the Alien invasion though? you cannot attack opponent (you mean the enemy hero)? what alien race is it (Apex, Dredan, Matrick). That's strange...