Hey everyone, [h3]Revamped Save Game System is Here![/h3] After much extra testing, it's finally time to introduce the revamped save game system! This update aims to fix a major issue that could make the game unplayable: corrupted save files. Previously, if something went wrong during the file-writing process, players could end up with corrupted data, rendering the game unplayable. With the new system, we can detect corrupted saved data and provide an option to clear it. We've also made the data writing process much more robust, significantly reducing the risk of corruption in the first place. Another concern we've heard from players is about bugs in the tutorial, which were also related to save data issues—specifically, not saving the game at the right time. We’ve addressed this issue and streamlined the tutorial for a smoother experience. We know how important the tutorial is, and we underestimated its significance leading up to launch, so we’re committed to further improving in this area. [quote][u][i]Here is a breakdown of what we'll cover in this post:[/i][/u] [list] [*] [b]Tutorial Bugs Addressed:[/b] Improved tutorial experience by fixing save-related bugs. [*] [b]Quality-of-Life Enhancements:[/b] Added features like double-click card play, map rotation toggle, and perk slot confirmation. [*] [b]Patch 10 Changelog:[/b] Detailed list of bug fixes and improvements, including save system overhaul and tutorial updates. [*] [b]Next Patch Plans:[/b] Memory leak and graphical crash fixes coming soon. [*] [b]Long-Term Improvements:[/b] Focus on run-end stats screen, event population rework, faction relationships, card readability, and difficulty curve adjustments. [*] [b]Ship Customization Progress:[/b] Core bugs being fixed, allowing more focus on ship customization and feature enhancements. [/list][/quote] [h3]New Quality-of-Life Enhancements You Asked For[/h3] We’ve also had the chance to add some quality-of-life features that you requested, such as automatically playing cards by double-clicking, making map rotation optional, and adding a confirmation dialog when starting a game without filling all your perk slots. [hr][/hr] [h3]Bug Reporting and Feedback[/h3] If you have any issues to report, please use the[url=https://steamcommunity.com/app/2118810/discussions/3/4848777619232153326/] bug reporting[/url] forum on Steam. You can also join our Discord and report your issues in our [url=https://discord.com/channels/772789695650332682/1289238907283570718]bug reporting forum[/url]. We also have a subreddit community found [url=https://www.reddit.com/r/Breachway/]here[/url]. [quote][h2]Changelog[/h2] [list] [*] Reworked the save game system so it's more robust, minimizing the risks of data corruption [*] Added detection of corrupted game files and an option for the user to clear them to make the game playable again [*] Added popup informing you of starting a run without allocating perks [*] Added toggle for map rotation in settings [*] Added the option of double-clicking on non-precision cards to play them automatically [*] Added the words: "Subsystem for: " before compatible weapon systems on subsystems to reduce equipment/subsystem confusion to new players [*] Fixed Repeater Pulse not drawing support/tactical laser cards on cooldown. [*] Fixed Honed Shot edge-case where it gives the player lots of ordnance [*] Fixed Accelerant only returning attack cards to the draw pile but effect being consumed by any card, it now returns any first card played from hand into the draw pile [*] Fixed Accelerant being killed off if a player gets overheated by playing this card [*] Fixed Accelerant being killed off if a player plays a crew ability after playing this card [*] Fixed text on Seebeck Shot to let players know this heat reduction triggers dissipate effects [*] Fixed potential soft-lock some players experienced on reloading while in combat if certain cards were present (Supply Cache subsystem, Plasma Conduction subsystem, Flak Shell, Overwhelming Barrage, Barricade, Backlash, Overheat Weapons, Reset, Stall, Thermal Tick, Light Ion Missile, Battle Repairs) [*] Fixed scorch having a misplaced precision effect on it. [*] Fixed misleading text on Uranium Slug, letting the player know the extra equipment damage can also damage the targeted equipment [*] Fixed a bunch of reported typos [*] Made changes to the way the tutorial gets hidden and revealed to prevent issues when continuing the game while in the middle of the tutorial [*] Updated tutorial to have the correct UI if leaving and returning in combat [*] Fixed an edge case in the tutorial where the player would forget to pick up the equipment reward and would not have the necessary equipment to continue the tutorial [*] Removed card drafting after the tutorial boss combat [/list][/quote] [h2]The Plans Going Forward: Next Patch and More[/h2] You can expect another patch in the next few days, addressing some additional core issues we've identified with your help. These include a memory leak and a potential graphical issue that could crash the game when an enemy ship explodes. In the longer term (over the next few weeks), as mentioned in our last dev update, we’re working on several improvements based on your feedback that should greatly enhance the gameplay experience. Your input has highlighted some blind spots in our design, and we’re committed to addressing them. Here’s what we’re focusing on: [list] [*] [b]Run End Screen[/b]: We’ll add a screen displaying various stats at the end of each run, including the number of nodes visited, damage dealt and received, damage blocked by shields, and the highest damage dealt in a single turn, along with other fun statistics. [*] [b]Event Population on the Map[/b]: We’re reworking how events are populated on the map, so players will feel more in control of what happens during their run and can make informed decisions about which node to travel to. [*] [b]Meaningful Faction Relationships[/b]: We’ll enhance the faction relationship system, making it more impactful on events in the game. [*] [b]Quality of Life Improvements[/b]: We’re working on making cards easier to read and understand, along with refining the selection of items in the shop to show more relevant choices [*] [b]Difficulty Curve Refinements[/b]: We’ll further refine the difficulty curve by balancing enemy power with player progression. [/list] [hr][/hr][h2]Ship Customization Progress & Upcoming Features[/h2] Additionally, the ship started customization, and the system is gradually coming together. We’ve had to dedicate most of our time to fixing core bugs that could significantly impact some users, but that list is shrinking daily. Soon, we’ll be able to focus all our attention on enhancing what’s already in the game and adding new, exciting features. [h3]A Heartfelt Thank You to Our Community[/h3] As always, I want to thank all of you sincerely. Although we’ve been focused on fixing issues as quickly as possible and haven’t been able to interact as much as we’d like, your support means the world to us. Launching the game in Early Access has been an eye-opening experience, and the fantastic feedback and suggestions we’ve received are invaluable. We truly believe the game wouldn’t evolve as effectively without this trial by fire and the encouragement from our community. [h3]Thank you for being with us on this journey![/h3]