Welcome back to the bridge, Commander. Patch 1.1.0 has landed, and we want to give you a briefing on how the changes we’ve made will impact your journey.
We’ve got a number of fixes, tweaks and improvements, as well as some brand-new features - with our changes based on the incredible feedback we’ve had since Battlestar Galactica: Scattered Hopes launched.
Thank you to all those who have taken on the role of Commander. Here’s what you can find in today’s update.
Disclaimer
We have observed an issue with Steam Cloud save synchronization: when launching the game for the first time on a new computer, the ongoing run will be lost, landing you on the tutorial run by default. You can safely abandon this tutorial and find your permanent progression untouched.
Alternatively, you can also find and copy over the save file of your ongoing run manually.
Run savefiles can be found in \\AppData\\LocalLow\\Alt Shift\\Battlestar Galactica Scattered Hopes\\Saves, sorted in folders named by saveslots (note that the first saveslot will be saved in a folder named save0, the second slot will be in the folder named save1, and so on). In these folders, locate a file named RunState.json and copy it over to the same folder path on the new computer.
New Features
We heard your feedback on the lack of consequences when destroying the final Boss Basestar. We don’t want to give spoilers, but this has now been tweaked to add a few different things here
You let us know that the 10 extinction levels per fleet felt a bit too grindy, so we changed the system and extinction levels progress are now shared between fleets. There are still achievements to gain by completing Extinction X with each fleet.
Photo Mode is now available within Fleet Management! Access this through the pause menu to get some great shots of your Fleet as you journey through the stars
We’ve added an experimental feature to enable “fast mode” during battle. Our testing shows this as being stable, but it could still have some performance impact - let us know what you think!
We’ve added information on the timeline to indicate when crises with a recurring effect (such as losing resources) will trigger
The Easy mode now limits the number of foreseeable crises (the ones shown on the timeline) to 1 per sector (instead of up to 2 after sector 4). This is also available as a separate option in Assist mode. (This change will apply only to new runs started after the update, not to those already in progress)
We also added new levels to some favors for the late game (at a much higher cost). Should help a bit for late Extinction Levels while giving some use to Fate points for people who played a lot.
+5 levels to "Moirai Touch"
+2 levels to "Tyche Favor"
+3 levels to "Zeus Favor"
Major fixes
Corrected a potential exploit where having the Kestrel in offensive coordination mode and using assault formation ability on a falcon could provide infinite damage
Achievements "At All Costs" and "None Taken" should now unlock properly
Fixed an issue where sometimes the ballistic prediction would indicate that enemies in the affected area (at the extreme limit) would be hit, but weren't when the missile reached its destination
Fixed an issue where the Colonial Codex for civilian ships would never unlock some of the ships
Fixed an issue where on some screen ratios (such as 4:3), deploying squadrons was not possible
Fixed an issue where getting a Cylon-assigned Squadrons wrecked by a missile from the Tempest did not count towards the Cylon Redemption crisis
Fixed an issue where hitting tab or caps lock during the tutorial made the UI disappear, making it impossible to play
Balancing and improvements
Created new faction influence-related events to accompany the Fleet state's evolution. Now factions have new events for their medium and high influence states (two or three fists). This includes faction requests and faction disputes with other factions or the Maintenance and Healthcare state. New Cylon hunt-related events were added too.
Balanced the event picking rules a bit regarding influence. The event picking now relies a bit more on the influence levels, which allow for more events from favored factions. Also, a few drastic choices were added when one or several factions are on high influence (three fists)
Lowered the radius of the Elite Raider ability to grant evasion to all raiders around
Several effects and weapons (like Taunt or EMP) now work on non-Squadron Cylon units, such as turrets
Adjusted the conditions to obtain “The Bear” nickname, which was much harder than initially intended
Balanced the last boss’ special power to make sure that it's possible to avoid taking damage on civilian ship or gunstar
Balanced a sector 9 battle with the Gorgon-class Frigate to make sure that it's possible to avoid taking damage on civilian ship or gunstar
Some of the "risky deals" have been buffed
Balanced the Bomb alert crisis in order to reduce the number of situations to solve to only one on the second step, so that the crisis resolution triggers as soon as the bomb is defused. As a result, step one now comprises riskier and more expensive situations to solve.
Fixed an issue where most challenges with a single battle or run objectives could be achieved easily by reloading the save (or "save scum")
The current sector number is now always displayed
Improved the flow of the Cylon Among Us crisis by adding an alternate shorter introduction event
Made the notification that specifies the cause of events clearer, especially during crisis step transitions
Improved FX for “Propelled Bullets”
Improved FX to make the second boss’ beacons providing evasion more visible when spawning
UX and text fixes
Multiple typo corrections and dialog improvements, based on player feedback about clarity and consistency
Clarified that putting a Hero in the brig makes them lose 1 HP at the start of each sector (but can't go lower than 1). This was already the case but not mentioned properly
Fixed an issue where the negative trait "Anxious" wasn't highlighted properly, and its negative effect stayed active even when unassigned
Added tooltips to the costs of situations and POIs
Added subtitles for each crisis event that transitions to the next step
Fixed an issue where the Squadron Thermal Signature Decoy description wrongly indicates that the decoy had 300 HP instead of 150
Fleet management
Corrected a bug where another event was available after picking a first one in the bar within the same sector
Changed the behavior of crises that require a Hero to perform an action in battle and die doing so. The trigger now happens as the hero died, even if they completed the action. This is to avoid them coming back from the dead for a last line of dialog.
Hotkeys to change views are now disabled as long as the “dismiss a hero” menu is open, preventing several issues with Squadron assignments and bar events
In the history of Maintenance changes, if a change happened through extinction, the text appeared as a debug text
Fixed an issue where playing in Turkish would make some tags visible within texts in the bar
Fixed an issue where Scorpio's innate AOE ability didn't give any XP
Fixed an issue where the faction bar events for Workers did not appear when relation was hostile
Fixed an issue where removing a Hero from a POI too quickly made it impossible to use another Hero for this POI
Fixed an issue where hitting the Shift key (to hide squadron UI popup) could make it impossible to get it to show again if going to the pause menu
Fixed an issue where it was possible to obtain a 4th activable ability at level up, but it wasn't usable
Fixed a case of savefile corruption where the Cylon Redemption crisis would not target the correct hero, preventing the crisis from advancing
Fixed an issue where the "Brittle Shield" bypass was locking a random civilian ship instead of the one related to the crisis
Fixed a rare issue where R&D upgrade sometimes didn't work as a crisis transition condition
Fixed an issue where CIC's music was played during Bar events
Battle
Flesh Melter or Nuke’s radioactive aura effects no longer remain visible between battles
Fixed an issue where unavailable/locked civilian ships were still applying their special abilities during battles
Fixed an issue where the High-Intensity EM cannon was not doing any damage to the enemy frigates or Basestars
Fixed an issue where having an armed civilian ship selected in the Backfire crisis would make the battle impossible
Fixed an issue where using the "Emergency Recall" ability on the Falcon would make it impossible to move
Also fixed an issue where using the "Emergency Recall" would affect non-squadron units (like asteroids)
Fixed a bug where it was impossible to click behind the "tactical pause" text to target or move squadrons
Fixed an issue causing Cylon turrets to shoot at asteroids
Fixed an issue with EMP Storm not disabling Cylon turrets
Fixed a rare issue that caused the "Dead Eye" ability range to be set to 0, making it unusable
Fixed an issue causing the “Select a destination” targeting to remain after targeting a unit with a docked Squadron
Fixed an issue that prevented a Squadron from being deployed by targeting the preview of a future spawn
Fixed an issue where the "Remote Diagnostics" ability did not work on stealth units
Fixed a small visual issue where hovering over a frigate with a shooting ability would make it stay highlighted for the rest of the battle
Fixed an issue where Heroes assigned to weapons had their damage stats not tracked anymore
Fixed an issue where some Civilian ships could have incorrect hull points gained or lost at the start of a battle
Fixed an issue where enemy frigates were showing a range even if they didn't have any attack ability within said range
Fixed an issue where mines could damage enemies before they finished spawning, making them spawn with 0 hull points
Thank you again to all Commanders who have taken on the heavy burden of leadership as well as taking the time to give us your feedback. Your actions bring humanity one step closer to salvation.
So say we all!
