For the second update we've focused on a number of things, there are a couple new modules, tweaks and balance updates, but most importantly we've completely revamped the driver system and improved the tutorial!
https://store.steampowered.com/app/3350900/Fogpiercer_Demo/
The new driver system
Previously drivers had a levelling system, wherein the player collected experience points by destroying enemies, and then adding one of the driver cards into their deck when levelling up. Although not a bad system, since inception of the idea, we wanted the driver cards to feel more special, more impactful akin to an ultimate skill.
This all lead to the decision to go ahead and try something new! We've removed the experience point and leveling system, and replaced it with a much simpler one where the player gets points by dealing damage (each driver will have a different trigger), once the gauge fills up, the player is instantly given a random driver card, that has to be used during the turn. At the same time we also made the driver cards more powerful!
Before:

After:

Tutorial changes
The tutorial is another part that we wanted to take a step further, apart from fixing bugs and implementing safeguards against soft locks we also added an additional fight encounter that is really tough to beat (not impossible!):

This way you'll have more of an opportunity to test out what the numerous cards and carriages are capable of!
Changelog
Alright! Let's take a look at the list of things that have been added/changed/fixed in the demo!
Added
- New modules
- Piston Overdrive
- reduce movement cost by 1AP every 4th train move in fight
- Scrap King
- tier 5
- grant 1AP every 3 exhausted cards
- Diamong Diamond Hands
- tier 6
- do not discard hand at the end of the turn. -1AP. cannot exceed maximum hand size
- Extra valve
- draw an extra card for 5 discarded cards
- Vents
- gain 1AP for every 10th enemy intent
- Lookout
- add 1 shield to the locomotive for every 15th enemy move
- New module illustrations, updated some of the old ones!
- Stranger
- Random card gets randomized AP when drawing hand
- Shielded Wheels
- carriages take no damage from ramming if shielded
New stats that contribute to making spikes, each adds 1 spike at the end of the runRedesigned the UI for end of run statsCliff throwsCliff collisionsRam killsEnv. hazard Killsinitial stop !gives a random selection of 3 bonuseshappens right after pressing the start buttoncounts as a "station mode" since the train is stationary, meaning you can sell / upgrade right theresubject to changeNew driver systemFill gauge for every point of damage that happens in the gameWhen full, get a driver card in your hand.If unused it disappearsDriver cards are 0APDriver screen UIdeck button at the end of run screen"Extra overdrive card" boost cardwhen the next overdrive triggers, you get an extra driver cardcan be stackedlabel that mentions number of turns left for applied effectsi.e. burn will last 1 more turnAttack order button and panelWhen launching the game, you'll now be presented with running the game either with Vulkan (default) or D3D12use the latter if you're experiencing crashes and let us know!warning message when the player doesn't have enough spikes to unlock a module or a carddriver card activation SFXnew fight encounter in tutorialChanged
- start run bottom tab buttons are now hidden in tutorial as not to confuse new players
primary button sound effect - "Grant" to "Gain" rewording
- Improved audio for random encounters
- Pause menu "Restart" button now specifically mentions that it restarts the run, to avoid run/encounter confusion
- bigger ranges for all of Monica's cards
- redesigned driver screen to align with the new driver system (Overdrive)
- changed XP boost card to give +2 extra overdrive points next time the gauge ticks
- "Bandit Intel" module is changed to "Intel", gives +1 overdrive point every time the gauge ticks
- effectively making overdrive gauge progress twice as fast
improved mouse hover area for the overdrive gaugeauto-accept loading screen by defaulttrain steam blow-off sounds in stations got tweakedIllustration for "Overdrive points" cardImproved illustration of Extra valvepimped the visuals of in-game consoleremoved "Driver cards" panel from the end of run screendeck is reset at the end of the fight instead of before the next oneShield siphon -> can be used on any unit. The unit doesn't need to have any shieldmakes it possible to steal shield from one carriage to anotherOverdrive boost card now gives 10 extra points instead of 2can be stackedImproved the deckview pop upEffectschanged the logic of effectsthey all last 1 turn by default nowtheir on unit effects are applied after attackingeffect lifetime is reduced at the end of enemy turn (and removed when it reaches 0)"Save slots" are now separated from the main play button.Default FPS limit is 144 instead of uncapped (Vsync is ON by default)module and card previews are now larger in the first screenLookout illustration has been changedThe previous one will become a new modulenew Carriages are free in tutorial runsFixed
- correct loading of Module id 20, this hadn't been an issue till today, but the bug was there, FIXED!
- correct picking of modules for random encounters
- Golden Circuits no longer has an incorrect counter label
- deck view UI no longer has a moving return button for the module screen
- game crashing when an env hazard destroys an enemy with active intent while the game is on the fastest animation speed
- "carragies to buy" animation speed now also responds to animation speed setting
- improved code handling validity of carriage level meshes
- rewards panels no longer block mouse events when disappearing
- driver screen and the deck screen no longer allow the contextual information panel to pop up
- floating card info panel no longer jumps up and down randomly when looking for its own position
- driver cards no longer stay on hand when "diamond hands" module is active
- invisible station stop lights no longer make constant ticking sounds
- driver cards contain the "Driver card" effect even before they're added to the hand
- Repair button
- uses the correct word for currency
- updates instantly when the amount of scraps changes
Better handling of max hand size for "Diamond hands"Card information panel will always close when a card / module were bought in the shopCards with a single effect did not show it, they do now!bottom screen player message correctly recalculates its center pointunits flash white again when damaged or upgradedall discarded cards go away from the hand (data wise) hopefully fixing shadow cards!discarded cards correctly registered by Extra Valvedriver cards are always destroyed at the end of the turnonly driver cards are driver cards nowprice of card removal is now properly calculated not only showndriver cards are removed when deck is resettime tracking is stopped the moment the run is finishedpause screen no longer keep on tracking the time after a run's been endedmost fullscreen UI Pop Ups no longer allow focusing grid elements with the mousecard details panel now properly disappears after buying a cardoverdrive instant boost cards can appear regardless of player XP (legacy driver system)card details panel correctly disappears after removing a card (edge case)shield siphon no longer unlocks free endless shielding on the available cellsShop UI can no longer be abused. It is cleared up once the train leaves a chop shop encounterAP sprite on cards no longer casts shadowsAttack order no longer hidden behind other elementsGod mode (take no damage), is now correctly applied and saved when going in and out of tutorialDestabilized shows its visual againExtra Valve (fingers crossed)That's it for this update! It's live now so have fun trying out the new stuff and let us know how it went!
Cheers!