Fogpiercer · published · build 25059664
Hey there peeps!
This is an update we're all excited about, not only does it bring an increased number of Random Encounters (from 3 to 9), improved VRAM footprint and better grid cell visuals, it's also full of other notable changes that focus on making the game better such as a re-implemented HP bar which is no longer dependent on the game's resolution, improved visuals/clarity of enemy unit attack lines and tweaks to the map generation logic which will result in more interesting regions being generated and as usual bugfixes.
On top of all that, the update also brings two new audio tracks, one that's played while fighting non-primary bosses and the other you get to enjoy during the rest of the run.
Random encounters
Freight Station
immediate cargo delivery, modules and scrap
Garden
healing
Hero Statue
carriage upgrades!
Post Office
cargo
Rally (the gathering of the friendlies!)
cards to spawn friendlies
Train Coaster
movement cost related options (modules and a bonus)
this brings the total to 9, which means you're much less likely to encounter the same one twice!
each new random encounter comes with a new selection of rewards, which in some cases includes cards
Tweaked map generation
with the increased number of REs we've also bumped the overall number of REs throughout the region maps
fixed issues related to seeding RE progression across segment maps, they will not repeat unless absolutely necessary (running out of the ones you haven't seen yet, in which case they are shuffled and put into a new list)
Logs' "Cards" screen remains the most memory hungry due to the large number of illustrations it shows at once
regions can no longer get the "No random encounters" modifier
the difference between these regions was too great after the map generation changes
New unit health bar
slightly improved performance
no more issues related to weird angles
more readable and not dependant on the game's resolution (3d resolution mainly)
Performance optimisation (VRAM and texture memory usage)
downscaled textures where it made sense (no loss of visual clarity / quality but a smaller VRAM footprint)
improved compression settings of all of the textures the game uses
adjusted default settings in order to prevent the game from reserving more VRAM than it needs
adjusted the texture size setting of procedurally generated textures
note: first time loading of the game after the update may take a little longer due to shaders needing to update for the differently saved textures
note2: this change should improve stability especially when hardware was close to maxed out on the VRAM side of things
Grid visuals
when a card is hovered the grid reacts more visually to create a stronger contrast, making it easier to distinguish where a card can be used
fixed grid visual issues related to cards that let you choose more than one cell
Heavily tweaked the visual of enemy attack lines
they have an outline now
ramming intents only show the arrow
this tweak also translates to the arrow coming from 3D cards since they're using the same shader and approach
as an added bonus, the current implementation is more optimised, bringing in a (albeit super tiny) improvement in CPU/GPU usage
Window placement and multi monitor improvements
the size of the game's window only changes when you actually change the setting
the size of the game's window no longer resets every time you save the same
added a setting to force which monitor you want to have the game on
the visibility for this setting is checked for during loading, so you might need to restart the game if you connect a monitor midway through a session in order to see it
when playing in the "windowed" mode, the game no longer centers in rare situations
new audio tracks!
a new miniboss track
a new battle track
updated localisation for new parts of the game
with the exception of the "monitor" setting, this will be ready with the next update
improved the planning logic of friendly minigun units
a slight visual tweak to combat announcements
added HP highlights to HP visualisation in the start run screen
removed Take Over's pattern mod, since it made the card's pattern worse
fixed a soft lock related to ram-destroying a module van that only had 1hp
fixed pluralisation on "Present"
fixed "Temper" being incorrectly highlighted in card descriptions
fixed the seed label sometimes not showing up in the pause menu
fixed env. hazards causing a softlock in certain setups
fixed ap cost decreasing below 0 in edge case scenarios
fixed a rare crash that could happen in fights which started without non-support enemies
fixed issues and a rare crash caused in main stations (related to buyable carriages)
fixed an issue related to code execution in utility cards endlessly waiting
fixed YOPO module incorrectly adding / removing the exhaust effect from cards
fixed issues related to the new health bar's visibility in map preview and devcam toggle
(a view from within one of the new random encounters, "Rally" - a gathering of friendly forces )
(grid now much more visibly shows which grid cells can be used for a selected card)
(re-implemented hp bars retain clarity even in lower resolutions)
(enemy intent lines now also feature an outline, making them easier to see)
(another one of the new random encounters, the Train Coaster)
That's it for this one! We are working on more updates so stay tuned for those!
We’d really appreciate it if you took a moment to leave a Steam review for Fogpiercer. Reviews are one of the main ways we get a clear read on what players are enjoying, what is not working, and what people want to see improved or added next. We read that feedback closely, and it helps guide future patches and priorities.
We have some fantastic resources to get you chugging along in Fogpiercer. Check out our beginners guide here and check out the official community wiki to get all the answers you may need. If you would like to contribute to the official wiki join the Discord and contact @dcello in the #wiki channel.
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