Hello, operators!
The Zero Division Open Alpha has been running for a few days now, and the feedback we've received from our playtesters has been fantastic in helping us steer our efforts in improving players' experience. We've read and considered every word, and we're pleased to present the first batch of changes in this Patch 0.591.
Below, you'll find a list of some of the most common issues, and how Patch 0.591 aims to address them. Additional changes - which require more work and which we haven't yet had time to implement - will follow in later patches, including changes to the Failsafe system and additional UI refinements.
Patch Notes - 0.591
Key Changes
- Feedback: The text size is too small / I can't see what's happening / This game is made for ants
Most of the UI text and card text have been increased in size. Tooltips on mods and augments have been reworked to be larger.
- Feedback: The attack animation takes too long / Playing cards takes too long
We've made some refinements to make playing cards faster. In addition, a slider has been added on top of the "End Round" button which allows players to skip the attack animation, allowing for much faster attacks. This setting is on by default. Please note that this is experimental, and may result in a few bugs.
- Feedback: The dialogue moves too fast / The dialogue can't be skipped
All of the dialogue now persists for longer to give players an opportunity to read the text. All individual pieces of dialogue, including in the tutorial, can now be skipped by pressing spacebar. In addition, an entire conversation can be skipped by clicking the cross on the top right corner of the dialogue box.
- Feedback: Please add an easier way to switch between operators' hands (other than clicking the portraits in the bottom left corner)
You can now switch between operators' hands by right-clicking the operator's unit on the game board.
UI/UX
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Cards and mods which refer to card types (Tactic, Gear, Shot, and Strike) will now display the icon of the relevant type next to the text. This was previously inconsistently displayed only in certain cards and mods.
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Cooldown icons have been added to activated abilities for improved readability.
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The "live" area in the Vault where data shards could be dragged was smaller than intended. This has been fixed.
Bug Fixes
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A critical bug causing soft-locks when playing the Oilpetal Venom card has been fixed.
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Brainstorm was working incorrectly, and could be played even if the owner was Exhausted. The effect has been changed to target an unexhausted ally (which may be the card owner), and now draws 2 cards instead of 3.
A huge thanks to the playtesters for providing your feedback. It's much appreciated, and we hope you will continue to help us improve!
- Robot Cat
Changed files in this update