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Breachway Update 11 Patch Notes – Oct. 16, 2024

A new Breachway update 11 released on PC. According to the official Breachway patch notes, the latest update addresses some bugs and crashes.

Since the last patch, players are experiencing problems with the game. Today’s Breachway patch 11 will fix a few of these issues.

Check out more details below.

Breachway Patch 11 Notes – Oct. 16, 2024

Stability and performance
  • Fixed issues where leaving combat on the enemy’s turn could result in a soft lock
  • Fixed issue where leaving combat on the enemy’s turn could result in him playing cards on your turn when you resumed
  • Reduced the damage map texture size for the first two enemies, as some people reported the game crashing when they exploded
  • Added a new fix for a reported memory leak (save file massively growing in size as you played)
  • Modified the combat save system to only save on combat start
Card fixes and balance changes:
  • Modified diffraction field to require you to target your ship, not the enemy ship, increased it’s cooldown from 2 to 3 turns
  • Reduced cost of tinker from 2 Mass 2 Energy to 0, as the card depletes and takes 3 turns until its effect activates.
  • Reduced duration of TEG Enhancer to 4, as stated on the card
  • Removed placeholder art from dead heat, removed variable from the card display
  • Fix wrong tutorial cards being shown if leave/continue between fights.
  • Fixed bug where heat shift could result in negative heat for the player
  • Added a new tutorial node for getting your 4th crew member
  • Added an icon for exhaustive cards (both on the card and in the keyword)
  • Added a tutorial panel explaining exhaustive cards in the 4th fight
  • Removed the option to skip the 4th fight in the tutorial
  • Added prep volley to the tutorial missile launcher to showcase exhaustive cards
  • Light Flak barrage cooldown increased from 2 to 3
  • Flak Barrage cooldown increased from 3 to 4
  • Flak Barrage minimum damage increased from 3 to 4
  • Fixed Endothermic Reaction not giving its bonus shield in certain edge-cases
  • Added an extra Pulse laser card to the Arbalest’s starting laser
  • Force production crew ability: Cost increased from 2 CP to 3 CP, cooldown increased from 3 to 4
  • Overload cannons crew ability: Cooldown increased from 3 to 4
  • Cheap shot crew ability: Cooldown increased from 2 to 4
  • Reload crew ability: Cost increased from 2 CP to 3 CP, cooldown increased from 2 to 4 turns
  • Tune generator crew ability: Cooldown increased from 2 to 4 turns
  • Emergency Shielding crew ability: Cost increased from 2 to 3 CP, cooldown increased from 2 to 4 turns
Crew and equipment changes
  • Each crewmember always adds 1 card slot to your ship, regardless if operating equipment or not
  • Crewmembers need to operate equipment in order to use their ability
  • If Crew can’t activate their crew ability, a massage as to why is displayed next to their ability text, instead of just having the ability button be inactive
  • Equipment now adds cards to your deck even if not operated by crew
  • Cards from Equipment without a crewmember operating it have +2 cooldown
  • Cards can be drafted or removed from equipment while not operated by crew
  • Subsystems function normally on equipment not operated by crew
Changes to the shop and the fuel system
  • Each station now has 3 fuel available for sale
  • Crew abilities are limited to once per station
  • Greatly increased the odds of having subsystems for your loadout on sale in shops
  • Increased the chance of having weapon subsystems appear in stores
  • Fixed issue where entering and exiting the shop and/or hangar would reset the card removal and addition option
Misc. changes and additions
  • Added the ability to rename your ship in the ship selector screen (To be later implemented in events whenever someone refers to your ship)
  • We’ve extended the tutorial by adding an extra node that introduces a new character. This is meant to show the player that crewmembers are directly tied to card slots
  • Added a new tutorial panel in the 4th tutorial fight that explains exhaustive cards (Still need to be localized in languages other than English)
  • Added a new icon for the exhaustive card mechanic, including adding it to the keyword itself to make it more visible
  • Transponder sell cost modified from 50 to 20 (as the item itself costs 35)
  • Added a notification icon next to your ship status panel when you gained reactor power, or receive a missile launcher in the weapon picker event
  • Increased sell price on shield Mk.I equipment to make it easier to buy higher level equipment

Download Breachway update 11 on PC.

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