Barnard's Star

17b Patch Notes

Jan Bergeson (jamp)

Oct 9, 2022



This patch mainly consists of bugfixes relating to changes made in the last patch, 17a (the one that introduced the beginning of season 2). Here’s a big ol’ list of ’em.

Bugfixes

  • When an ability shoves a fighter into cover, it didn’t deal damage to the cover. Now it does.
  • For the purposes of unlocking Catalyst, “electrify” wouldn’t count as stun. Now it does.
  • Fixed a bug where shooting an acid bubble created a smokescreen tile instead of an acid tile.
  • Fixed a bug where if a Punk used its electrifying Overload ability while standing on a line of water (i.e. from Amphibian), it could deal more than 1 damage based on how many water tiles the ability hit directly.
  • Fixed a bug where using flamethrower on a tile that contained oil would deal double damage.
  • Fixed a bug causing Beast not to explode into acid on death in certain scenarios.
  • Fixed a bug where if Medic used Electric Punch on an enemy and killed that enemy, Medic would stun herself.
  • Corrected Electric Punch tooltip and several others that said the ability had range 0.
  • Fixed teleporter directions for the Yellow teleporter on the Island map to be actually symmetrical.
  • Fixed a bug causing Commando to lose the temporary shield it got from its Charge ability immediately at the end of its own turn.
  • Fix for Catalyst being able to “wake up” a stunned unit by giving it more movement.
  • Fix for double badges showing up in player profiles.
  • Fix for unit pathing to avoid land mines when possible.
  • Fix for Amphibian’s Spray Water ability no longer shooting water further when it targets existing water.
  • Fixed a bug causing a brief white flash on-screen when a unit got a shield for the first time.

Balance Changes

There were also a few balance changes that made it into this patch:

Critter The Beast

The Beast, one of the exciting new units introduced last patch, came out of the gate a bit too strong. With high movement and health and its former primary attack Stomp, it was too much of a better version of the Grump. This change removes Beast’s oppressive high-damage, large AOE attack, so Stomp is purely Grump’s signature move now. It replaces it with a melee attack that does 3 damage to the enemy, while also dealing 1 damage to itself. This leans more heavily into The Beast’s goal of being a self-damaging powerhouse that chooses its own time of explosive death.

Bash: Beast uses its body to bash an enemy, oblivious to the harm it causes to itself. Deals 1 damage to self.

  • Damage 3
  • Range 1

Critter Gargoyle

Gargoyle’s changes have landed nicely. Gargoyle is now an extremely mobile unit, and can dish out damage as well as healing teammates. However, its heal ability still had a cooldown of 0 – a remnant of a past where we were trying to compensate for its low overall power level.

Transfusion (healing ability)

  • Cooldown: 0 -> 1

Matchmaking Changes

One change has been made to matchmaking: the server now keeps track of the last 2 people you matched with through Quick Play, and will not match you with them until you match with other people for a couple games. This should greatly reduce the number of times where you click “Quick Play” a few times and end up with 3 games against the same person.

It’s possible that this will negatively impact match times overall, leading to players having to wait longer for games in general - in that case, we can reduce the number of people the server won’t match you with, or roll back this change completely. Let me know if you think this is a problem.

Feedback

As always, let us know in Discord or on Twitter what you think!




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