Update #4 - new modules, redesigned ui for train building and boss tweaks

Hey there everyone!
This time round, the update also includes new content alongside the usual bug-fixes and QoL improvements!
Let's start off with the biggest addition, we're bringing 16 new modules to the game. We're doing this in order to both increase the variety at the beginning, but also grow the potential number of synergy based strategies.
Secondly - we've redesigned the train building screen. This redesign combines the two screens into one, you get better overview of all train units from a single place, plus the redesign also implements better UX. Meaning that arranging the train should feel better (double clicking train unit buttons does stuff now!).
Lastly - our efforts in tweaking the difficulty and balance continue. In this update we're removing Servitor's retarget ability. We noticed that specifically this section of its toolset sometimes (more often than we'd like) left you in an unfair situation. We have more updates to the bosses and difficulty planned for the next update.
Let's take a look at the changes in more detail.
New modules
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Base tier:
- Exhaust Power
- Gain 5 scraps every time a card is exhausted.
- Foolproof Technology
- Do not generate a Malfunction the first time a carriage is destroyed during the run.
- Last Resort
- Gain 2 extra AP at the start of the last turn before enemies escape.
- Red Zoom
- Draw an extra card on turn start if your hand has no red cards.
- Living on the edge
- Gain 1AP for each Malfunction in hand at the start of the turn.
- Late Supper
- Draw an extra card at the beginning of the turn, if you didn't move the previous turn.
- Fragile Technology
- Give 1 shield to the locomotive each round. Apply [Disable] to the locomotive if it loses health.
- Forcefield
- Give 2 shield to every train unit each second player turn. Max. HP of all current train units is reduced to 1.
- Down but not out
- When a carriage is destroyed, the spawned chassis has +1 health. (max hp + heal)
- Faulty Ignition
- Apply [Destabilize] to a random enemy at the beginning of each fight.
- Kick Back
- Get 2AP whenever you take damage during your turn.
- YOPO
- Apply [Exhaust] to all cards when added to hand. All cards are free.
Tier 5:
- Shut up and take my AP
- Draw a card when you play a card with AP cost 3 or higher.
- Rush hour
- Duplicate your entire deck. Removing and transforming cards at Chop Shops is now free.
- Tactical Retreat
- Give the locomotive 1 shield every 4th train move backward.
- Critical Pressure
- -1 Movement cost.

(base tier of modules has doubled in size, and we now have Tier 5 as well!)
Changelog
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- added 16 new modules
- 12 added to the base tier
- 4 added to a new tier (Tier 5)
- removed Servitor's ability to retarget
- redesigned train building UI in the start run screen
- locomotives and carriages screens have been combined
- double clicking now adds/removes/swaps the train unit
- starting train size limit is now metioned in the UI
- added a button to randomize that starting load-out (the button with an icon of a dice on it)
- added an updated tooltip to the new screen
- each tab of the start run screen now has a slight animation when it's first opened
- added localisation for the new features that we added in previous updates
- in some cases new features and localisation will lag behind a little bit, though we try to plan things in a way where this is avoided if possible
- cards can no longer transform into "Malfunction" (making it more fair / less punishing)
- when a card has its AP cost changed by a module, it will be blue to better communicate the change
- fixed encountered support enemies not updating their preview in details panel during a run
- fixed cargo cards sometimes now showing their effects properly
- fixed the achievement related to the Experiment 52 "take off" cards (You played yourself)
- fixed an issue where a run saved after accepting extra "Spikes" but before entering the map screen would corrupt the save of the run
- this was also fixed for the loading part, if you have a run saved that would crash the game when trying to continue a run, which was created after a boss fight, this update will let you load into it again
- fixed an issues related to using "Choo Choo" while an enemy unit was directly in front the train or ahead by 1
- moved the "seed" input box up top, to accommodate for the needed space in the new "Train" screen

(the newly redesigned screen for managing your train - the demo received this UI update as well)
A massive thanks for all of your comments, bug reports and reviews! We go over everything and focus on issues, bugs, but also we try to gauge where the main pain points are. This all helps us prioritise and craft a plan of updates.
Steam Reviews: Your Feedback Matters
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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.
Official Wiki and Beginners Guide
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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.
Join the Fogpiercer Community
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If you’d like to talk directly with the developers, keep up with updates, or connect with other players, you can join the Fogpiercer community through the links below.
Reddit | Discord | Twitter | Instagram | Facebook | YouTube | Website
