Full-Metal Tapped · patch notes
v0.8.11
8 Sep 2026
The biggest rules change the game has had: you call your big jobs in now, and heat is a race you drive rather than a countdown you wait out.
- Big jobs are called in, not dealt. The street deals T1 and the odd T2. Above that you buy with intel at the Listening Post: Legwork (1 intel) turns up three T2 jobs, The Broker (3 intel) two T3s. You see real cards and take one, and it holds its place for three turns. You can PASS, but the intel is spent either way.
- REROLL. Don't like the hand? Redraw it for intel: twice on a hire lineup, once on a job pull. The Pub's +1 Candidate is retired, because this does its job better.
- Heat steps with what you score. Every 10 VP you bank, the city speeds up by another heat a turn. Sit still and the calendar gets you anyway. Hover either bar to see where its next step comes from.
- Every job that pays points makes noise. The big closers used to be the quietest cards in the deck. Force is loud, Tech is middling, Mobility gets most of it back on a clean getaway. A FAIL makes the job's noise too, so blowing it is never the quiet option.
- The rungs are the goal, not the rope. 20 · 22 · 25 · 28 · 30 VP, heat cap 80 on all five. Full Metal is unchanged.
- The city runs cooler for longer. HOT starts at 32 heat, EXTREME at 56. The last band is a short, nasty final act now.
- T1 pays properly. Fifteen jobs pay more credits, nine pay more intel. Small work is the engine and it was underpaying for the risk.
- The OPS DECK. Fence the Take, Legwork, The Broker, Salvage Policy and Remote Medicine move off the asset cards to a terminal under the LOG. It stays live while a modal is open, so you can Fence for a last-minute hire.
- Event cards say what they are: EVENT · CALM / WARM / HOT / EXTREME, plus a corner glyph for the type (GIG, DEAL, RECRUIT, THREAT, SHAKEDOWN, RUMOR, RELIEF, LUCK). The Almanac filters by both.
- The Pub makes an offer: how many candidates, what tier window, the price band. You know if you can afford the bar before spending a runner-turn on it. Runner prices wobble a little now too.
- The board works better. Your crew stays lit and clickable under every modal, the street re-orders by drag, the LOG no longer hides, and a job you call in scrolls into view. The Old Crew now starts with a T3, a T2 and no money.
- Fixes: the SKIP button fits its border. The pull tooltips say what actually happens. Asset upgrades list cheapest first. Tutorial and help rewritten for all of the above, and a third shorter.
