Full-Metal Tapped · patch notes
v0.8.7
2 Sep 2026
- Odds that slide. Every job posts a MIN crew and a MAX. Until now your odds only moved when you crossed one of those lines. Now every stat point you commit past MIN pushes the roll toward MAX. Surplus is never wasted, a maxed-out crew passes clean nine times in ten, and turning up short hurts more than it used to.
- A clearer requirement row. Each stat shows its MIN pips in a box that lights green once your crew clears it, with the extra pips toward MAX trailing after. A stat with no box has no floor: every pip there is pure gravy.
- Honest odds. An empty job shows no odds at all, because it never rolls. Hover the ODDS bar and it tells you how far past MIN you are.
- Every job has a middle now. With odds sliding, a job whose MIN and MAX sat two pips apart went straight from long shot to sure thing. A dozen jobs got more room between the two (Rooftop Run, Grey Ice Job, Cold Storage Dive, Ghostware Build and friends), so extra muscle keeps buying odds a pip at a time. Wetwork Contract's bar dropped so one great runner can take it alone.
- The run report grades your nerve. Three new lines at the end of a run: Odds played (the average pass chance you accepted), Long shots (gambles under 50%, and how many landed), and Luck (the passes you got against the passes the dice owed you).
- The city warns you. Heat is the city closing in; hit the cap and the run is over. At three quarters of the way there the gauge now goes red and pulses, and the log says so.
- Expiries show their colour. Every event on the street has a clock. When it runs out, a threat lands, a deal walks, or a windfall arrives, and the card now tells you which in green, amber or red instead of painting everything as bad news. The log words it the same way: threats fire, deals are gone, windfalls arrive.
- Flash sales. Six cheap street deals now last a single turn: Bag of Guns, Zero-Day Drop, Night Market, Tabloid Tip, Smuggler's Cache and Estate Sale. Take them the turn you see them.
- Recruiting off the street pays. The Pub will always sell you three candidates at list price, so recruitment events now beat it properly: deeper discounts, better tiers, and a new Walk-In card where a cheap runner turns up on their own if you leave it be. Old Crew Regular signs at a discount if you work the card, and at list if you don't.
- The street stays mixed. The world row keeps a steady blend of jobs and events now, instead of occasionally stacking up nothing but jobs.
- Your crew is remembered. The end-of-run report and Run History show every runner you ran with, survivors and casualties alike, with their final stats and how they went.
- Small stuff. Roster order saves the moment you drag a card. Two different splat sounds when your people get hurt, so a rough turn sounds like one. Data Glut pays 3 intel. The run report splits ignored events into threats that landed and deals you missed.
