Version 0.96
New Stuff:
- Beating the game with a jet now unlocks a mk2 loadout for that particular jet
- 16 new actives added - 4 new passives added - 2 new weapons added
- After defeating the final boss a second time the game now gives you a choice between ending a run and continuing into endless play
- Added credits sequence; displayed when ending a run (or dying during endless mode)
- Reworked the tutorial so that it gets going quicker and better reflects the actual gameplay
- The game now shows you your unlock percentage on the title screen and marks jets you've beaten the game with
- The game now tracks a score and a couple other run stats, score is displayed on the credits and in the pause screen
- Replaced GDevs whack particle system with normal objects as particles, hopefully with better performance
Adjustments/Balancing:
- Tuned transition into ground/ceiling camera mode to be less jarring/noticeable
- Reworked combat chatter portraits to be less memory intensive
- Some active items can now be used during the intermission (ace injector etc)
- All "maker" passives now have synergies with their corresponding actives
- Made the way actives are handled more economic
- Missile Hard-points now gain additional extra charges from Sentient Battery
- Flares active gains more charge per wave now
- Emergency Displace now immediately creates a first beacon after starting a wave
- Vertice shield can now catch photon shots
- Containment Shutdown will now inflict additional damage cascade as long as you are burning enemies with your engine fire
- Containment Shutdown now inflicts double the damage cascade to enemies if you ignite your boost right into their face
- Flock Drones have additional burst count when Drone Flock is equipped
- Scatter Ammo now lowers hitlag of individual shots, leading to less slowdown if all shots hit
- Scatter Ammo fire rate penalty is a little lower now
- Sentient Combat AI is now better on its own
- Money Implies Poverty now impacts small SRM drops way less (rounds)
- The Greater Good will now be lost if you cause too many civilian casualties
- Skyborne initial damage dealt requirement is higher now
- Every Weapon Attachment now changes your reticle
- Glass Configuration now increases recoil
- Nerfed ultraviolet lasers and laser chainguns a bit
- Made unlocking [redacted] less random
- Shuffled some unlock conditions around (your previous unlocks will carry over regardless, you won't get notified when matching the new conditions)
- Added missing nemesis unlock for The Fur
- Wave counter now shows you if you are in endless mode
- Endless mode now has you jump to new zone types at every jump and spawns enemies from all zones
- Endless mode now lowers heart drop chance, lowers chest quality and increases enemy elite chance
- Endless mode no longer drops chests as regular wave rewards (random chest drops can still happen and in fact are slightly more likely to occure)
- Added more distinct shot visuals for high kinetic damage shots fired by enemies
- Space elevator defense sliders now fire heavy (6 dmg) shots from their turret batteries
- Your rival using DMZ field now also EMPs you if you are too close
- Pause description now grows into place and stops growing if it becomes too big to fit the description window
- Message box no longer has a right border, so text can't be larger than the box any more :D :O
- Important combat chatter now draws more attention to itself
- The game uses overall less particles now (should improve performance a bit) - Made enemy debris collision detection more economic
- Collidable enemy debris draws more attention to itself
- Made the way debris gravity is handled more economic
- Shield fragments now count as particles and won't appear if particles are turned off
- Tuned player post death movement to be more erratic; added smoke trail
- Smaller enemy husks will now blow up if you shoot them enough, allowing to reach targets blocked by them
- When entering the title screen the game now selects the last jet you launched a run with
- Store hearts are a little more expensive now
- SRM storage raid wave objective scales slower now - Armored Suits are a little more vicious again
- Missile mark respell on jumps now actually moves missile marks away from your jet instead of moving them in a random direction
- Space elevator boss spawns further away from your jump in point now
- Optimized various collision event
Bug Fixes:
- Fixed a bug where the hyperspace streak wouldn't attach correctly to the player jet during tutorial intermission jump
- Fixed several instances of zone 2 enemy assets not being preloaded correctly
- Fixed photon shots deflected with melee not counting as photon
- Fixed deflect photon and EMP shots not inheriting those properties if deflected with Vertice Shield
- Fixed shots spawned by passives and actives not being penalized by having Scatter Ammo shot multiplier
- Fixed most actives not being affected by Impact Converter Plug
- Fixed redundant "Active Ready" text appearing when using multi-charge actives but not depleting the last charge
- Fixed Ace Injector removing all pickups from the current wave o_O
- Fixed indestructible boss attachments being affected by debuffs in some niche cases
- Fixed Emergency Displace active never creating any beacons
- Fixed star objects not being correctly destroyed while staying in the intermission
- Fixed zone unlocks never taking effect (ooops... :o)
- Fixed Galactic Supply Lines setting your boost turn rate to 0.1
- Fixed store price multiplier from items never taking effect
- Fixed some spelling errors in various combat chatter
- Fixed The Fur MK1 being able to fire a nondescript ghost weapon before getting its random starting gear
- Fixed player health not being displayed correctly when launching health modified jets
- Fixed jump completion resetting mouse cursor position if G-Link Ammo is equipped
- Fixed heavy gunships not being repositioned when moving away from them
- Fixed movement force accumulating in tutorial dummy targets while tutorial is slowed for messages
- Fixed Kinetic Burstcannon not displaying its pickup quote on the pause screen
- Fixed Floatoid (or any?) boss music not looping - Fixed pickup up SRM Bomb not working (?)
- Fixed AP Ammo and Double Heart unlock getting mixed up, leading to repeated Double Heart unlocks
- Fixed husk of [redacted] traveling to later waves
- Fixed various aspects of SRM Bomb active being broken
- Fixed a problem where the pause selector would stop moving to selected items on the pause screen
- Fixed chest attachments not following chests correctly when ending intermission jumps
- Fixed some unlock messages using the wrong icon
- Fixed Tech Market Crash unlock counting destroyed stored ships as successful store waves
- Fixed active activation unlocks being cheesable by simply using rapid deploy actives like rocket pod
- Fixed some bad layering on active UI box
- Fixed a problem where defeating the nuke boss would fail to trigger wave advance (?)
- Fixed flak danger marks not being removed when launching into intermission
- Fixed photon shots being unable to bounce (?)
- Fixed floating islands sometimes spawning directly on hack objective zones
- Fixed a bug where radiation damage would play a hit sound for every single enemy affected
- Fixed some issues with activating and deactivating the tutorial while on the title screen