Version 0.986
Adjustments/Balancing:
- Contempter frigate attachments now restore health and permanently gain additional armor whenever the frigate hardens
- Contempter frigate now spawns more mines during its mine phase and can fire them
- The Contempter frigates attack jump now causes some camera jamming, more so if you are closer to the ship
- Contempter frigate attack jump comes in faster now
- The frigates blister shots now fire at slightly random angles, covering a larger area on each burst
- The Fur and The Paw switched position in the unlock hierarchy
- Some active that are charged by damage only charge after they finished deploying
- Weapon names that appear when switching to a weapon now match the ones given on the pickup quote
- Orbital Support: Laser Show is now tier 4 (was 3)
- Smart Bomb active is now tier 3 (was 4)
- Containment shutdown cascade damage reduced
Bug Fixes:
- Fixed enemy missile marks remaining active after tutorial ends
- Fixed player remaining in "firing" state when tutorial messages trigger slowdown pause
- Fixed title screen cycle jet type chevron not being removed correctly on launching a run
- Fixed anti-matter storage balloons spawning the wrong husks
- Fixed jet color not resetting correctly when initiating wave jump immediately after taking damage
- Fixed bad collision mask on one type of floating island in the ruins zone
- Fixed several scenario in which hostile beams might not be removed after a boss died
- Fixed a problem where player EMP wearing off would permanently disable and hide player active (?)
- Fixed player heart container UI not rebooting with the correct number of hearts after player EMP wears off
- Fixed a problem where the pause screen would not show chaingun or assault rail if it is gained as the starting weapon on The Fur
- Fixed angular homing effect not being applied correctly in some instances, resulting in instantly turning beams
- Fixed victory count not saving correctly, resulting in endless mode being never correctly enabled
- Fixed player being able to initiate glitched regular wave jumps after defeating the final boss
- Fixed the game counting your first two boosts toward charging the arrows even when not being angled correctly
- Fixed some scenarios where particles emitters and particles would not get removed correctly on wave jumps
- Fixed Orbital Support: Laser continuously firing even after entering intermission
- Fixed Orbital Support: Laser being able to damage enemy shields even though it is photon based
Version 0.989
New Stuff:
- Weapons now come with of one of over 120 prefixes, some general, some type specific
- Prefix quality range is affected by current difficulty lvl and player coolness
- Prefixes are displayed on the weapon ui card left of the gun
Adjustments/Balancing:
- Chests unlock in steps of fifty as long as they have higher unlock costs than that
- The game should now create a default config file from when none is found in the saves folder
- The game now uses your passive opacity option for the header text that tells you wave goal progress
- Weapon ui card appears more snappy and stays active longer
- The game will only inform you about discord after you played a ton of runs
- The game will now remember if you triggered a discord invite and will never bother you with it again
- G-Link Ammo shot gravity reduced
- Added some sound feedback for when inflicting damage cascade with Containment Shutdown
- Lowered initial limit for armored suit encounters
- City is a little less likely to spawn armored suits early
- Drone Egg requires less charge to be used now
- Flock Drones regenerate way faster when out of combat now
- Containment Shutdown is now tier 3 (was 2)
- Survive wave goal time requirement scales slower and is caped lower no
- When picking up items, remaining chests will rearange themselves now to facilitate interacting with large amounts of chests
- When picking up items with mouse aim disabled, the cursor will now select the nearest items if available
Bug Fixes:
- Fixed wave goal header being displayed too low
- Fixed far island props on carrier fights sometimes spawning too close and destroying carrier engine
- Fixed using Battle Pill active preventing you from picking up new actives afterwards (?)
- Fixed The Fur unlock using showing the wrong jet
- Fixed smoke emitters on a few boss husks having bad attachment points
- Fixed Warhead Workflow firing double the rockets
- Fixes wave zone in the city still spawning AM storage balloons sometimes (?)
- Fixed angular shield generator attachments never spawning shields (?)
- Fixed floating islands spawning right in your face after wave jumps (?)
- Fixed a problem where flock drones might be created without their target to follow (?)
- Fixed Broken Heart unlock not checking conditions properly
- Fixed some bad positioning when weapon UI switches between anims
- Fixed switching loot select layer during intermission when navigating left sometimes not working
Version 0.991
Adjustments/Balancing:
- Melee weapons damage bonus against massive enemies no longer applies on ranged charge attacks
- Floatoid Cealaformer shield has more health now
- Firestormer active charges slower now
- "Raid Ground Convoy" objective targets drop some additional srm now
- Ground enemies spawn less clustered now
- Reverted passive opacity option applying to wave objective header for now
- Unlock requirements for alternate zone types are more lenient now
- Store prices scale higher now to better match regular prices being affected by difficulty state
- #acc-x prefixes now have stronger accuracy penalties
- SRM Replicator and Planet-wide Cyber-taunt can now be used during the intermission
- Orbitals Support: Rocket Barrage now charges a bit per wave
- Mines Field no longer charge per wave
- Firestorm needs less charge to be deployed
- [redacted] spawns further away from the player control
- Simple EMP Device nerfed
- Ship-scale EMP Device buffed
- Some prefixes now also affect weapon recoil
- Sector Shield no longer gives a penalty to your actual shield
- Sector Shield and Vertice shield no longer have a separate regeneration delay, they'll now regenerate as long as your actual shield regenerates
Bug Fixes:
- Fixed hyperspace streaks on pause screen sometimes being layered above game option widgets
- Fixed some glitched positioning of boxes on key binding options screen
- Fixed a theoretical scenario where the game would stop assigning weapon prefixes if the player is too cool
- Fixed an issue where bonus coolness from items would only take effect when taking heart damage after picking up the item
- Fixed sniper choppers not dying when crashing into ground/props
- Fixed heavy kinetic weapons inbuilt stun chance not applying
- Fixed enemy shields becoming blue when hit by emp shots even though it is technically immune to the EMP effect itself
- Fixed spending fifty on a chest triggering sometimes triggering the "no funds" text even though funds are sufficient (?)
- Fixed carrier boss death bloom not fading out correctly
- Fixed returning from pause menu creating additional pause selector frames when being in the intermission
- Fixed chest debris not moving/fading out when ending zone jumps
- Fixed a few scenarios where 45° enemy layer shields projected from generators on bosses would not get removed on boss death
- Fixed a bug where the movement AI for Sniper Choppers would break as long as no regular gunships are present
- Fixed front mine layer attachment on Super AWACS having the wrong angle
- Fixed items that affect store prices not applying their effect to already chests that are already spawned
- Fixed a recent problem preventing melee weapons from gaining flak multi strikes
Version 0.992
Adjustments/Balancing:
- Debugged Steam cloud save
- You configs are no longer cloud saved and therefore remain machine specific
- The game being updated through steam should no longer overwrite your current configs
- Reworked humanoid faces to make them fit a little better with new portrait scaling
- Simple EMP Device shot lifetime decreased
- Kinetic Turret attack tells travel further with their shots now
- Added upper border to parallax background top clouds and [redacted]
- Collisions damage of most enemies reduced
- Orbitial Support: Radiation no longer charges with most of the damage it might deal
- Jam-Tech Ammo stun chance bonus nerfed
- Increased delay on enemy death explosions
- Friendly artillery support is fired a little closer to the player position now
Bug Fixes:
- Fixed starting a game without a configs.txt glitching the title screen before reverting to default configs_default.txt
- Fixed another bit of bad offset on weapon card ui animation
- Fixed tutorial not auto-selecting low-tech carrier if you previously launched a run with another ship
- Fixed some bad portrait offset on message boxes
- Fixed game not launching tutorial correctly if no configs file was found
- Fixed engine upgrades effecting the force with which you exit the intermission (potentially leading to instant crashes)
- Fixed beams not reducing their bounce when reflecting from enemies, allowing for continuous beam bounce in some cases
- Fixed smoke puffs appearing off center on player artillery marks
- Fixed enemy shields sometimes not disappearing when shield generators are destroyed
- Fixed Heavy Gunships never spawning with shield generators
addicted
Version 0.993
Adjustments/Balancing:
- Dual Scattergun is less accurate now
- All Scatterguns damage sway reduced
- SRM Replicator charges faster and pays better now
- Shard Shield synergies more distinctively with Sector Shield now (directional shield shard shotgun!)
- Shield shards now also gain an EMP effect if Shock Shielding is equipped
- Shard Shield now has your shield go on a longer cooldown after activation
- Your Drone Flock no longer has to be in direct collision with dying enemies to convert them, getting fairly close is enough now
- Flock Drone damage and shot animation scales now
- Added cheat modes
- Enemy gunships should spawn less clustered now
- Dying now removed boss hp bars and mission objective text elements
- Homing Flechette shots turn faster towards enemies (cosmetic only)
- Stim Sixpack charges faster now
- Lowered volume for enemy stunned sound effect
- Aerial Pugalism now also increases stun time on melee weapons that always stun
- Lowered acum dmg multiplier on some scatter weapons
- Wave objective text and boss hp bar should no longer be affected by cam filters (night vision etc)
- Added missing stim addiction mechanic
Bug Fixes:
- Fixed J-Mines profiting from currently selected weapons shot bounce
- Fixed shard shield charging pretty much instantly with shield regeneration
- Fixed Tech Market Crash still not affecting previously spawned store chests
- Fixed bad attachment and collision positioning on enemy nuke engine burn
- Fixed some item graphics not being preloaded correctly
- Fixed a scenario where gunship votl engines would not be removed on parent gunship death
- Fixed stimpack not actually stimming you after dealing damage :(
Version 0.994
Adjustments/Balancing:
- Tutorial clouds no longer cause player position helper to appear
- Player position helper (when obscured by ground/clouds) draws more attention to itself now
- Added some more tips
- Kinetic turrets now have a minimal range
- Kinetic turrets burst rate decreased
- Large player flares are no longer destroyed by explosion
- Boost ignition no longer moves camera when near ground/top clouds
- Hardlight Sai now has a four hit combo with an initial forward attack allowing for easier shot deflection
- Hardlight Sai combo finisher hits a little harder
- Hardlight Sai fling attack deals a little less damage now
Bug Fixes:
- Fixed tutorial wave advance being broken
- Fixed initial ground impact particles not being spawned on player position
- Fixed tutorial railgun spawning with a prefix
- Fixed Tech Market crash still not updating prices for currently spawned store chest -.-
- Fixed returning to title from pause when tutorial is active displaying the active charge bar
- Fixed some bad intermission instruction text positioning
- Fixed entering intermission still not removing smoke particles and emitters
- Fixed a bug preventing profile from saving
Version 1.000
Adjustments/Balancing:
- Enemy attack tells are now displayed on top of any clouds or smoke
- Enrage crit chance bonus increased
- Containment Shutdown now also gives a minor bonus to boost ignition
- Containment Shutdown now goes on a very short cooldown when igniting your boost
- Cam shake on taking damage is stronger now
- Made unlocking something a little easier
- Added some additional effects to accentuate player taking heart damage
- Boost ignition now lowers current Containment Shutdown cooldown instead of resetting it to really low
- The Fur now starts with a prefix on its weapon
Bug Fixes:
- Fixed a few UI assets not being preloaded correctly
- Fixed tutorial dummy targets teleporting around on death
- Fixed title screen hyper streaks not animating correctly on launch
- Fixed tutorial removing enemy missile marks too late
- Fixed a few seconds of the player having tutorial ghost weapons equipped after tutorial ends
- Fixed top turret attack tells sometimes not moving with shots
- Fixed flak ammo shot color being applied to charged melee
- Fixed enemy explosive shots not triggering splash sound on water collisions (?)
- Fixed a bug causing stacked hitlag to break further hitlag activations