Version 1.005
Adjustments/Balancing:
- Strafing is now controlled via separate keys and is enabled even if you don't use mouse aim
- Added strafe key configuration to the controls section of the pause menu
- Boosting now chancels reverse thrust and strafe and you can no longer initiate these actions while boosting
- Added new mouse crosshair variants
- Your reticle selection now affects how your mouse cursor looks when mouse aim is enabled
- Made mouse aim crosshairs larger overall
- Pressing tab now toggles mouse lock on/off if enabled
- Mouse Lock captures earlier to avoid failed capture on very erratic movement
- Made damaging explosions a little more flashy
- Choice chests no longer pretend that they are tier three
- Added custom shot sprites for 6 damage kinetics to make them more distinct from about-to-fire-photon shots
- Player jump mines deal explosive damage now and are affected by explosive dmg modifiers
- Player jump mine hitlag reduced
- Melee shot deflection hitlag reduced
- Explosion enemy hitlag reduced
- Large player flares now break up if hit by explosions (instead of straight up tanking the shot)
- Warhead Workflow cooldown decreased
- Missile Hardpoints and Rocket Pod charge a little slower now
- Rocket pod profits a little less from charge increasing passives
- Strike Configuration active charges way faster by dealing damage now and also charges slightly every second
- Reduced damage bonus against massive enemies on some melee weapons
- Added some minor visual aids to [redacted] to show you that you can [redacted]
- Added some float text for when Machine Heart procs
- Armored Suits and all enemy drones might stop pursuing you once they've taken some damaged and attack you again later
- Armored Suits can now repair themselves while out of combat
- Made it a little harder to bait Armored Suits into melee attacks
- Armored Suits now actually have some armor (and a tiny bit more health)
- Middle shots of Armored Suit bursts are now 6 damage kinetic
- Slightly buffed Armored Suit burst rate
- Tier 3 fighters use their homing missile more sporadically now
- Tier 3 fighters attack a little less relentlessly
- Mine layer attachment fire rate decreased
- Celaformer elite mine layer attachment fire rate increased
- Max antimatter balloon count scaling decreased
- Ace Fighter and Command Gunship wave kill goal scales slower now
- Piercing player shots now loose all their hitlag after piercing the first enemy
- Friendly artillery fire will now be canceled if it'll hit within the store ship hack zone
- Made ruin zone backgrounds a little less dark
Bug Fixes:
- Some minor changes to how resolution and going into fullscreen is handled
- Shortened some sound effects, potentially improving stability with pitch changes enabled
- Fixed difficulty text briefly displaying -10% after launch (?)
- Fixed another bug causing large husks to never reset their hitflash color
- Fixed player death shot particles on player jump mine always being emitted at 0°
- Fixed Floatoid Celaformer death bloom not obscuring the boss enough
- Fixed intermission not resetting enrage state correctly
- Fixed a stray event being active during pause
- Fixed collision on explosions being active longer than intended
- Fixed returning from pause resetting the cursor position, potentially triggering instant wave advance
- Fixed mouse cursor resetting position in certain circumstance when mouse aim is enabled
- Fixed pause selector not being removed once last existing chest is opened and destroyed (?)
- Fixed Warhead Workflow being somewhat impeded by using single shot weapons (charges always now, not only while actively firing)
- Fixed End-Tech Code Breaker not working with mouse aim enabled (?)
- Fixed attempting to use End-Tech Code Breaker while no chest is selected contributing to "amount of actives used" stat and related unlocks
- Fixed difficulty text not being hidden when entering credits
- Fixed some parts of the pause menu still using sounds pitch variation even if disabled
- Fixed a bug preventing Machine Heart from healing you when entering intermission
- Fixed Hyperspace Gravitas not appearing on pause screen
- Fixed pulsing photon shots not being deflected correctly
- Fixed [redacted] not moving attack tells with shots in some circumstances
- Fixed [redacted] skipping one phase
- Fixed player Flock Drones becoming intermission behavior not taking effect
- Fixed enemy homing missiles deflected with vertice shield having too little shot speed
- Fixed tier one Flock Drones using the wrong shot sprite
- Fixed some scatter weapons with #AoE prefix detonating their shots too early
- Fixed player jet weight penalty capping too late, allowing to make your jet to heavy to fly
- Fixed infinite shot lifetime on Hardlight Shuriken
- Fixed some inconsistencies for when player get EMPed
- Fixed EMP permanently disabling player weapon and active UI (?)
- Fixed EMP not hiding player weapon ui glow
Version 1.006
- Fixed strafe key bindings not taking effect
- Fixee a bug interfering with combat sound layer fade in
- Fixed nuke bass attachments not displacing correctly when looping around the level
- Fixed player artillery using the enemy explosion sprite