Version 1.008
Adjustments/Balancing:
- Removed some hyperspace burn from store ships to have it obscure chests less
- Made some item quotes a little less cryptic
- Fury Dash no longer lowers your jump time
- Fury Dash regenerates more shield now
- Some enemies drop more shield replicants now
- Recon areas should no longer get placed in collision with floating island props
- Enemy homing missile explosions exercise less force one your jet now
- Sticky explosion hitlag reduced
- Sticky explosion hitlag now only triggers for close by enemies
- Maximum amount of player flock drones is now capped depending on how many flock drone stacks you have
- Party Ammo is a little easier to unlock now
- Made unlock conditions for [redacted] a tad more obvious
- Boost ignition will no longer affect camera if it is already further ahead than the boost cam position
- Jet Back Mirror paint now deflects all photon attacks currently in contact with you when it triggers (should deflect dual beam attacks this way)
- Grenade launchers damage buffed
- HE-Rail buffed
- Blade Hull affects accuracy and recoil more
- Hopoonite Injector now extends the time of your final jump for each additional chain jump you performed
- Firestormer active now has a slight dmg-charge timeout
- Stacks of Flare Factoria now lower flare drop intervals (alongside still giving you more flares to drop)
- Made the check for whether player shots are in the "collided" state slightly more economic
- Photon shots now loose any bounce they have if piercing shields and should no longer bounce of shields
- Floatoid Cealaformer and its shield have more health now
- Objective marks in the ruin zone should now contrast better with nigh vision
- Blade Hull and Glass Configuration are now rated tier III
- Waves can no longer spawned epic rated enemy types (Flak Mechs, Super AWACS, Armored Suits etc) in the first few spawn events of a wave
- Only roughly a third of hostile trash rated drones will hunt you down, the rest will slowly spread out to guard an area
- Triggering guarding drones attacks has a chance to agro them into hunting you
- Field drones will always hunt you
- Rocket drones will never hunt you
- Drones now have variable attack ranges, with every type except field drones needing to be closer in oder to fire
- Armored Suit attack range decreased
- Armored Suits need to be further away in order to repair themselves now
- You can now parry Armored Suits melee attack with your own melee
Bug Fixes:
- Fixed fullscreen tick box not displaying your current selection correctly when first entering the options menu
- Fixed SRM Storage Balloons dropping additional shield replicants each time they are hitflashed
- Fixed The Eye's carrier shield being slightly off center
- Fixed The Eye MKI starting with an additional invisible half heart
- Fixed Smart Bomb firing double shots
- Fixed Orbital Support: Bomb Displace
- Fixed final boss fight sometimes having Anti Matter Storage balloons present
- Fixed run end arrows not disappearing after advancing into endless mode
- Fixed [redacted] not disappearing after going into endless mode
- Fixed a bug that didn't allow granade launchers to profit from Flak Ammo
- Fixed Cloud Computing being able to affect shots a second time after their flak effect triggers
- Fixed Flak Ammo child shots not inheriting homing properties correctly (at all actually), leading to some nicely ridiculous behavior with G-Link Ammo
- Fixed intermission hyperspace streaks spawning on screen on some resolutions
- Fixed credits not being skipable if you initiate them after death in endless mode
- Fixed endless mode always taking place in ruins zone (?)
- Fixed Factoria Flares being able to be dropped during jumps
- Fixed End-Tech code breaker not working with mouse aim, again
- Fixed game not remembering whether you have mouse aim enabled
- Fixed wrong color on "combusting" weapon prefix text
- Fixed [redacteds] callsign not displaying correctly