Update 12 Released
[h3] Infinite Mode Rework: [/h3]
[h3] General Improvements: [/h3]
[h3] Fixes: [/h3]
[h3] Balance changes:[/h3]
- Infinite Mode has been reworked so the goal is to progress through stages rather than waves survived. Still a work in progress, expect future improvements to balance, pacing, mission variety & mechanics.
- There are now 3 stage types: mining zones, mission zones and boss encounters.
- Mining Zones work like before, hold out as long as possible to mine resources. You can jump out as soon as the drive recharges.
- Mission Zones have a secondary objective that must be completed before you can jump away, objectives with a fail state let you jump away without earning the mission bonus.
- Boss encounters pit your fleet against unique and powerful enemies. There’s a cooldown period after defeating the boss, allowing you to regroup and jump to the next area when ready.
- Improved notification system for objectives received and completed, letting you know when you can jump, and boss alerts.
[h3] General Improvements: [/h3]
- Upper HUD overhaul, with separated elements to display jump status and remaining resource asteroids.
- Reworked buy buttons to improve clarity, added audio feedback to ship buying.
- You can now group sell ships in command mode using the sell hotkey (default: g). Doesn’t sell mission critical ships, free perk ships, or ships being flown by players. Refund income is split amongst the team in multiplayer.
- Replaced Mothership repair beam with area heal, updated repair/healing effect.
- Improved capital ship AI, larger ships will try to space out from each other.
- Improved AI target leading for Freebee, Dragon, Swordfish & Raven. Improved AI autocannon accuracy across the board.
[h3] Fixes: [/h3]
- Fixed Command Mode box select collider interacting with projectiles.
- Fix for non-controllable turrets resetting the UI target lead distance, Ranger and capital ship aiming reticles should be back to normal.
- Point defense turrets should no longer try to target Dragon bombs.
- Fixed selling ships awarding fleet xp.
- Fixed impact sfx that weren’t respecting the master volume setting.
- Centered dialog text element to avoid clipping in ultrawide.
- Fixed HUD radar vibrating when the camera moved on the Y-axis.
- Fixed several more objects with light layers that were strobing in command mode.
- Fixed fleet perks running after Mothership is defeated.
- Fixed broken buy button selection animation.
- Fixed Shark ragdoll skeleton.
- Fixed incorrect turret platform audio offset.
- Corrected Paragon boost type.
- Adjusted Hydra missile cruiser camera position.
- Fixed Beam weapon description using old string in buy menu.
- Adjusted Paragon spawn point to prevent spawns from getting stuck.
[h3] Balance changes:[/h3]
- Converted Refinery to fighter style movement.
- Standardized Seeker Missile lock angle at 20°.
- Increased Sabre missile damage from 10 to 20.
- Increased Slingshot Nuke burn time from 7 to 10 seconds, thrust by 5%.
- Increased Slingshot & Hydra AI optimal range.
- Increased Slingshot torpedo damage from 30 to 40.
- Reduced buzzer health from 75 to 70.
- Reduced Talon speed & boost thrust ~20%
- Reduced Talon rocket damage from 30 to 28.
- Fixed Torpedo infinite ammo bug and UI inconsistencies. Removed reload penalty when firing to empty. Increased Slingshot anti-fighter torpedo hitbox.
- Reduced Revenant damage from 150 to 130.
- Leviathan bio torpedoes are now interceptable.
- Reduced enemy spawn frequency on stage 5 ‘Metallic Clouds’.