We decided to get another update out with a large
amount of balancing changes and new weapons. After
this our focus will be on the ‘end game’
finale mission before release!
Updated Ship Types:
We updated all ship types, combining some and adding
some new ones:
– Cloaker: Always Jammer, ranged enemies
– Duplex: Two cores. Balanced enemies
– Factory: Multiple factories that build up
enemies over time. Balanced enemies and hazards.
– Dreadnought: Low number of powerful/shielded
enemies
– Miner: Hazard focused
– Nuke: Nuke tank and self destruct system
focused. Kaboom
– ScienceVessel: Lots of tech. Defensive
focused enemies
– Scrapyard: Melee focused enemies and lots of
destructible debris
– Sentry: Turret focus
– Swarm (colony ship): large number of
light/weak enemies
– Warship: balanced ship with a bit of
everything
New Weapons/Items:
– Barricade shield: Fire in a direction to
stop projectiles/enemies from coming
– Taser: Melee weapon to stun enemies
– Prism Laser: Shotgun rail cannon type
blast
– Slug shotgun: fires slug that bursts into
shrapnel
– Zap shotgun: fires sticky electric balls
that do damage over time
– Repulsor Shield: Shield that can push
projectiles away at a large distance
– Hostage Shield: grab enemies and use them as
a shield. Slows player on use.
– Subminution Rocket: Remote rocket that
bursts into a swarm of seeking cluster munitions
Enemy/System changes:
– Repair system now repairs last destroyed
system – so it’s possible to stay ahead
of the repair process
– Took out self repair functionality from
repair system – was too hard to take out in
combination with the attacking bees
– Goal time now slightly less
– Alarm/sentry/core now dont attack cloaked
player. Mines also dont go after cloaked player
– Friendly turret item now has laser weapon to
make it more powerful than drone item (but less
mobile)
– Juggernaut increased density to stop gunfire
from pushing it into walls
– Picket shielded added rapidfire blaster
weapon
– Viper lowered attack range and lowered
movement speed
– Lowered Ironclad health, and lowered amount
of time shield is up
– Decreased MrFixIt heal speed, and now no
longer letting multiple heal the same
enemy/system
– Increased Sentry system laser damage
– Faster advanced factory spawning, from 100
to 60
– EMP stun now works on shield systems, stops
their rotation
– Tattletale enemy now faces player rather
than trying to run away
– Now displays ‘max drones’ in
sidebar, to show the total possible drones that can
be created on the ship
– Slimer enemy can now take slime damage
Weapon/Item Changes:
– Large balancing pass to ammo counts /
prices
– Drunk rockets: proper explosion and
projectile sizes. increased initial projectile speed
(now more accurate. you can spit them into a room
before they boost)
– Increased Rail Cannon charge speed
– Alarm lure: added 3 uses to alarm lure
– Nuke charge: added 3 uses to nuke charges
– Speed loader: increased rate of fire from
10% to 20%
– Speed booster: increased speed from +40% to
+80%, and increased recharge time to 60 seconds
Character Changes:
– Now shows starting health in character
select screen for rogue mode
– Enforcer: Starts with 12 health – max
15. Now has a single large health pack. Starts with
shotgun zapper.
– Jennet: Starts with 11 health – max
13. Starts with two remote nukes
– Salamander: Starts with 9 health – max
10. Now has mine rack instead of slime mortar.
– Intruder: Starts with 6 health – max
6. Now has Guantlet melee weapon
– Wevil: Starts with 6 health – max 6.
Replaced melee spike with taser
Graphics:
– Lighting pass on all levels, giving more
contrast / individual lights on enemies and game
objects
– Better background starfield maps
– Enemy ship images in the ship selection
campaign screen now better sized
– Added star map to background of enemy ship
selection screen
– Fully lip sync for all new dialog /
artifacts
– New frag and small rocket particles
– Fixed problem where minimap wasn’t
accurate with a lot of crushers/wall saws in the
level
Fixes:
– Fixed Weevil character going into space mode
when inside enemy ship after teleporting
– Now stops enemies from exiting ship doors
(except for advanced factory enemies, who will chase
player into space)
– Fixed issues with systems being spawned in
bad wall positions in early levels
– Physics optimizations
– Fixed some sounds playing over each other
– or left on when outside ship
Let us know if you have any issues on our forums! Or
any feedback at all,
thanks,
– Lee & Jesse