Greetings fellow space... adventurers? Dwellers? Monster fodder? However you classify yourself in the cosmic food chain, anyone can enjoy Deadnaut: Signal Lost's 1.0.6 update. Not sure how it tastes, but your gameplay experience sure loves it!
We're trying a new format for patch notes today, because we felt we weren't making enough use of the Markdown options available. Thanks Steam!
[h3]Added[/h3]
[list]
[*] The discovery level of a lifeform increases regular damage. Each pip increases damage by 5% up to a maximum of 20% for a fully discovered lifeform
[*] Five new Steam achievements focused on using specific suits and upgrades
[/list][h3]Balance[/h3]
[list]
[*] Reduced cost of T1 and T2 upgrades and slightly adjusted costs of all upgrades based on usage and feedback. Boosted discovery chance of upgrades relative to gear. Increased cost of T3 and T4 gear to better match campaign progression.
[*] Slight decrease in weapon damage to compensate for damage boost on lifeform discovery; increased toughness of T3 and T4 enemies, but with a reduction in their density
[*] Bribery cost increases linearly with tier
[*] Increase Foundry chance in all sectors
[/list][h3]Enhancement[/h3]
[list]
[*] Adjustments to the work done by the location scan thread which should significantly increase the speed at which scans complete, particularly for ships
[*] Loadout slots are now labelled “Primary”, “Secondary”, “Injector” and “Armour Shard” to reflect the blueprints they support
[*] Loadout slots and blueprints now have matching frames to make it easier to see which blueprints can be equipped to which slot
[*] Added filters to market screen for primary and secondary gear
[/list][h3]Fixed[/h3]
[list]
[*] Blueprint tooltip not appearing when mousing off the hide icon
[*] Removed unnecessary selection rectangle when clicking on blueprints
[*] Trust score on mission list now displays trust value at end of mission, not the degree of trust adjustment
[*] Issue where the starting sigils may not have been allocated to the player’s profile. All players that have less than the number of starting sigils will receive on their next new game, loaded game or custom game.
[/list]
[h2]On the Horizon: "Settlement" Update 1.1[/h2]
Unless we see signs that the world is about to implode, patch 1.0.6 marks the end of smaller updates for the "1.0.x" phase, as it were. We'll be moving our attention to a meatier patch in the form of 1.1.0. The main focus will be on settlements, and we have a few things we're working on:
[list]
[*] Fauna! Encounter more than just the various horrors that plague the galaxy. Fauna is procedurally generated for each planet, will start passive, but will attack if provoked. This goes for everyone, not just the player!
[*] Storms on settlements. If storms are present, the planet will have a non-toxic atmosphere, and the SPO2 meter on the Deadnaut module will instead reflect the storm's build-up, active period, and eventual dissipation. Storms can have various (positive) effects (to be revealed)
[*] Tweaks to the colours and visuals of toxic atmosphere to reflect the stat they debuff
[*] Updates to the location scan UI to reflect atmosphere, storm and fauna details
[*] And more...
[/list][b]Please note this list is not final and is subject to change[/b], depending on how we go with implementation, testing, etc.
We may have mentioned once or twice that there's a [url=https://discord.gg/BpFG5M3mep]Screwfly Discord server[/url] you can join where things... [i]happen[/i]. Talking mostly.
OK, it's [i]entirely[/i] talking.