[i]Unclassified systems detected. Integrating...
Overhauled weapon systems... Online.
Missile and mine replication systems... Online.
Modular weapon banks... Online.[/i]
Your desecrator craft has been modified with the ability to salvage munitions from enemy debris, and re-engineer them into secondary rounds. Internal weapon bays have been resized to compensate.
Brace for desecration.
[img]{STEAM_CLAN_IMAGE}/40052107/585e08a5c04e2f8a29b0e9dc6723fe488a104bb5.jpg[/img]
[b]*Saves from previous versions cannot be carried over. You will need to start a new run*[/b]
[h3]Weapon Overhaul[/h3]
[list]
[*][b]Weapon banks reworked[/b]
- Players now start with a single primary, secondary and mine slot
- Extra slots can be purchased via the upgrade station
- Reduced maximum slots per weapon class 4 -> 3
[*][b]Secondary and mines reworked[/b]
- Empty weapons are no longer removed
- Added new stat "Ammo Restore Rate" - determines how fast ammo is restored through pickups
- Ammo pickups restore ammo for all available weapons
[*][b]New ammo pickups added[/b]
Secondary Ammo
- Adds 1x ammo rate to all secondaries
Mine Ammo
- Adds 1x ammo rate to all mines
Munition Pack
- Adds 5x ammo rate to all secondary and mines
[*][b]Adjusted weapon swap timings[/b]
- Primary swap time increased 0.15s -> 0.375s
- Secondary swap time increased 0.15s -> 0.3s
- Mine swap time increased 0.15s -> 0.3s
[/list]
[b]Primary changes[/b]
[list]
[*]Arclight
- Ammo cost increased 5/8/11 -> 6/9/12
[*]Phaselight
- Ammo cost increased 4/7/10 -> 5/8/11
- Upgrade cost reduced 85000 -> 80000
[*]XRay
- Damage increased 10/14/18 -> 10/15/20
[*]Ion Ray
- Damage increased 11/15/19 -> 11/16/21
- Charge per shot increased 5%/7.5%/10% -> 6%/9%/12%
[*]LMG
- Damage increased 4.25/4.5/4.75 -> 4.5/4.75/5
- Ammo cost increased 2/2.75/3.5 -> 2/3/4
[*]SLMG
- Damage increased 4.5/4.75/5 -> 5/5.25/5.5
- Ammo cost increased 1.5/2/2.5 -> 1.5/2.25/3
[*]Pentagun
- Damage increased 3/3.375/3.75 -> 3/3.5/4
[*]Pyro
- Damage reduced 0.45/0.575/0.7 -> 0.3/0.4/0.5
- Ammo cost reduced 4/6/8 -> 2/4/6
[*]Plasma
- Damage reduced 0.5/0.65/0.8 -> 0.4/0.5/0.6
- Ammo cost reduced 2/4/6 -> 1/3/5
[/list]
[b]Secondary changes[/b]
[list]
[*]Beehive max ammo reduced 4 -> 2
[*]Cluster Bomb max ammo reduced 3 -> 1
[*]Cruiser max ammo reduced 8 -> 4
[*]Hoplite max ammo reduced 16 -> 12
[*]Pillager max ammo reduced 3 -> 1
[*]Thermo max ammo reduced 4 -> 3
[/list]
[b]Mine changes[/b]
[list]
[*]Bladder Mine max ammo reduced 6 -> 4
[*]Mega Mine max ammo reduced 4 -> 1
[*]Prox Mine max ammo reduced 12 -> 6
[*]Sentry Mine max ammo reduced 9 -> 4
[/list]
[h3]Gameplay[/h3]
[list]
[*]Added new enemies
- Smartbomb
- Chamo-Bomb
- Shade
[*]Adjusted enemy spawning per room to be more varied
[*]Added new type of triggered enemy spawns
[*]Adjusted rival spawn counts
- Number of rivals is higher and more consistent on Hazard 5
- Number of rivals reduced for Hazard 1
[*]Rivals are now limited to dropping a single weapon on death
[*]Phantom walls can now contain multiple enemy types
[*]Fighter reward increased 750 -> 1000
[*]Loiterhound reward decreased 750 -> 500
[*]Pyronite and Ionite weapon usage is now more consistent
[*]Increased Pyronite spawn rate
[*]Reworked Exopods
- Pods now have infinite ammo
- Pods now have individual health pools
- Pods take damage whenever the owning ship takes hull damage (oldest pod is damaged first)
- Droprate reduced
[*]Reworked power pickups
- No longer dropped on death
- No longer dropped when pillaged
- Power level is maintained when respawning
- Power level is now shared among players in coop
[*]Added new relic type
[*]Improved mine launch physics
- Mine flight path is now more stable
- Reduced collision radius for easier use near level geometry
[*]Increased all damage impact forces
[*]Increased impact force of beam weapons
[*]All enemy mines now use homing (similar to player mines)
[*]EMP and Gravity Well now disables cloaking
[*]Players now respawn closer to their "corpse" during meltdown
[*]Reduced difficulty on Hazard 1
[/list]
[h3]Effects[/h3]
[list]
[*]Reworked beam weapon FX
[*]Improved weapon fragment sound
[*]Improved breakable explosion FX
[*]Improved teleport exit FX
[*]Updated crystal relic pickup model
[*]Added weapon charge FX for non-player ships
[*]Added audio and visual indicator for Grave Silencer
[*]Improved ship crash sounds
[*]Added new underwater ambient track
[*]Added new rival track
[/list]
[h3]Misc[/h3]
[list]
[*]Breakables containing relics are now visible on the level map
[*]Cartographer pickup is now visible on the level map
[*]Primary ammo type is now visible on the upgrade screen
[/list]
[h3]Fixes[/h3]
[list]
[*]Fixed an issue that could cause patrolling enemies to use incorrect pathing
[*]Fixed large enemies attempting to move through undersized portals
[*]Fixed rival ambient music being faded out prematurely in underwater areas
[*]Fixed Probe enemies spawning in difficulty 11 missions
[*]Fixed incorrect pickup messages for upgraded weapons
[*]Fixed meltdown music playing during end screen
[*]Fixed a UI bug that could cause the upgrade screen to freeze
[*]Fixed a rare AI issue that could occur in coop games with 4 players
[*]Fixed a rare bug where a secret breakable would infinitely emit sparks after exploding
[/list]