Distant Star: Revenant Fleet Version 1.1 is here!

Distant Star: Revenant Fleet

BAFTA award winning fleet-based RTS meets rogue-lite. In Distant Star: Revenant Fleet, build your fleet of up to 5 ships from a choice of 8 classes and traverse a randomly generated galaxy to defeat the Erebus Platform. NOW AVAILABLE ON MAC AND LINUX

[img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/7347230/cd2530edb95fddef88fb5271e84d2db234c1eeaf.jpg[/img] It’s been a little while since our last Distant Star update but we’ve been really busy working on a big patch alongside the on-going development of The Ship: Remasted. After reading all of your comments and reviews over the last few months, this latest patch is designed to address as much of your feedback as possible. We’ve been working on everything from large scale difficulty balancing down to small sound bugs and we really hope you’ll feel a big difference. Below are the patch notes but we’ve also included comments from the team so you get an insight into how these changes will affect your experience. [b]REMINDER:[/b] The update is a big one and unfortunately that means that old save files WILL be wiped when it is installed. If you want to keep your current progress, please ensure that you set the game to update only when launched and play in offline mode until you're happy to make a new save. As always, please let us know if you spot any bugs or have specific feedback here on the [url=http://steamcommunity.com/app/335830/discussions/]Steam Forums.[/url] - The Blazing Griffin dev team [img]http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/7347230/1efdf26cf753395688df6c619021f2d0752df3d2.gif[/img] ________________________________________ UPDATE VERSION 1.1.00 NOTES [h1] Game Feel:[/h1] [b]Developer Comments: [/b] [i]One of the main focuses of the update was to get some ‘juice’ into the game and generally improve the feel of it. So, we’ve introduced a variety of new VFX, sounds and screen shake to make battles feel more epic.[/i] [list] [*]Increased the size of Akari and Orthani bullet VFX. [*]Increased the size of Akari and Orthani missile VFX. [*]Increased the size of Akari and Orthani blast VFX. [*]Increased the size of some Explosion VFX. [*]Pulses have improved VFX. [*]Optimisation pass done to all storm VFX. [*]Added screen shake to various parts of the game. [*]Made audio improvements in multiple areas of the game. [*]Reinstating the horn sound for Orthani ambushes. [*]Changed the explosion type for Drones so they have more variance. [*]Increased the move speed of missiles and bullets.[/list] [h1]General:[/h1] [b]Developer Comments:[/b] [i]Some of the ships would often feel like they didn’t have any strategic choices in combat other that ‘pop all cooldowns’. To combat this, we have given all ships energy and focused on using energy and shields as the main attachment resource. [/i] [list] [*]All ships now have a flat energy regeneration rate max energy / 40 per second. Meaning that they will regenerate their full energy bar in 40 seconds. Developer Comments: Stationary shielding didn’t work how we wanted it to. Most players wouldn’t stay in place even with the large bonus for doing so. Therefore, we’ve decided to remove it from the game and have added other ways to reward players for keeping their ships stationary. [*]Removed stationary shielding from Akari ships and instead added a flat damage reduction at all times. Developer Comments: Some of the events were so rare that they would only appear after multiple play-throughs. We’ve increased their chance of appearing so that there is now more mission variation generally. [*]Rarer events should now appear more often.[/list] [h1]Enemy Spawning:[/h1] [b]Developer Comments:[/b] [i]We’re aware that enemy encounters could often vary greatly in difficulty. This was due to the random nature of roguelikes and a lack of control we had over some aspects of spawning. So, we’ve taken a number of steps to make the enemy encounters far more consistent.[/i] [list] [*]Changed danger level to apply maximum 2 criticals or skills to enemy ships changed from a maximum of 5. [*]Adjusted enemy attachment spawner to create more useful attachment setups for enemy ships. Developer Comments: During Early Access we put rubber banding into the game to combat enemy encounter consistency, since that is no longer an issue, we have significantly reduced the rubber banding to create a hard line of difficulty progression throughout the sectors. [*]Changed the enemy spawning formula to generate fleets from 80% of the sector value and 20% of the player’s fleet value. Changed from 50% of the sector value and 50% of the player’s fleet value.[/list] [h1]Ships:[/h1] [b]Developer Comments:[/b] [i]Fleets containing lots of smaller ships have for a while, been more difficult to fight than fleets containing fewer large ships. We wanted to flip that difficulty around and as such have made changes to all the ship’s stats to make larger ships that bit scarier to fight.[/i] Lancer:[list] [*]Shield increased from 1000 to 2000. [*]Energy increased from 0 to 3000. [*]Fleet point value increased from 0.5 to 1. [*]Lancer moved up to 1.0 fleet point spot in Orthani ambush, patrol and hunt fleets. [*]Base price increased from 6750 to 10000 credits. [*]Lancer now has access to energy based attachments.[/list] Rogue:[list] [*]Removed a support slot which had default attachment EMP Bomb I. [*]Shield increased from 2000 to 3000. [*]Hull reduced from 3000 to 2000. [*]Energy increased from 0 to 3000. [*]Base price reduced from 10800 to 10000 credits.[/list] Gunship:[list] [*]Added a weapon slot which has default attachment Burst Cannon I. [*]Removed a system slot which was empty by default. [*]Energy reduced from 2000 to 1000. [*]Base price reduced from 12375 to 10000.[/list] Tech:[list] [*]Energy reduced from 5000 to 4000. [*]Base price reduced from 16875 to 15000.[/list] Pulsar:[list] [*]Base price reduced from 16315 to 15000. [*]Hull decreased from 5000 to 4000. [*]Energy increased from 0 to 2000 [*]Fleet point value increased from 1 to 1.5.[/list] Assault:[list] [*]Removed a system slot which was empty by default [*]Energy increased from 0 to 2000. [*]Base price reduced from 16425 to 15000. [*]Assault now has access to energy based attachments.[/list] Carrier:[list] [*]Added a weapon slot which has default attachment Bullet Drone Bay I. [*]Shield increased from 4000 to 5000. [*]Hull decreased from 6000 to 5000. [*]Energy decreased from 6000 to 5000. [*]Base price decreased from 22050 to 20000.[/list] Dreadnought:[list] [*]Base price reduced from 22725 to 20000.[/list] Pirate Scavenger:[list] [*]Added a support slot which has default attachment Basic Micro Ion Storm. [*]Hull reduced from 3000 to 2000. [*]Energy increased from 0 to 2000.[/list] Pirate Raider:[list] [*]Added a weapon slot which has default attachment Basic Photon Blast. [*]Added a system slot which has default attachment Basic Evasion Module. [*]Energy increased from 0 to 3000. [*]Fleet point value increased from 0.5 to 1. [*]Raider moved up to 1.0 fleet point spot in Pirate fleets.[/list] Pirate Assault:[list] [*]Removed a system slot which was empty by default. [*]Shield increased from 0 to 5000. [*]Assault moved up to 1.5 fleet point spot in Pirate fleets.[/list] Pirate Marauder:[list] [*]Shield increased from 0 to 5000. [*]Hull decreased from 6000 to 5000. [*]Marauder moved up to 2.0 fleet point spot in Pirate fleets.[/list] Pirate Dreadnought:[list] [*]Shield increased from 0 to 6000. [*]Hull reduced from 7000 to 6000. [*]Fleet point value increased from 1.5 to 2. [*]Dreadnought moved up to 2.0 fleet point spot in Pirate fleets.[/list] Drones:[list] [*]Drone hull reduced from 300 to 200. [*]Mine hull increased from 300 to 400. [*]Turret hull increased from 400 to 600. [*]Drones now deal 1/6 of the damage of their basic attachment counterpart. [*]Increased the size of Orthani drone fleets from 10 to 12. [*]Reduced the maximum number of drones that can spawn at one time.[/list] [h1]Attachments:[/h1] [b]Developer Comments:[/b] [i]Attachments have had a lot of work to make them feel a lot more impactful and consistent. We also wanted to make them all good choices, but for different situations so we’ve adjusted a lot of stats and prices to try and reach that goal.[/i] Weapons:[list] [*]Overload Lance now costs 1000 energy to activate instead of 800 shield. [*]Photon Blast cooldown increased from 8 to 10. [*]Photon Blast base damage increased from 1000 to 1500. [*]Reduced Nova Lance cooldown from 15 to 12. [*]Increased the base damage of Torpedoes. [*]BFT cooldown reduced from 40 to 20 seconds.[/list] Systems:[list] [*]All activated systems have their cooldown replaced with an energy or shields cost. [*]All activated system attachments now have a base charge time of 1-3 seconds and 3 seconds cooldown time. [*]All systems now have a 5 second duration down from 10. [*]Most systems have had their effect doubled. [*]Turtle Mode has had its damage reduction halved, its amount of shield healing reduced, but given a cheaper energy cost, and will now also force enemy ships to attack you. [*]Reaver mode’s shield cost is now 4000 instant down from 6000 over time. [*]Energy and cooldown changes have caused Energise Weapon’s functionality to overlap with Tactical Overcharger. As such, we have removed Energise Weapons from shop and loot tables and replaced it with Tactical Overcharger. [*]Energy and cooldown changes have caused Rushed Repairs functionality to overlap with Patched Repair. As such, we have removed Rushed Repair from shop and loot tables and replaced it with Patched Repair. [*]Reinforce Shields has had its shield heal increased from 1500 to 2000. [*]Bolster Energy cooldown replaced with shield cost of 2000.[/list] Support:[list] [*]Support attachment base energy costs have been normalised. Single target and small effect attachments cost 2000 energy to use, large effect attachments cost 3000. [*]The exception are Rogue attachments which all cost 1000 energy to use. [*]All support attachments now have a base charge time of 1-3 seconds and 3 seconds cooldown time. [*]Energy pulses know restore 3000 energy up from 2000. [*]Pulses now have a duration of 5 seconds down from 10. [*]Sustained pulses now have the same effect as their single target variants, just over a larger area. [*]Increased storm damage to be competitive with pulse values. [*]Storm now have a duration of 5 seconds down from 10. [*]Large storms now have the same effect as their smaller storm variants, just over a larger area. [*]Bomb damage is now competitive with storms. [*]Target painter increases targets incoming damage by 25% up from 20%. [*]Target painter has had its duration reduced from 15 to 5 seconds. [*]Target painter now has an energy cost of 1000, changed from a cooldown of 20. [*]Increased the effect of bombs to make them more competitive with other support attachments.[/list] [h1]Shops:[/h1][list] [*]Increased starting credits to 40000 [*]Cost of supply reduced from 1500 to 1000 credits [*]Price of repairs reduced from 3000 to 2000 credits [*]Prices of attachments have been adjusted for new balance changes [*]Prices of ships have been adjusted for new balance changes.[/list] [h1]Bug fixes:[/h1][list] [*]Fixed issue where Orthani Command ships would spawn Akari drones. [*]Fixed issue where pirate fleets would sometimes not spawn at all. [*]Fixed issue where Ion Storm Generator would not appear in shops, loot tables or on enemy ships in sector 1 and 2. [*]Fixed issue where criticals would not apply properly to player ships on low supply, they now have a stacking 25% chance to apply with each jump. [*]Fixed the description of shield regeneration to specify that shield regeneration is only applied out with combat.[/list]