Greetings Overseers!
We have been hard at work on a larger content patch over the past 6 weeks. It is in testing now and should be released within the next 24 hours. Here are some of the new features you can look forward to
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[*] Upgrade weapons with permanent enhancements
[*] A new scanning system and codex with unlockable entries
[*] A beta version of our Conquest mode
[*] Revamped weapons, now projectile based
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See the full list of patch notes below.
[h1]CONQUEST[/h1]
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[*] Add a beta version of conquest game mode. Gaiyacite will begin spawning after a warmup period, and unlock the following Win conditions
[*] Pyrrhic Victory - Build and fully charge a volcano bomb in the mouth of the volcano
[*] Economic Victory - Consolidate a certain amount of Gaiyacite in your storage
[*] Technology Victory - Build and charge tech scanners on active alien artifacts
[*] Revolution Victory - Build and charge a launch pad to launch a satellite that frees all bots from corporate control
[*] New Structures - Volcano bomb, Tech Scanner, Launch Pad
[*] Conquest mode will be available for testing in SP and private servers but will not yet be active on official servers. Use Game=Conquest on commandline
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[h1]UI[/h1]
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[*] Expanded the map to add tabs with a bunch of new info
[*] New "Corporation" menu - contains manifest, and various other corporate info (Work in progress)
[*] New "Character" menu - contains XP progression with full progression tiers (Work in progress)
[*] New "Codex" menu - contains unlockable entries that expand on various items and gameplay features, as well as some story and lore elements (Work in progress)
[*] Rework the compass to be linear instead of semi-circular, with a clearer delineation of important waypoints along the bottom
[*] Interact widgets will no longer "expand" until you mouse over the object, and will fade out over distance to reduce screen clutter
[*] Also fixes bugs where interact widgets clutter the screen when riding a vehicle
[*] Inventory icon coloring will now correspond to a "quality" level as opposed to item class. Grey for common, Green for uncommon, blue for rare, Purple for Epic
[*] Build structures list is no longer sorted alphabetically, instead sorted by how common the item is used
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[h1]GAMEPLAY[/h1]
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[*] All weapons except railgun and shotgun are now "projectile based", meaning the shots have travel times and tracers can be observed
[*] Rebalanced all weapons to make them feel distinctive
[*] Added a new type of consumable item which can permanently enhance weapons and armor
[*] Rebalanced animal loot around drops which can be used to create weapon enhancements
[*] Added "hunting" stat that can be increased by leveling up the "explorer" tree, and
[*] Added a new "Scan" ability (Default hotkey: I) for most items in the game. Scanning something for the first time will grant a small amount of XP, an explanatory VO snippet, and a new Codex entry
[*] Heavily buff the wind turbine generator, so it generates more power at lower elevations
[*] Add some sounds that play when gaining XP, and a better "Level up" notice messag
[*] Inflow and Outflow pipes can now connect from a pipeline, to ANY object that has storage, allowing you to automate things like generator filling and scrapping
[*] Pirates now give "pirate XP" when killed instead of Soldier and Corp XP.
[*] New structure: Science lab. Place samples collected from Gaiya and return later for some XP reward
[*] New structure: Biology lab. Use material gained from hunting animals to create permanent weapon and armor enhancements
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[h1]BUGS[/h1]
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[*] Fix an issue that may have been causing some character and animal Jittering
[*] Fix the randomized server-generated wind direction/intensity and associated sound
[*] Fix some generator power radius issues
[*] Fixed the persistent issue with pirate weapons never going away and cluttering the ground
[*] Fixed an AI bug with haulers that caused them to freeze up, they should be better at hauling now
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Over the next few weeks, we will primarily be working on
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[*] Bug fixes, especially AI bugs
[*] Pipeline usability rework
[*] Performance issues
[*] New revamped progression system, spending XP points in a skill tree instead of automatic unlocks
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