An arcade-action shoot-'em-up rogue-lite. Steer, drift, spin, smash and gun through waves of enemy vehicles. Go to war against extreme-machine bosses. Build up and tune your tactical loadout of car mods, defences and weaponry for each treacherous transport mission. Drive. Destroy. Get paid. Upgrade!
Hi everyone,
Sorry for not getting this update out on Friday as I'd intended. I ended up putting more fixes in and a bit more testing was needed.
Version 1.0.1.2 is now live and contains the following:
[b]Main changes[/b]
[list]
[*] Fixed a major bug with player fire-based weapons that meant they were only inflicting repeating fire damage and no shot impact damage. (This is why they've been reported as underpowered!)
[*] Added map screen markers for Elite vehicles (so you know which ones are remaining when going for "The Professional" achievement). These are located on the "faction" panel.
[*] Drastically increased the chance of Elites appearing when the game has been completed and all factions have been defeated. This will further help you clean up on all the achievements if not already awarded. (Generally I'd expect the final achievements to be unlocked AFTER story completion.)
[*] Prevented common pickups (i.e. repairs, currency, charge and ammo) of the same type dropping more than 3 times in a row. I think this is a fair compromise between not killing the RNG and making sure you don't get a load of repeats.
[*] When on very low health you will now be guaranteed a repair drop from a destroyed enemy (except when that enemy is tagged as a schematic carrier.)
[*] Boosts that affect secondary weapons will now be offered on a boss stage [i]only if[/i] more than half ammo is remaining. (They ended up being a bit unappealing otherwise.)
[*] Slight increase in % effect on the following boosts: Quality Tooling, Shock Absorber, Deflective Coating and Protector. (Note: The design goal for boosts is that they are marginal effects, not big game changers, hence not having large % values. They can JUST make the difference between success or failure, especially against a boss.)
[*] Expanded Clip boost now gives you ammo equivalent to the capacity increase.
[*] Difficulty Balancing - Slight reduction of toughness on later bosses.
[*] Difficulty Balancing - Lowered difficulty of Dark Haven slightly and Sentry Ranges to a larger extent. (This is to reduce the spike that I think most people are experiencing at this point in the game. Note: I've not made it easy, just a bit more manageable and less frustrating, hopefully. You still need to figure out your tactics and weapon usage for these.)
[*] Difficulty Balancing - Lowered damage from Juggernaut spread-shot guns. (It was too easy to get caught and destroyed quickly. I might adjust this further in another update but I'm going to sit with it like this for now.)
[*] Arcade mode - Increased chance of unlocking certain key weapons earlier (or at the appropriate point in the game).
[*] Arcade mode - Gain 2 charge on stage fail.
[/list]
[b]Other fixes:[/b]
[list]
[*] Fix for a story trigger incorrectly firing early that would lock up the game. Only had one report of this on console so hopefully not caused problems for many people.
[*] Fix for statistics not being properly transferred back into profile. This shouldn't have been noticeable but would have affected the new Elite marker display.
[*] Fix for a minor issue where the Accumulator achievement would only trigger on picking up currency drops, not on receiving delivery payment.
[*] Fix for an audio loop on the final boss not stopping under certain conditions.
[*] Fix for the Undented achievement not catering for collision damage if Damage Scale set to 0%.
[/list]
[b]Current priorities for future updates:[/b]
[list]
[*] Further balancing changes depending on feedback (taking into account feasibility and design fit.)
[*] A few more tweaks to Arcade mode. (I think it's better now, but maybe needs a little more easing.)
[*] Mouse control support (if I can develop a scheme that works well)
[*] Controller remapping
[*] More usability options (Both for accessibility and game experience customisation)
[*] Bugfixes as and when required
[/list]
The next update will likely be a smaller one because I'd like to be able to make progress on some of these larger items.
NOTE: Where feasible I will always make the previous version of the build available. You can access this through Manage -> Properties -> Betas and enter "PREVIOUSBUILD" as the access code. (The previous build is now set to version 1.0.1.1.)
Thanks for the support,
Richard (Red Phantom Games)