[b]SpaceBourne 2 Early Access Ver. 4.2.0[/b]
[h3]Dungeons Overhauled and Improved[/h3]
[b]Dungeon Levels Adjusted[/b]: All dungeon levels and difficulty scaling have been revamped, ensuring a smoother progression experience.
[b]T6 Dungeon Items Introduced: [/b]A new item tier, T6, has been added, significantly more powerful than previous tiers and crucial for end-game content.
[b]Legendary Dungeons:[/b] Players can now access Legendary Dungeons by collecting 4 special keys. These dungeons offer exclusive T6 items that are unique to them and cannot be found elsewhere in the game.
[b]New Cave Dungeons:[/b] Five distinct cave dungeon designs have been introduced, each featuring different creature types and unique boss encounters. These caves are now populated with dangerous creatures and challenging bosses.
[b]New Mining Guild Dungeon Quests[/b]: The Mining Guild now offers new dungeon-related quests, adding fresh objectives for players to complete.
[b]New Floor and Boss System:[/b] Each dungeon now features a unique number of floors and bosses, determined by its level and tier, offering varied challenges.
[b]Minimap Added: [/b]Each dungeon now includes a specialized minimap, allowing players to navigate and anticipate upcoming challenges more effectively.
[b]Puzzles Added to Dungeons: [/b]A variety of puzzles have been integrated into dungeons, enhancing the gameplay experience with new challenges.
[b]Bug Fixes: Dungeons[/b]
[list]
[*] Enemy AI can shoot through walls.
[*] Sometimes, even after defeating dungeon bosses, I can't proceed to the next floor, and can't interact with the elevator.
[*] Too many consecutive boss floors can appear after floor 3.
[*] When summoning my squad in dungeons, we get stuck in narrow corridors and can’t move forward.
[*] Getting surrounded by more than one enemy causes me to fall, and I can’t get back up.
[*] Dungeon minimaps don’t work or appear broken.
[*] In outpost-type dungeons, doors are blocked by models, preventing progression.
[*] No ammo refill locations exist in dungeons, forcing me to leave to resupply.
[*] I can loot treasure chests again after clearing a dungeon and returning.
[*] AI and certain models’ colliders overlap, merging upon enemy AI death and preventing looting.
[*] Some dungeons have no treasures in rooms with Bosses.
[*] A green fog sometimes appears in dungeons, obstructing my vision.
[*] Physics issues with dead enemy AI have been resolved.
[*] Some objects in dungeon rooms float, blocking movement.
[*] Certain paths, doors, or floors are blocked by rocks or obstacles, preventing progression. Upper floors can also become unreachable.
[*] Climbing in the Enemy Boss floor allows access to a closed elevator area, where the Boss cannot hit me.
[*] Sometimes, when pressing the elevator button to go to a floor, the game fades out and gets stuck.
[*] Dungeon and Boss progress bars overlap, making it difficult to see.
[*] Boss rooms in Dungeons respawn the Boss with a different name and three loot-filled crates. Loot also respawns when floors reset, creating a loop.
[*] Climbing on certain models during a Boss fight causes the Boss to lose track of me, resulting in a game glitch.
[*] After defeating the Boss on the -3rd floor, selecting "Exit Surface" and returning causes the Boss to respawn.
[*] On the Boss floor, placing a turret near wires and climbing allows me to re-enter the area.
[*] Enemies in some quests spawn at the same level as my character, disrupting balance.
[*] In caves, some actors’ active colliders create invisible walls, blocking movement.
[*] Some Boss quests cause me to get stuck in the elevator and prevent me from exiting.
[*] Over 20 minor bugs related to dungeons have been fixed.
[/list]
[h3]Creatures and AI Enhancements
[/h3]
[b]Creature AI Overhaul:[/b] All creatures and their AI systems have been rebuilt from the ground up, offering a more challenging, balanced, and optimized combat experience.
Five New Creature Types: The game now features five new species of creatures, each with unique abilities and behaviors.
[b]Creature Hunting Missions: [/b]New creature hunting missions have been added, allowing players to track and hunt creatures for rewards.
[b]Boss Creatures: [/b]Boss creatures have been introduced, bringing tougher and more rewarding encounters.
[b]New Hunter NPC Class: [/b]A new Hunter class NPC has been added to every village. These hunters have their own markets, where players can sell creature drops for higher prices.
[b]New Hunter Class Weapons: [/b]Hunter weapons with X-ray scopes have been introduced, making it easier to detect and track creatures on planetary surfaces.
[b]Creature-Specific Loot Drops: [/b]Creatures now drop items based on their level, with higher-level creatures providing more valuable rewards.
[b]New Abilities for Creatures: [/b]Certain creatures now have unique traits and poison damage effects, adding more depth to combat.
[b]Bug Fixes: Creatures[/b]
[list]
[*] Creatures spawn very rarely on the planet's surface, making encounters difficult.
[*] Creatures repeatedly knock me down, making it nearly impossible to continue playing.
[*] All creatures spawn at Level 1 and die in one hit.
[*] If I board my ship mid-fight, the creatures remain in the game, causing a memory leak.
[*] Creature sound effects continue looping even after they die and don't stop until the game is exited.
[*] Over 10 minor bugs related to creatures have been fixed.
[/list]
[h3]Guilds and Side Quest Enhancements[/h3]
[b]Side Missions Redesigned:[/b] All side missions have been completely redesigned for better balance and improved gameplay flow.
[b]Experience and Currency Rewards Adjusted: [/b]Rewards for side missions have been rebalanced to ensure more consistent progression.
[b]New Side Mission Types Added: [/b]Several new types of side missions have been introduced, offering more variety and unique challenges.
[b]Guild Leveling Fixes: [/b]Guild leveling design issues have been addressed, and performance-related problems have been resolved.
[b]Timed Side Quests Added: [/b]A time limit has been added to side quests. If players do not complete the quest within the specified time after accepting it, the quest will fail.
[b]Penalty System for Side Quests:[/b] A penalty system has been introduced for side quests. If players fail to complete a quest on time or choose to cancel it, they will have to pay a penalty equal to half of the quest's reward.
[b]Bug Fixes: Guilds and Side Quests
[/b]
[list]
[*] In the "Kill Captain " space mission, the Captain is no different in difficulty compared to other wingmen, and no sound effect plays during his death, even though the transmission text appears.
[*] Missions appear on the scanner outside of the star system.
[*] In Galaxy Web space missions, system names are not displayed, and details are lacking.
[*] Different creatures spawn in the "Save Person" part of Galaxy Web: Mercenaries ground missions, causing various bugs and halting progress.
[*] In Galaxy Web ground missions, when hacking, enemies damage the process, turning it into "Deleting Files." Despite reaching 0%, the mission still marks as "Completed."
[*] In Galaxy Web ground missions, some details like "None Planet" appear, preventing mission progress.
[*] During hacking in Galaxy Web: Mercenaries ground missions, leaving the planet causes the widget to remain, and returning continues the stage with overlapping widgets.
[*] Galaxy Web ground missions can be continued even after canceling them and leaving the planet.
[*] It’s impossible to save at the start of Pilot missions in Galaxy Web. And when attempting to load the save later, the mission does not progress.
[*] The specific planet to visit in Galaxy Web missions isn’t listed, and indicators on both planets and nearby outposts cause confusion.
[*] In Mercenary protection missions, just waiting while guarding civilians completes the mission without taking action.
[*] In a Mercenary mission, the person to be rescued was already dead upon arrival, preventing completion.
[*] In civilian protection missions, saving and loading causes civilians and enemies to respawn, but the mission is already marked as completed.
[*] In hacking missions, if I stray too far, the objective remains active.
[*] The objective doesn’t disappear even after interacting with the hacking device.
[*] After accepting a quest from the Quest Giver, I can talk to them again and repeatedly accept the same quest.
[*] In station destruction missions, I shoot at pilots, but they don’t die. As a result, the mission does not progress and gets stuck, preventing me from completing it.
[*] The first NPC I meet in a side quest shows "None" as their name.
[*] After warping in a side quest, the system doesn’t remove my previous mission location from the scanner.
[*] Some side quests have missing NPCs at outposts.
[*] Some Mercenary missions lack visible rewards.
[*] The "Get Asset" mission breaks if saved and loaded during the mission.
[*] The "Hack Server" indicator sometimes gets stuck on the screen.
[*] Enemies in "Save Pod" missions always spawn at Level 1.
[*] Accepting multiple missions causes "Contracts" to overlap and become disorganized.
[*] The Quest Giver shows "None" as their name until I interact with them, and their name changes each time I interact.
[*] Some mail missions have empty objectives, making it impossible to complete them.
[*] Over 25 minor bugs related to side quests have been fixed.
[/list]
[h3]New Features:[/h3]
[b]All levels redesigned: [/b]Levels have been reorganized with lighting improvements and fixed errors.
[b]Hoverbike Combat AI: [/b]AI for hoverbike combat has been redesigned and made more challenging.
[b]Performance Update:[/b] A broad performance update now allows more effects to display smoothly and efficiently.
[b]Additional Bug Fixes:[/b]
[list]
[*] My squad doesn’t attack Creature classes.
[*] After my character falls, if I take damage again, my character spins endlessly, causing a game-breaking issue.
[*] Crashes occur when traveling too fast on planetary surfaces.
[*] I can raid my own faction’s solar system and end up fighting against my own faction.
[*] Some bosses in the main quest are overpowered, making them nearly impossible to defeat.
[*] In the "Rescue Anka" mission, shooting at the glass doesn’t break it, preventing progress.
[*] In the "Feast of the Stars" mission, the enemy AI is much stronger than the quest level suggests.
[*] Upon dismounting the hoverbike, I sometimes get stuck in its model, unable to move.
[*] After long hoverbike travels, dismounting sometimes sends the hoverbike far away.
[*] The hoverbike doesn’t always respond when summoned.
[*] When summoning the hoverbike while far away, mounting it teleports me back to where it was originally located.
[*] In enemy territory, dismounting the hoverbike can cause me to get stuck inside walls or other objects.
[*] If enemies are too close, some character perks cannot be used or have minimal effect.
[/list]