SpaceBourne 2 Early Access Ver. 4.2.0 Released

[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]