Humanity is fighting wars on all fronts only to be ambushed by a new enemy. As a combat pilot, you must protect the mothership and escort it back to Earth to warn them of this new threat. Upgrade your ship, salvage ancient technology, and turn the enemy's weapons against them.
This is the second of two updates based purely on feedback I have received during Next Fest. If you've made any suggestions, you'll hopefully see them addressed here.
[h2]Free Lasers[/h2]
Players will no longer be required to unlock Lasers with an upgrade. This brings the Mechanic and Engineer trees nicely in line. In addition, Mechanics get a +25% rate of fire to projectiles, which is essentially just more damage so to balance this Engineers now get a second +25% damage to lasers upgrade at the bottom of the tree. Some of the starting ships can now start with lasers as well which feels nicer.
[h2]Free Thrusters[/h2]
Unlocking thrusters felt a bit dumb and it was requested during Next Fest that we have some upgrades that are more broad in their scope. Thus, both thruster unlocks have been replaced with generic improvements to damage and critical hit chance.
[h2]Upgrades Reset[/h2]
Due to the above all upgrades in save games will be reset on your next load. It's also a lot cheaper to reset them for credits now.
[h2]Hull Regen Balance[/h2]
Balancing hull regen was impossible, it was always too much at low levels and too little at high levels. All hull regen from upgrades and equipment is now given as a percentage of maximum hull. This has been retroactively applied to Bio Network passives.
[h2]Global Loot Table[/h2]
Enemies have always dropped the weapons they use themselves, but now 20% of the time they'll drop random weapons instead. When pulling from the global loot table they're also 4x more likely to drop things you're currently using. This table is also used for the black market (which is also now twice as likely to give you rares) and encounter rewards.
[h2]Requested Features[/h2]
Click the star on some equipment in your cargo to mark it as a favourite and it'll not be sold by the quick sell options at the Mothership. You can also check the Auto Repair checkbox while you're there to just repair every time you dock.
Again, thanks for all the feedback. There is also a load of bug fixes and a couple of performance improvements!
[h1]Patch Notes[/h1]
[b]Save Data Changes[/b]
[list]
• Upgrades have been reset for all existing saves.
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[b]New Features / Content[/b]
[list]
[*] Requirement to unlock Lasers with an upgrade has been removed.
[*] Requirement to unlock Ion Thrusters with an upgrade has been removed.
[*] Requirement to unlock Displacement Thrusters with an upgrade has been removed.
[*] Added another Laser/Bolt Damage Upgrade to Engineer tree to parallel Mechanic Rate of Fire.
[*] Added new upgrade Global Damage (+2% per level) in place of Ion Thruster Unlock.
[*] Added new upgrade Global Crit Chance (+1% per level) in place of Displacement Thruster Unlock.
[*] Upgrade Heat Capacity now only increases by 5% per level instead of 10%.
[*] Hull regen is now always calculated as a percentage of maximum hull.
[*] Hull regen upgrades now grant +1% maximum hull per level instead of a flat +10 hull per second.
[*] Bio Network now grants a % of maximum hull per level instead of a flat value.
[*] Engineer now starts with a Caustic Laser instead of Acid Gun.
[*] Bounty Hunter now starts with a Heat Ray inistead of an Inferno Cannon.
[*] Added new Global Loot Table that contains all equipment in the game.
[*] Enemy drops now have a 20% chance of coming from the Global Loot Table.
[*] Encounter rewards now have a 10% chance of coming from the Global Loot Table.
[*] Black Market now always uses the Global Loot Table.
[*] Increased chance of Rare equipment from Black Market from 10% to 20%.
[*] Equipped items are 4x more likely to drop from the Global Loot Table (Enemies / Black Market Only).
[*] Phantom and Shadow encounters now have a chance for random dialog.
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[b]Balance Changes[/b]
[list]
[*] Significantly reduced exponential equation for calculating upgrade reset costs.
[*] Rare equipment now get a minimum of 4 modifiers instead of 3.
[*] Reduced Thruster drop chance vs other types by 20%.
[*] Auto Stinger Launcher now fires in volleys of 4.
[*] Auto Stinger Launcher range decreased from 600m to 500m.
[*] Auto Stinger Launcher damage increased by +25%.
[*] Demon (Elite) will now wait at least 10s between invulnerability phases.
[*] Point Defense Lasers no longer get modifiers relating to status effects.
[*] Enemy repair ships no longer boost when fleeing or evading.
[*] Overcharged Thruster now also grants +10% heat resistance.
[*] Basilisk Laser now also has +25% critical hit modifier.
[*] Boomerang now gives +20% credit salvage.
[*] Big Blasta now gives +10% item salvage and +10% bonus experience.
[*] Light Lance now gives +20% max speed.
[*] Mothership now has +150% more hull / shields and 80% damage reduction.
[*] Enemies will no longer sit more than 300m away when using long range weapons.
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[b]Quality of Life / Accessibility[/b]
[list]
[*] Equipment can now be marked using the star as a favourite to avoid selling it with quick sell.
[*] Added an automatic repair checkbox to the mothership panel.
[*] Weapons now tagged as Laser or Projectile to be clear which upgrades they use.
[*] Removed all mention of 'beams' from Upgrades as was leading to confusion.
[*] Renamed Specialist upgrade tree to Technician as it doesn't give a Special slot.
[*] Increased accuracy of numbers displayed for equipment to 2 decimal places.
[*] Shortcut bindings for Quick Sell and Repair All are now available.
[*] Ship stat breakdown now mentions the 80% cap on damage reduction and resistances.
[*] Global modifiers now display upgrades before items for easier reading.
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[b]Performance[/b]
[list]
[*] Elite traps no longer use Unity physics collisions as they dropped framerate.
[*] Reduced needless component lookups of Homing / Rebound projectiles.
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[b]Bug Fixes[/b]
[list]
[*] Fixed issue with lasers and bolts hitting and chain strange objects they could not damage.
[*] Missile launchers now display their correct range in item stats.
[*] Missile launchers now display their average velocity not their minimum.
[*] Repair ships will no longer fire repair rays at hostile targets.
[*] Leech Gun now repairs hull only and not shields.
[*] Nanobots no longer apply some of their instant repair to shields.
[*] Fixed Dialog.Name not defined error when displaying random dialog in Sector 2.
[*] Fixed issue where enemy ships trying to stay local and evade would actually flee.
[*] Encounters in navigation panel are no longer be tricky to click on some resolutions.
[*] Fixed rare null pointer in GetHostileSquadrons() when returning to menu.
[*] Fixed SquadronShip specified was not found in Squadron error.
[*] Global modifiers on your ship now correctly reset when you reset upgrades.
[*] Electromagnetic Pulse image no longer gets incorrectly hue shifted by slot color.
[*] Homing missiles fired by Moths will no longer circle friendly targets they're repairing.
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