v10.01.2025b - Difficulty Adjustments & Quality of Life

[url=https://discord.gg/5fdgd8A6s8][img]{STEAM_CLAN_IMAGE}/45017467/47fe6906f0f8d712101759a16b3a4e8797a5b385.png[/img][/url] https://store.steampowered.com/app/2560140/The_Local__Supporter_Package [h1]Orders[/h1] [h2]Difficulty Balancing[/h2] These changes primarily boil down to decreasing the number of missiles but making them much more threatening. You now need to actually try dodge them because they will catch up to you. You can try getting a wall in between yourself and the missile, or do a quick 90 degree turn at the last second. [list] [*] There are now enough cannons to cover most of the map. There were previously a few large areas that could not be reached by any cannons [*] The number of missiles that can be active at once is now capped. The cap starts at 2 and scales up to 6 [*] Missile explosions now do 0.4 damage instead of 0.25 [*] Increased the volume and range of the missile thruster sound. You can use this to spatially identify where and how far away a missile is [*] Increased the turn speed of large missiles [*] Missiles will now always gain speed (previously this only happened after the missile had stopped chasing the player) [*] Decreased the speed at which missiles gain speed [*] Decreased the distance missiles need to be facing the player at to stop chasing them [*] Decreased the radius range that Air Strikes will be dropped around the player [*] Air Strikes will now start being dropped sooner [*] Slightly reduced the size of Air Strike explosions [*] The health regeneration speed has been decreased significantly (the cooldown remains the same) [*] (There's probably been some other small changes I've forgotten about) [/list] [h2]Danger Level[/h2] [list] [*] You can now view the current Danger Level by using the scanner. It will also be revealed every minute that the difficulty increases (this behaviour can be disabled under the HUD options) [*] 100% danger means that all obstacles are active [*] From 100% it will make its way up to 999% which means that the stat scaling of obstacles is at its peak (this takes 90 minutes in permanent and can never actually be reached in part-time) [*] Added a Log about Danger Level [/list] [h2]Perks[/h2] [list] [*] The price of Perks will now scale up over the course of the run. After 90 minutes, Perks will cost 10x as much. This maximum scaling cannot be reached in Part-Time. This change has been made as I've found that there is often an excess of money the longer you go on [*] Removed the stock limit on Passive Income, Golden Rails and Extra Credit [*] Passive Income now only works when moving [*] Auto Refill is now slower [*] A unique hit sound will now play when taking damage from the Gravity Shield [/list] [h2]Other[/h2] [list] [*] Added a clock to the minimized phone UI [*] Supply Drops are now revealed by the scanner [*] A warning sound will now play when your health goes to or below 10% [*] Projectile warnings are now shown for projectiles up to 200 units away instead of 100 [*] Your score is now immediately calculated and uploaded to the leaderboard so you can now quit to the titlescreen even during the score build up [*] The score build up on the end of run screen now gets much faster [*] Increased the chance of Cold Resources being requested from 20% to 30% [*] Fixed a bug where the Special Deliveries weren't paying out tips and time bonuses, just the base payment [*] Attempted a fix for a bug where you could get more than the max stock of a perk. See ⁠You can get more than 1 of the… for more [/list] [h1]Other[/h1] [list] [*] Fixed a bug where explosions would damage you if they hit a phantom voodoo version of yourself [*] Fixed a bug in the Log where perk logs would show the price where the max stock should be [*] Fixed a bug where falling into the middle of a mine cart would cause you to bounce back and forth multiple times [*] Absolutely minuscule UI changes [*] Small changes to the world [*] Added a new tip to the loading screen [/list]