Weekly Patch 1

[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31713174/cd9a470dd9444f288f4eff7f0b147de5ecf2cc2b.png[/img] Greetings, We thank you again for posting issues or worries about certain aspects of technical issues, balancing and mechanics of Last Encounter. The more details in your feedback we get the better we understand the issues. Which leads us to making better choices in how we approach the updates. [h1]Weekly Patch 1[/h1] [list] [*]Fixed Free Upgrades Bug [*]Fixed Floating Text Credits Display [*]Fixed Enemy out of Bounds in Tutorial [*]Fixed Void Beam Bug [*]Fixed Enemies Dying from Poison to give Loot [*]Balanced and Fixed Beam Knockback [*]Improved Bullet Performance [*]Updated Gravitron Boss Visuals [*]Updated Void Visuals [*]Updated Dialogue Visuals and Grammar Galaxy-Wide [*]Updated Cinematics [/list] [h1]Frequent Objections[/h1] [u][b]Technical issues[/b][/u] are mostly straightforward, something in the game is not working as intended. Either in terms of performance, bugs, glitches etc. Sometimes these errors are easy fixes that we can update the same day that they are reported. Other times they are a bit more complex and we need more time to understand the background of the error and how it might be connected to other systems. Technical issues are high on our priority list since they convey either the wrong experience or ruin your experience. We apologize if you've had any and we thank you for taking the time to report them. Although we did, and still do a lot of testing, and since we're not a big team we were not able to catch all of them, but we are doing our best to get rid of all of them. The other type of issues would be [u][b]Information based or UX based[/b][/u]. These situations are when mechanics and other elements in the game do work as we intended but they are not understood well. We see these cases as our missed opportunities. If a high number of you reports that things are unclear, we see it as us not giving clear enough instructions inside the game for you to be aware of the rules and mechanics. We will keep working on these as well. Trying to bring more clarity to how the weapon system is designed, and how other things that may seem random are generated and created inside your run. For most mechanics, pickups, weapons, drops etc. we have separate systems that are aware of your progress and state in the game. The purpose of all of them is to have the right mix of known and procedural to give your runs the right amount of "randomness". The last type of feedback we hear is [u][b]Balance and / or Mechanics based[/b][/u]. Since there are multiple systems in the game which are connected, it takes some time to balance them out perfectly. While at the same time also doing our best that the resulting balance is smart enough to accommodate both advanced players of the genre as well as players who might not have played many similar titles. Our goal with the systems is for the resulting gameplay to be challenging so that your runs are fun, while at the same time not being too challenging so that they don't trigger frustration. [h1]Changes that are coming soon[/h1] Since we are changing the balancing we hope to build a better experience. Even if you already unlocked or seen most of the content in the base release, we're currently working on a couple new options that will allow for a new experience. Were still working on: [list] [*]In-game Graphic Settings [*]Key Binding Changes [*]Gameplay Settings Changes [/list] With the Gameplay Settings we want to introduce the ability to reset your current progress. So that you're able, if you want to, to experience the new balance from scratch - with no unlocked components, pilots or ships. We also want to work on more content which can be explored once you completed the base story, so that even after unlocking the basic collections there is more for you to explore and more challenges to face. There are more things that we have planned, but we will address them once we get closer to implementation. That's it for this week. We hope that you are having a good time in deep space. And even if not, let us know your worries. We appreciate the time you invest in giving us feedback and will continue working on making Last Encounter better.