A pretty big update this time - lots of balancing changes and bug fixing.
What’s new?
Added outro video to game.
Added new Attachment, Jury Rigged Reactor I.
Added Advanced Beams Attachment.
Danger level now increases at 0.4 when jumping to a previously visited node (previously increased 1 per jump).
Danger level is now shown via a bar rather than just a label. This appears in game (while paused) and on the map scene. Added danger max icon to danger level display.
Danger Level bar now has a tooltip attached to it.
Tutorial popup system overhaul: each tutorial tracked individually now so will never see duplicate tutorials or miss tutorials. Re-implemented sector map tutorial.
Moved the View Patch Notes button, hid the Controls and Credits buttons from the main menu. Added them into the Options Panel.
Moved the credits and supply info to the left hand side of the screen to keep its position consistent with the battlefield UI.
Updated descriptions of storms.
Added an override so we can define what rewards reference the difficulty modifier.
Check out the full patch notes on our blog to see all changes this patch.
http://store.steampowered.com/app/335830
Version 1.0.5.2 Released
This patch addresses a number of balancing issues players have reported relating to how certain enemy ships perform (particularly the Rogue and Lancer). There were some extreme situations where the burst damage produced by enemy fleets was too high.
Key changes that have been implemented to improve this are:
Added some more variations to enemy fleet spawns
Enemies should no longer spawn multiple fleets (Except in some specific circumstances.)
Enemy rogues can no longer obtain breach bombs.
Reduced the prevalence of Rogues and Lancers in enemy fleets.
Slightly reduced how often enemy ships will fire Lances and Blasts.
Reduced the damage of all Automaton weapons by 30%.
Full details of changes in this patch can be found on our blog – let us know what you think of the changes.
http://store.steampowered.com/app/335830
[BETA Branch] - v1.0.5.0
We've updated the testing branch with some more balance changes and fixes. Let us know what you think of these. The changes (and those already in the testing branch) will likely be rolled out to the main build next week.
Details of how to access the testing branch can be found here:
We've uploaded a test branch to the game with some fixes to points some players raised with the latest version of the game.
Changes include:
Reduced the number of Rogues that can spawn with enemy fleets. It's still possible to get more than one, but it shouldn't happen too often.
Implemented measures to prevent enemy ships spamming special abilities.
Made some other general changes and improvements to spawn behaviour.
Added a guaranteed repair shop to each sector and bug fixed some issues with how shops spawn.
We've also added bundles of supplies (to allow players to buy them in bacthes of 5), although this is currently bugged FYI.
You can access the BETA Branch by;
Right Click on Distant Star: Revenant Fleet in the Steam client.
Select Properties.
Select BETAS
Enter the password - dstarbetatest
Select betatest from the drop down menu
After this, the Steam Client will automatically patch to the BETA Branch and you can try it out. To revent to the main branch, select "NONE - Opt out of all beta programs".
As with previous test branches, we're releasing this to allow you a chance to check it out. There are still some bugs with this version and these will be resolved before it's merged with the main version.
Version 1.0.3.1 Released
This update includes an overhaul of the Erebus Platform fight and a number of balancing and bug fixing changes.
Erebus mission updated.
Added mines to Erebus level.
Adjusted when fleets spawn in on Erebus platform.
Escort3 missions have been changed into Escort1.
Skill sockets now flash when they have been unlocked.
All AI now has a delay between checks for activation which is a range editable by design.
Adjusted random ranges on 'use attachment' timers for AI.
Loot items are now automatically scrapped if the fleet browser is closed without using them (popup warning is displayed)
Overhaul of ship thruster system. All ships moved over to use new system, which does not interfere with particle vfx appearance.
The credits amount on the shop item will now be either green or red depending on whether the player has enough credits to purchase the item or not.
Additionally altered the purchase confirm and replace confirm dialogues so that they no longer rely on the the + or - symbols.
Added two new shops.
Energy modifiers now apply a fixed increase/decrease rather than a multiplier.
Added SelfHullRepairAI.
Added SelfShieldRepairAI.
Updated system attachments to use new AI.
Updated sustained damage pulse AI to prioritise certain ships.
Force targeting now has super awesome damage mitigation.
Disengage now also increases ships speed.
Updated Target Painter Icon.
Defend 1 objective should now appear on Medium Map 2 and Medium Map 3.
Updated descriptions for ships.
Added Target Painter prefab.
Escape button now has the correct sprite on it.
Fixed the tooltip alignment on the Supply icon.
Storm attachments will now not become available again until the previous storm has died out.
Core weapons are now always just called 'Weapons' in any player-facing text.
Reduced the delay on the XP in the battle report to 0.5s and the time it takes to alpha in to 0.25s
Removed disabled shields from ships that didn't have shields.
Moved the position of command ship in start mission so that all Akari NPC focus on it.
All ships can now display a tooltip if they have a description set on them and the 'showHUDTooltip' flag is set on the Ship script.
There was an issue with the spawn behaviour of enemy units in the Erebus Platform mission - this has now been resolved.
Version 1.0.2.2 Released
Today’s patch brings a number of changes, bug fixes and balancing updates. These are geared towards points raised by players over the past couple of weeks about issues they were facing with the game.
Saving & Escape
We've added an Escape button to allow you to jump out missions before they are complete. This will consume 1 supply and apply critical damage to your ships (you can't escape if you have no supplies).
Saving is no longer possible in-mission - you need to jump out to the sector map to save, where you can do so without penalty.
No Supplies
If you run out of supplies, then each jump has an increasing chance to apply critical damage to a ship in your fleet.
Starting Shop
We've unlocked all ship in the starting shop - have fun!
Class Changes
We've made a number of changes to each class (more details in the patch notes on our blog).
Dual Monitors
We've implemented a fix for the game minimising if you clicked off screen while using dual monitors. Players should turn off full screen via Display Options (windowed mode will be used but there will be no border on the windows) and you will now be able to click to your second screen.
Enemy Fleet Scaling
We've made a number of improvements to how enemy fleets scale:
Disabled random activation timers on triggers to remove unintended chance of enemies spawning at similar times.
Reduced the number of fleets spawning in Ambush, Defend and Boss Battles.
Removed some of the higher quantity pirate fleets from the game.
Updated A’kari fleets to new points system.
Updated Orthani fleets to new points system.
Player now notified when Erebus defence stations are under attack.
Reduced the sector fleet scaling to accommodate for enemies gaining more Attachments over sectors.
Hostile fleet Attachments now scale based on Sector number not Danger Level.
We've put together a number of guides for the game which focus on stats and the specific effects of weapons, attachments, skills and criticals.
It has been commonly asked for this information to be added to the game - we're prioritising it and will get it implemented pretty soon (it definitely won't be next week's update). In the meantime, the guides should give you a bit more information.
PLEASE NOTE - the stats are always subject to change, so please don't get too attached to them!
First of all, we’d like to welcome all of our new players and thank everyone for their feedback over the past couple of days. A number of key issues relating to the difficulty of the game in some areas have been raised and today’s update is geared towards addressing those.
Enemy Fleet Scaling
The main issue that people have been facing is how the game scales – in particular, the size, strength and composition of enemy fleets. This issue was particularly problematic against smaller player fleets and nearer the start of the game.
We’ve made a number of changes today to help soften the difficulty curve at the start of the game – in particular to reduce the occurrences of extreme situations (too much incoming burst damage, too many enemies, defend / escort targets dying too quickly):
Changed the scaling formula to spawn less ships vs smaller player fleets.
Reduced the hull health of pirate fleets.
Skimmed off some of the high number fleets from pirate spawns.
Increased the amount of damage defence and escort objectives can take.
Added a more 'damage resistant' tech ship to Defend missions, to assist in its survivability.
Reduced the chance of specialist ships spawning (Lancer, Tech, Rogue).
Increased the chance of Gunships being spawned in enemy fleets.
BF Torpedo has had its charge time increased from 5 seconds to 10 seconds.
Reduced the number of drones that spawn in the opening battle.
Loot System
Another issue that contributed to problems occurring was a slight imbalance in the loot system – i.e. not quite enough credits to upgrade or buy new ships. Today’s patch changes:
Increased the rate that credits and experience earned from battle increase over the course of the game.
Increased starting credits from 30000 to 40000.
Although we’re no longer in Early Access, we’re fully committed to continuing to improve the game and would very much appreciate any feedback you have to offer.