BALANCE :
* Coward's Shell now have a different unique flaw. Only Coward's Shells dropped from now on are modified.
BUG FIXES :
* Fixed a crash when leaving a mission with the skill Lloyd's Recall
* Fixed a rare bug with lasers during the end of missions
KNOWN BUGS :
* Some automatic skills triggered by enemy deaths do not work properly with the new freighters.(Will be corrected in the next patch)
* If you change keybindings or remap your pad with the second launch option, you have to always use this second launch option to use your edited settings. We're quite aware it's really not satisfactory but it will probably force us to refactor a good portion of our control management through a dedicated plugin.(In progress)
Early Access - Update V0.18
CONTENT :
* A new environment available for missions above difficulty 25
* A new music track
* 3 new skills :
- Pipe Bomb (mine)
- Focus Ring (ring)
- Mine Hack (slow)
* 5 new unique items to discover
IMPROVEMENTS :
* You can now see in a tooltip the grade required to unlock ships in the Hangar
* Bullets now emit significantly more colored glow which should make them a bit more visible on the different backgrounds
* There is now an option to deactivate ALL screenshakes in the settings
* Added an option to reset your save in the settings
* You can now see how much will cost the conversion of an item into a Blueprint when rolling over this object while the Blueprint panel is activated
* Symbols of Skill variants have been reassigned to be similar in all families and are now only based on unlock level
BALANCE :
* Multi Dash now costs 33% more energy with each jump ! The skill was of course too powerful to become invulnerable as long as needed in high difficulty levels
* Decreased high level values for the following item modifiers :
- increased energy
- increased energy regen
- decreased energy costs for skills
It was way too easy to become completely immune to energy depletion even when using intensively all skills.
For now, this kind of modification will not apply on already looted items. Only future items will have these new values. At some point we might create a system to modify even the items you already use but it may take some time to be done properly.
* Plasma and Magnetic Mines Skills have been rebalanced to be more coherent with the new Pipe Bomb Skill
* All Skills from the Mine family now include an estimated value for their damage in their description
* To complete a mission against the Freighter Boss, you must now destroy enough modules AND survive until the end of the run
* Freighters' heads will now instantly destroy your ship on a direct collision
* Freighters' modules now deal more damage on direct collisions
* High level freighters are now only included in longer and harder missions to prevent too easy and too fast farming
BUG FIXES :
* Tooltip in the Hangar now correctly displays a 0.25% bonus weapon damage per navigation point
* 2 missions were incorrectly placed on the same spot of the map
* REALLY fixed the bug preventing the notification of Item destroyed during a mission
* Fixed a bug which could cause a sound to be permanently played when using Lloyd's Recall
* If you have the Backup System (granting Automatic retreat) and the auto skill Second Wind, Second Wind will now trigger correctly with the highest priority. The Backup System will trigger (and be consummed) only if Second Wind is in cooldown.
KNOWN BUGS :
* Some automatic skills triggered by enemy deaths do not work properly with the new freighters. This require an unexpected quite deep refactoring which will be done in the near future.
* If you change keybindings or remap your pad with the second launch option, you have to always use this second launch option to use your edited settings. We're quite aware it's really not satisfactory but it will probably force us to refactor a good portion of our control management through a dedicated plugin. No exact timing for this correction but obviously it's quite high in our todo list.
Version 0.17c : patch2
BALANCE :
* Each Navigation point now adds 0.25% damage instead of 0.1%
* The energy regeneration of Hull Entropy cannot be interrupted anymore by damage
* Drop rate for all rarities has been rebalanced
* Drop rate slightly decreased on the Freighter boss except for crates
BUG FIXES :
* Fixed a crash involving armor comparison on a sentinel and switching ship to another class
* Fixed a crash when rolling over collectibles like life crystals
* Fixed a bug preventing notification in case of item destruction. You'll now see a warning message when you lost an item during a mission.
KNOWN BUGS :
* Some automatic skills triggered by enemy deaths do not work properly with the new freighters. This require an unexpected quite deep refactoring which will be done in the near future.
* If you change keybindings or remap your pad with the second launch option, you have to always use this second launch option to use your edited settings. We're quite aware it's really not satisfactory but it will probably force us to refactor a good portion of our control management through a dedicated plugin. No exact timing for this correction but obviously it's quite high in our todo list.
* The Navigation tooltip display a 0.2% value bonus per navigation point. It's really 0.25% but the complete number is truncated...
Version 0.17b : patch
IMPROVEMENTS :
* Added an option to skip some voices in game which are replaced by small SFX
- "not enough energy"
- "skill not ready"
* Added an information about the required grade to unlock premium and elite ships in the tooltip
* You can now compare an item in your stash with an equipped item which is deactivated due to requirements (items in red)
* The game is paused when the steam overlay is actived
* Corrected a lot of french errors in text
* [+] buttons to buy skills are now red if you don't have enough credits
BALANCE :
* A lot less suicide bullets between level 10 and 30.
* The Drone Morpher (level 10 boss) was a bit too strong
- removed one of its more aggressive variants at level 10
- decreased its magnetic resistance
- decreased hitpoints by 20%
BUG FIXES :
* Fixed a crash when 2 dialogues where launched consecutively
* Fixed a crash when leaving the leaderboards while a server request was not completed
* Fixed a crash with VFX which cause a lot of freeze during the fight with the level 15 boss
* The "famous" missing mission 9 is now here... it was just not plugged to the scenario. Oops.
KNOWN BUGS :
* Some automatic skills triggered by enemy deaths do not work properly with the new freighters. This require an unexpected quite deep refactoring which will be done in the near future.
* If you change keybindings or remap your pad with the second launch option, you have to always use this second launch option to use your edited settings. We're quite aware it's really not satisfactory but it will probably force us to refactor a good portion of our control management through a dedicated plugin. No exact timing for this correction but obviously it's quite high in our todo list.
V0.17 : Early Acces Version
FEATURES / CONTENT
* The content of the game is now unlocked progressively with a brand new reward system for :
- mission slots on the map
- challenges
- difficulty grades
- premium and elite ships
- skills
This gives a much more satisfying sense of progression in the game.
* A brand new "How To Play" mini encyclopedia has been added to the game! It's quite a read but consider this as an internal wiki about everything in the game.
* A new boss fight against a fleet of huge freighters
* A new environment
* 4 new skills :
- recoil blade
- mechanic's tip (auto)
- anti plasma bubble
- boomerang
* A new focus system for the Marauder : you now have to enter a moving target zone to earn focus.
* Steam cloud saves are now used.
* The game is now compatible with Steam Big Screen. By default there's no Unity launcher to remap your controls but you can still access it through a secondary launch option.
IMPROVEMENTS :
* A few new SFXs here and there
* The focus system for Sentinels have been modified : you now earn a fixed amount of focus points per second while your shield is regenerating.
* When comparing items the position of the active CPU slot or of the active armor slot is kept even when rolling over another item.
BALANCE :
* WAY WAY TOO MUCH modifications to list here. Pretty much all skill stats have been revised but also skill prices, loot drops, etc...
KNOWN BUGS :
* Some automatic skills triggered by enemy deaths do not work properly with the new freighters. This require an unexpected quite deep refactoring which will be done in the near future.
Version 0.16 : Closed Beta & Public Demo Update
FEATURES / CONTENT
* Major update of the public demo which is now similar to the beta :
- Loot system / Equipment
- Random level generation
- Shop / Blueprint system
...with a few restrictions of course :
- Difficulty limited to grade 1
- No access to unique items above level 10
- No access to premium and elite ship classes
- No access to the second enemy faction
- Access limited to the first 2 skills of each skill family
* Return of the competitive challenges / leaderboards :
- First Blood (Beta & Demo) : compete for the best scores in this non random level.
- Crystal Focus (Beta only) : compete for the best scores in this non random level with a locked selection of skills.
Beware: in competitive challenges, you cannot earn loot or credits but you can still lose your gear or your ship!
* A few new low and medium level enemy waves
* The system handling breaking of objects have been reworked entirely :
- to avoid dramatic situations where you lose most of your equipment, you can now lose a maximum of 1 object at a time on an automatic retreat. There's a roll for each breakable objects against their breaking chance but only one item is randomly selected among objects which have passed the roll.
- there's a new possible flaw for objects that will increase this maximum by 1
- you can still lose all your equipment if you lose your ship
IMPROVEMENTS :
* Tutorial Dialogues & Notifications are now spread over time when they are triggered simultaneously
* The detail of the 3 main stats (base + modifiers) is now visible on the Garage screen and not only in the roll over tooltip
* Item tooltip comparison has changed : a modifier which is added by an object will appear as a green positive stats. Previously only, augmented modifiers appeared as green numbers and new modifiers appeared as white stats.
* The command center screen was optimized and will now launch much more quickly
* There are now different icons on the planet map to distinguish standard mission / standard mission with bosses / competite challenges
* Missions icons on the planet map will have a color reflecting their difficulty or more accurately your chances to survive. Not really your chances to perform well. This system is a first draft and will probably be improved later.
* Redesigned the UI of the skill selection page with new access buttons for skill categories
* Added a retry button on the complete mission screen whether your mission was a success or finished by an auto retreat. This does not guarantee, enemy waves are the same unless you're in a competitive challenge
BALANCE :
* Missile damages from the second faction have been once more significantly decreased
* Laser damages from the small ships of the first and second factions have been decreased significantly
* Triforce + Forked Fire shooting angles have been modified to be easier to use
* Hull Refactoring cooldown is now 7 instead of 6
* Close Range Extraction cooldown is now 5 instead of 4
* BackDash & Fort has now been renamed to Dash and is the new defaut Warp skill
* Dash has been renamed to Powered Dash
* Projected Conflagration cooldown decreased from 3.5s to 2.5s
* Flame Thrust cost is now 20 instead of 18
* Price of close range Scavenging is now 5000 instead of 1500
* Dash cooldown increased from 2s to 3s
* Dimension Drive cooldown decreased from 5s to 2s
* Multi Dash cooldown increased from 6s to 7s
* Safe Close Quarter cooldown is now 3s instead of 2.
* Hyper Reactive plate doesn't remove the Safe Close Quarter cooldown anymore but decrease it to 1s.
BUGS :
* Fixed a bug on the multi dash which would make the ship invulnerable indefinitely (and unable to collect any bonus or item)
Drifting Lands V0.15 Closed Beta Update
New features & content :
* You can loot unique items in mission difficulty 5 or above. There are currently 31 of them with each very unique and game breaking changes.
* A few new waves and a new enemy ship for the second faction.
* Your saves have been reset (sorry we had to because of all the major modifications on loot), but you’ll have 50 000 credits to start your new game.
Improvements :
* New UI animation at the end of missions
* Animation and SFX added to the “Complete Mission” arrow to improve visibility
* Notifications are more clearly signaled when they appear with an animation and SFX
* Magnetic mortars and Magnetic spear SFX have been mixed down or modified
* The visual feedback when your ship takes damages has been enhanced
* Improved ergonomy on the skill selection page :
* Pressing B or RMB will cancel skill selection instead of leaving the page
* Pressing A or LMB on empty space will cancel skill selection
* You can now use the scroll wheel to change the skill page
* Missions are now complete when all enemies / mines AND bullets are out of screen or destroyed. You won’t get a “mission complete” before we’re sure * you’re alive and safe :)
* The computer voice for “Close Kill” has been removed.
Balance :
* Fire rate of Double Canons and Rail Guns have been very significantly improved
* Max focus level increase secondary modifier has been removed
* 3 new (not too) aggravating flaws :
* Focus max level decrease
* Shield cooldown increase
* Shield regeneration reduction
* Loot in mission is more evenly spread between categories. You’ll find CPUs and helmets more easily.
* Merchant will now sell more CPUs and helmets
* Merchant won’t sell rare objects anymore.
* Average loot level has been increased by 1 for Marauders and 2 for Sentinels
* A lot of enemy projectiles deal significantly less damages
* Combat Reflexes cooldown has been increased from 5 to 8
* Energy cost of Forked Fire has been increase from 12 to 16 /s
* Some minor tweaks have been made on the standard items requirements
Bugs :
* Fixed a bug where you could make objects disappear by dropping them from your inventory to your stash
* Pressing B to leave the pause screen will not trigger the B skill anymore
Version 0.14 (closed beta)
FEATURES / CONTENT
* The second enemy faction is back ! Levels 11-15 / 21-25 / 31-35 / 41-45, etc... are now dedicated to this faction. All levels from 1 to 10 are still from the first faction. For now there are limited numbers of waves and scenarii blocks for this faction so don't expect too much variations. This will improve with each further updates. We still have plenty of vicious ideas for missiles!
* Discover enemies with missile attacks.
* This new faction is known to have low to medium plasma resistances, so choose your skills and gear accordingly.
* New sound design in a lot of places : skills, pick ups, ambient sounds in menus...
FIXES
* Skill powers were very very incorrectly calculated since v0.10. This led to way too much power for skills if you had large bonuses for specific skill categories at high levels! The formula is now correct, so you should have a harder time to get overpowered flame blades or mines :)
* The channeling cost of magnetic spears is now 12 instead of 14 per second.
* The fire ring skill was stopping to deal damage if you kept it active without hitting enemies.
BALANCE CHANGES
* The skill fail chance flaw has been redesigned to be less aggravating: when a skill fails, it's not triggered, the energy cost is spent and you suffer a 1 second cooldown for this skill. The cooldown of failing skills will ALWAYS be 1s whether the original cooldown is longer or shorter.
* Cooldown of plasma mines and magnetic mines is now 1 instead of 0.75s.
* Plasma spear is now dealing damages instantly instead of staggered damages over 0.5s which was making it useless against fast enemies.
KNOWN BUGS
* Bounce (Survivor) may cause incorrect behaviors if cast during channelled skills (notably spear skills)
New gameplay trailer
this year we're going to the gamescom with Drifting Lands. For the occasion, we've released a new gameplay trailer which hopefully will present the game concept more clearly than before :)
FEATURES / CONTENT
This update is focused on the addition of new skills and a major rebalance of existing skills.
New Active skills are:
* Crystal Overload (Detonation)
* Dimension Drive (Warp)
* Lloyd's call (Warp)
* Flame Thrust (Blade)
* Hull Refactoring (Repair)
* Magnetic Ring (Ring)
* Assimilation Ring (Ring)
* Plasma Spear (Spear)
* Mutated Fire (Weapon)
New Auto skills are:
* Bounce (Survivor)
* Close Range Scavenging (Close Range)
* Crystal Hunter (Credit)
* Frenzy (Impact)
* Kinetic Absorption (Impact)
* Perfectionist (Survivor)
* Retaliation (Impact)
See in-game descriptions to discover how they work and enjoy lot's of new interesting builds!
BALANCE CHANGES:
- Second Wind: you now recover 33% of your max life instead of 25%
- Die Hard:
- percentage of life to trigger the skill is now 33% instead of 25% of max life
- percentage of life to end the skill is now 75% instead of 50% of max life
- Second chance: cooldown is down to 8 instead of 15
- Close Range Recycling: you now have 30% chance to drop a life crystal instead of 20%
- Self Powered Shield:
- coolddown is now 8 instead of 10 but start at the end of the duration of the skill
- duration is now 2 instead of 1.5
- Reflecting Shield:
- coolddown is now 10 instead of 13 but start at the end of the duration of the skill
- cost is down to 35 from 40
- Bullet Warp: coolddown is now 5 instead of 10 but start at the end of the duration of the skill
- Combat Reflexes:
- coolddown is now 5 instead of 11 but start at the end of the duration of the skill
- cost is down to 18 from 20
- duration is now 2 instead of 1.5
- All physical damages are reduced by 50%
- Bullet Wipe: coold down is now 6 instead of 8
- Dash:
- cost is now down to 12 instead of 20
- cooldown is now down to 2 instead of 3
- invulnerability period is now 0.75s instead of 0.5
- BackDash & Forth
- cost is now down to 15 instead of 20
- MultiDash:
- cooldown is now up to 6 instead of 4
- You have now a brief invulnerability period at the end of each jump which shoud allow you to jump through anything.
- Hull Patch:
- cooldown is now 13 instead of 15
- cost is down to 25 from 30
- health amount is down to 80 from 100
- Hull Growth:
- total health recovered is now 120 instead of 150
- health is recovered over 6 sec instead of 10
- cooldown is down to 5 instead of 10 but only start when previous use is over
- Hull Entropy:
- health recovered is now 50 instead of 10.
- cooldown is down to 4 instead of 12 but only start when previous use is over
- Dual flame blade cost is down to 29 from 30 but cooldown has increased from 1.5 to 1.75s.
- Magnetic mines cost is now 22 instead of 20.
- Plasma mines dmg up to 600-900 from 300-500. Damages decrease with distance.
- Flame blade:
- cooldown is now 1.75s instead of 1.25s
- cost is now 27 instead of 22
- Fire ring:
- dmg is now plasma instead of physical
- radius is up to 90 from 75
- Total damage has been increased by nearly 50%
- Now charges are consumed only when you hit one or multiple enemies. Now as much charges are consumed whether you hit one or multiple enemies.
- cool down is now 9 instead of 5
- cost is now 35 instead of 30
- Focus fire: fire rate augmentation is down to 33% from 100%
- Plasma Spear:
- damages has been increased to 600 per second instead of 500
- initial cost is down to 8 from 10 and cost per second is up to 14 from 12
FIXES:
* Fixed a bug causing the button in the hangar UI to retrieve sometimes the content of the hold of the wrong ship
* Fixed a rare collision bug with enemy lasers