Fragment Hunters cover
Fragment Hunters screenshot
Genre: Indie

Fragment Hunters

v1.0.016 HDR

-Changed how we handle forcing menu items to be active, which should fix a performance issue some users experienced
-Changed lighting
-Fixed hurtsounds of ship no longer working
-Changed flamethrowers to behave like cone weapons
-Prevented RpcYourShipIsGone being called on clients (though this was probably just originating from a closing-unity-error and thus not needed)
-Lowered Ether-Mine lasting time to 20seconds
-Lowered nuke-time to 3.5seconds

v1.0.015

-Fixed pirate chest not spinning
-Switched to CreateInstance for EtherMine team over new() as this was throwing a warning which would silently flood clients
-Skipping to v1.0.015 because it's 1 am and I like those numbers more

v1.0.012

-Fixed bug where steam host wouldn't work after starting single player
-Increased brightness of mining tool
-lowered scroll sensitivity in menus

v1.0.011

-Fixed the floaty vertex on the builders jacket
-changed to linear space
-Added AA to the lobbyscene
-Added refl probe to lobbyscene
-Changed starsystem script
-scourges scale on spawn now
-added snow to coldfront
-changed lighting mapping
-removed broken metal-shipshader
-Changed shipmats
-Changed lighting
-Nerfed scourge dasher
-Fixed bug in upgrademenu where you couldn't select the right upgrades
-Increased governors sword-spawn-range
-Bosses no longer repeat dialog on a retry
-shifted rotation pivot of itemboxes
-Fixed elite pill not spawning
-Fixed FedFleet not spawning and pkfleet too often
-Added respawning ammo to last boss
-Added another one for you ore-hungry plebs
-Gave pill more details
-Changed ethermine speed + range
-Slightly scaled asteroid explosion visuals to better match damage radius

v1.0.010

-fixed Afterburner name from old spectral dash
-Updated drone-mod firing range which would cause them to be inactive at a certain range
-Fixed screenshake for end-boss jabbers

v1.0.009

-Fixed host profilename not showing up

v1.0.008

-Nerfed ascension (it was too good)
-changed scripexecution order to reduce/remove UI jitter (aim/pickup-hud/playershipcontrol)
-Changed how the vortex works -> worst event just became the most fun event
-Added nullchecks to gunbehaviour hitboxes
-Extended unlock-code to check for achievements
-Extended shipupgrades post-game for those that want to grind to overpoweredness
-Fixed min/maxcharge sounds of enemies being audible
-Rewrote enemy detecting range, allowing for longer snipes
-Added Assassin faction
-Added assassin weapons
-Added more pirate weapons
-Fixed a bug with the create new profile -> how long was this broken? Jesus christ
-Rewrote shop code to check for achievements

whoops I broke it - patch

V1.0.007
-Added a default skybox to the boss and endless-scenes to avoid extremely-unlikely-but-technically-possible clearscreen bugs.
-Added errorcheck for endlesslevels having no spawn plan -> now we could theoretically make levels without enemies and it wont crash
-Gave the dingy sharper edges
-Rewrote map unlock-code
-increased soar speed
-fixed pirate event causing non stop errors after not being activated, which caused framedrops
-Fixed the ship disappearing from shop bug I introduced last update

v1.0.006

-Added the missing space in front of the upgrade-count on the lobbyscreen for fully upgraded ships
-Slept more than six hours-for the first time in a week
-slightly buffed The governor
-Added themes
-Fixed various UI bugs
-Fixed "Back To Base" not working until you unpaused
-Screenfade now uses unscaled time
-Added a glorious bell-sound for when players ready up

1.0.005

-Made sure server sees damage done on other clients' ships by removing unnecessery is-server check on damageeventsyncher
-Fixed create-profile-button as the image was off-center
-Made sure spawned secondaries (explosions, etc) from projectils carry the authority state from the client that spawned it.
(This way clients are responsible for handling the damage their explosions cause)
-Implemented a coroutine to make sure clients send their players data once because the framework I built on is a lying piece of ...
-I am losing my sanity. Send help.
-Changed nuke speed and timer to force client and server's fake replications to stay closer in synch.
-Added a Charged-Damage to the stats screen for charge weapons
-Slightly buffed the Artemis' laser speed 100 -> 105
-Increased the drag of items to reduce the chance of sling shotting them away and increasing the chance of catching up to them