We've updated Lazarus, and the headline feature is if you've been having disconnection/connection issues, we think they're all fixed!
Do give it a whirl and see, make sure you've updated the game in Steam.
We've added a bunch of other stuff too, but this is the headline feature and we're saving the rest for a big content/feature update in the near future.
Lazarus Update - v0.6.21 out now!
Welcome pilots!
We've spent the week hotfixing some issues and adding a few bits and bobs to make the game nicer over the Christmas break. Read on! (full the full post including screenshots and gifs, hit up the official blog here)
NEW FEATURES:
New Enemy - the Scavenger!
This wee chap runs away from the player, but risks its life to grab any and all resource drops it can spot. It's quite a tough wee guy too, but if you find one that's been going for a while, when it dies you'll get quite the haul.
Dynamic Camera!
It might not sound like much, but we've changed up the camera an awful lot. The default resting position is a lot closer to your ship so you can admire you newly won skins better.
It also zooms more as you move, pans to allow you to see in the direction you're facing and of course when you get near an enemy it makes sure to keep a sensible and fun distance until combat is concluded. We think this has added so much more dynamism to the game, we'd love to know what you think.
Rewards!
Now, when you capture territory or complete a mission, you'll be rewarded with a big drop of resources. If more than one player is there when the capture happens, it doubles up - pinata madness! Just make sure you grab your fair share of the loot.
FIXES/UPGRADES:
New model & skin for Enemy Fighter!
We couldn't leave all those bad guys in there with placeholder graphics. Behold the first of many improvements across the board for our existing enemies.
Hot Bullets!
We've overhauled the bullets fired by players and enemies alike, so they now sear through space with a bit of help from the emissive texture channel. Basically they pop against the world a lot more making them easier to see in big battles, but also we can double down on communicating the weapon's Elemental setup; this one is a Mass weapon, which explains the blue colouring, and will perform brilliantly against its opposite.
Menus!
Various fixes including popups blocking during a Loot Crate opening ceremony, and weird hotspots for Le Bug and Dragonfly ships.
There's a few more smaller bits and bobs that are way less interesting, but we'd love to hear what you think!
See you in the fight, pilot!
Lazarus 0.6.11 Update - Release Notes
We’ve done a lot since the last update, and we wanted to save it up because we’ve got a cool new site and the big Google/Improbable announcement is so exciting too.
I’ll try to post more details (and spread them wider) soon, but for now, here’s what to expect when you update Lazarus via Steam and get playing.
New Enemies
Shield Mob: finds an ally and moves to envelop it in a shield. The shield blocks shots from every direction, but not movement.
Barracks Mob: spawns Fighters, and is pretty tough in itself. Currently has no direct attack of its own.
Melee Mob: tries to ram & munch the player. Fairly tough and fast, its attack is very strong.
Territory Warfare
<*>Every AI faction wants to expand its territory
<*>It will build up fleets and move them to capture Territory
<*>Territory is captured over a period of 10 seconds, providing that the capturing force outnumbers the defending force.
<*>Players can of course claim territory for the Player faction, using the same rules!
<*>This warfare is ongoing, constant and persistent, even with no players playing.
Factions
<*>3 AI Factions act independently
<*>1 Player faction that you auto-join
<*>Each has a Faction Capital (you can find this with the map)
Map
<*>Displays location of Xenotaphs (dock with them to bank your Resources, swap Weapons & buy new Ships)
<*>Displays Territories owned, and Territories yet to be claimed by the game’s <*>Factions
<*>Shows presence & count of Enemy and Player forces in each Territory
<*>Shows route of attacks initiated by AI Factions (dotted arrows)
<*>Shows gravitational forces of the world (generated by Xenotaph placement) which affect the travel of all Asteroids
Missions
<*>The player will always have 3 Active Missions, tracked on the right side of the HUD
<*>The player will be given a new Mission each time the complete an Active one
Lazarus Wipe
<*>We plan to make this happen every week, but for now (for testing) it happens once every hour.
<*>When it does, you’re shown a screen of info on the play session.
<*>Clicking through then shows you a placeholder screen.
<*>Clicking through that, the game spawns you in the newly-generated world (check the map to see the difference).
<*>A countdown for the last 15 minutes of each ‘Wipe’ is displayed on the player’s HUD.
Fatter Bullets
<*>We’ve made bullets fatter. They’re just better for shooting with now :D
KNOWN ISSUES:
<*>Resources sometimes can’t be picked up.
<*>Loot Crates sometimes don’t collect correctly/get added to your inventory.
<*>Loot Crates sometimes don’t open inside the Xenotaph.
<*>If you die whilst capturing a Territory, the capture info (top left of the player HUD) does not update accurately.
<*>Death Markers display upside down.
<*>Some players are unable to connect to the game. We are working on a solution for this.
<*>Some enemies seem to be going to sleep/ becoming inactive. They can still be shot.