Explosions are bigger. Enemies die faster. You die faster.
Changes:
Faster and more responsive movement
Rebalanced combat and difficulty scaling
New weapon upgrade system
New enemies and minibosses added
2 new levels added
New enemy spawn patterns
Greatly improved weapons FX and audio feedback
Various performance improvements
(Notes include the changes of the recent unlisted updates)
Update 0.653 released
This update brings another visual overhaul, a new upgrade system and tightens up combat mechanics and player physics.
Combat FX adjusted for better visiblity and damage feedback
Levels now have randomized color schemes and improved fidelity.
Player ship handling made more responsive
Player weapon projectile speeds rebalanced to be more consistent and easier to aim
3 new enemy types added
Enemy missiles can now be shot down mid-air
All weapons now drop with a random power bonus
The damage a weapon deals is affected by the level of the weapon plus the player's power level compared to the level of the enemy it hits
Added data core pickups that allows the player to select one of 18 different upgrades
Added armor pickups that increase the player's damage resistance
Orbiguns now have infinite ammo but can be lost by taking damage
Each Orbigun has 30 health
Update 0.607 released
It has been a while.
Since the last update I have been working hard on reworking several parts of the game to better fit my original vision of a procedural sci-fi shooter with light RPG elements and intricate combat.
This meant this update took a lot longer than planned but it was a necessary detour and the game is better for it.
The changes in this update are too numerous to list so here is an overview of the major changes:
The tlied levels have been replaced with handmade sections containing scripted sequences.
Generating the levels with tiles limited both gameplay and visuals and made it difficult to created varied combat enecounters.
This change has also resulted in a major visual overhaul.
Enemy combat behaviours have been reworked to create a faster and more consistent combat experience.
The previous AI focused too heavily on self preseveration and intelligent positioning, which sounds impressive but often meant that enemies played overly defensive slowing the pace of the game down.
The new behaviours are more straightforward and aggressive making handling large numbers of enemies easier and (slightly) less chaotic.
The weapon and ammo system has also received major changes.
Two new secondary ammo types have been added: Explosives and Antimatter.
All ships can now carry one weapon of each ammo type for a total of 6 weapons.
All ships now carry the Laser as a fallback weapon with infinite ammo.
<*>Enemies now display a health bar, name and level upon taking damage.
<*>All enemies have a level value which determines how resistant they are to damage.
<*>The damage, knockback and stun duration an enemy recieves is affected by their level relative to the players weapon level.
<*>Weapon level can be increased by collecting powerups that are scattered throughout the map and dropped from enemies.
PION v0.411
Changelog:
Levels <*>Added second chapter
<*>Rebalanced shop pricing
Ships <*>All ships can now carry two primaries
<*>Increased pickup attraction radius
<*>Increased pickup collection radius
<*>Reduced Orca speed
<*>Increased Shade max shield
<*>Increased Marauder speed and max shield
New weapons <*>Bandit
<*>Whirlwind
<*>Taurus Cannon
Weapons <*>Polygun firerate and projectile speed increased
<*>Chaingun damage increased
<*>Sicklepulse firerate and damage increased
<*>Dumbfire ammo cost reduced
<*>Firebomb ammo cost reduced
<*>Shock Mine detonation delay reduced
<*>Increased Orbiter ammo
<*>Orbiters are now only triggered by primaries
UI <*>Improved how handling stat is calculated on ship selection screen
<*>Reworked loading screen
<*>Ammo cost display now takes burst firing into account
<*>Added numerical shield display
<*>Added numerical hull display
<*>Added low ammo warnings
<*>Added ammo pool displays
<*>Added restart button to pause menu
Visuals <*>Improved level generator room layout randomization
<*>Improved environment lighting
<*>Adjusted colors of various effects to increase readability
<*>Improved floor textures
Misc <*>Dying enemies will now explode when colliding with dynamic objects
<*>Improved performance of rapid fire weapons.
<*>Fixed some weapons causing popping sounds when fired rapidly
<*>Fixed weapon ammo display sometimes not updating correctly
<*>Fixed a rare bug that caused level loading to fail
<*>Fixed area of effect weapons freezing debris physics
PION v0.405
The focus of this update has been on creating more fluid gameplay and giving players more tools for defining their playstyle. The overall presentation has also been greatly improved.
Changes:
Levels are now sprawling dungeons
Player movement and hitboxes greatly improved
Secondaries are now permanent weapons
Fuel mechanic removed
All craft now have Afterburner
Cleaned up weapon mechanics and hit detection
Improved lighting and particle effects
Simplified UI
New enemies added
Destructable containers and objects added
Various performance improvements added
A content patch containing new levels, weapons and more will be added next week.
PION v0.264 released
Early Access 0.264 Changelog:
New player craft added
New secondary weapon added
3 new primary weapons added
New level added
3 new enemies added
Adjusted difficulty curve
Added onboard computer announcer
Added scoring system
Enemies can now be rammed
Increased hull of all player craft
Improved handling of all player craft
All player craft now have one primary and secondary bank
Improved appearance of various UI elements
Added glow effect to ingame UI
Reworked craft and weapon icons
Reworked and expanded upgrade systems
Increased rarity of powerful secondary weapons
Removed Power Cores
Reduced mine detonation delay
Enemies now have a small chance of dropping a weapon when killed
All enemies are now less aggressive
Added new credits pickup models
Improved enemy damage and death FX
Improved volume mixing for better spatial awareness
Weapons with no ammo can no longer fire at a reduced rate
Enemies no longer perform suppressive fire while the player is cloaked
Added bullet casing sounds
Fixed bouncing projectiles not being able to bounce off doors
Fixed a crash related to fuel consumption
Fixed scoreboard displaying too many entries
Fixed gameplay audio continuing when exiting to main menu
Fixed pickups dropped from enemies sometimes not being affected by physics
Fixed homing warning displaying after a homing projectile is no longer tracking the player
Fixed ambient sounds not being played correctly
Steam Leaderboards Update
Early Access 0.246 Changelog:
Steam Leaderboards integration.
Added Sicklepulse model.
Added homing fighter miniboss.
Added ingame master volume setting.
Added option for making movement direction relative to the vehicle instead of the camera.
Fixed pixel spacing on hull circle
Fixed pause menu buttons clickable area being too large.
Dying enemies no longer have visible engine glows.
Reduced dropship performance impact.
Fixed shop items sometimes having no cost.
All player craft now start with equal max fuel.
Split Mobility stat into Speed and Agility to be better represent how a craft handles.