Mirage (https://www.estyx-translations.com/) has started a wiki for Power of Ten. I'm helping out where I can but my main focus is on the game's development so I'll he relying on other players to help them fill out the wiki. Please take what you know and start contributing to help other players understand the game better we appreciate all the help we can get!
Help test newly redesigned ship abilities! v1.2
Got some exciting updates coming to the game soon but I need some help testing the changes to make sure the release is as bug free as possible. You can test the new version right now (Windows only) on the beta branch 'beta-v1.2'.
Here's the major things featured in the update that I'd like feedback on:
Ship ability redesign: Every ship's ability has had a massive overhaul. Each ability gains "Power Charges" that add effects to them as you do certain actions. Some ships have had their abilities almost 100% rebuilt. I'm really looking for three pieces of feedback:
How well do they scale? Which ships can you get charges on way too quickly or too slowly?
Does it feel worth it to gather Power Charges as much as possible?
How do usage charges feel on those ships that use them?
In game ability/item/weapon tooltips: When you hover over these spots on the interface you'll be able to see tooltips about them (Similar to how the loadout display works when paused).
Known Issues/Things I'm still working on:
Switching ships doesn't work well with ability charges right now. Planning on fixing this but for now it'll just zero out your charges.
You can't hover over your secondary weapon in game yet.
Again you can test the new version right (Windows only) on the beta branch 'beta-v1.2'. Please drop your feedback in this post on the forms or via Discord.
Thank you!
Update v1.1.1 (Fixes and changes)
Small patch here but hopefully some welcome fixes and improvements:
Bug fixes
Fixed a bug where some players weren't getting achievements properly (Updated Steamworks integrations all around)
Fixed a game lock when activating a warp gate before the game's interface had fully appeared.
Attempting to fix a crash with o_wave_spawner
Balance tweaks
Planet attacking ships have slightly better armor scaling
Final encounter now scales with surge levels
Final encounter is now harder to fully skip the last phase of the fight by dealing so much damage to the core that the last phase is negligible.
Decreased the amount of health left for the last phase of the fight
Small buff (shield and healing) enemies should circle at a larger radius making them easier to kill since they will spend less time stacked on enemies.
Update (1.1.0) Tons of quality of life improvements, balance and more
Hey folks! Here's the first large update since launch! I've been shipping a lot of smaller updates to try and fix up some of the critical issues as quickly as possible but I've been working on this chonky update at the same time.
On that note I just want to say I'm very sorry about all the bugs you may have encountered! I don't really have a good excuse other than to say that the end of Early Access there was maybe 2-3 people playing the game per day and very few people reporting critical bugs. When it goes from that level to nearly a thousand people playing per day it's going to highlight some things I missed myself. I'm disappointed in myself that I let so many go live and I'm hoping to improve my processes so that so many don't slip by in future releases.
I'm going to try and make sure big versions go up on a test branch for at least a week before I release it so that people have time to report bugs to me before I ship it. Hopefully this and more people playing the game will help me catch things earlier.
Quality of Life changes
Enemy Health bars + Weapon Details
I've seen a lot of confusion about how weapons work so these two improvements are meant to help weapons be a bit more transparent. Health bars have options if you want to turn them off but at the base level they are will only come on if an enemy actively is taking damage to reduce clutter as much as possible.
Improved Saving and Loading
I've seen a lot of frustration with the way the current system saves only at the beginning of the system. I've decided to bite the bullet and build out a save system that tries to keep up with the pace of the game. This was pretty difficult to do and may still have some small bugs here and there but I hope I've ironed out most of them. There's a pretty high chance your 1.0.7 version saved run will not work well with the 1.1.0 version so I'd highly advise finishing that run up before updating. I did everything I could think of to make sure it transfers over smoothly but I just want to warn as many people as possible.
Other Improvements
System augment details
Gamepad remapping options
Settings menu reorganized
More UI scaling options
Final Encounter Improvements
Added a tooltip to doors to help folks know what to do when they get to that point.
Boss scales slightly with amount of waves spawned in the game, should be relatively unchanged for most but if you take an exceptionally long time to complete the regions you may have a pretty tough boss fight.
Adjusted part armor values so that it's less likely you'll have two open doors at once.
Inside space is a bit roomier for more space to play in.
Balance changes
Over the course of I added more difficulty levels so I gradually tuned down the base game to be more accessible for those that just want to enjoy the story. Problem was there was a certain play style: basically picking low # of inhabited planets, shielding the first planet immediately and then quickly shielding the second to avoid any attacks and then farming to full before the next system and doing it again. This playstyle side stepped a lot of the "good" parts of the game in my opinion. Additionally it lead to knock on effects where you could go through the entire region without fighting some of the most challenging enemies AND enemies wouldn't scale up very well so they felt very easy as you progressed in the run. Most of the balance changes address this play style in a variety of ways.
Travel costs - Systems with lots of inhabited planets will have a lower travel cost (% of your total resources).
Region travel costs, when jumping regions you will use 100% of your resources to travel.
Wave changes:
If you shield the final planet while planet attacking ships are present the wave in the next system will spawn significantly faster.
After all the shields are up you'll have about a minute of "free" time to do whatever you want. After that the attack countdown will start for the next system you go to.
Angry alien from the egg is much more deadly. It wasn't really intended this guy could be easily killed. He's now faster does collision damage and more agile.
Mega cannon got a buff for it's final charge shot.
Traveling traders have a bit more health to make sure they don't accidentally die in cross fire.
Revertor changes:
If you recover armor with this ship's ability the cooldown will be significantly increased
You can no longer indefinitely rewind health for the station upgrade gamble.
Upgrade where you gain fire/speed has a different tradeoff instead of removing armor pickups
Payday loan's collectors are slightly more forgiving. Collections amount is decreased from 20 credits to 10 credits per system.
New Content
Wanted to help players feel like they have a bit more control over their ammo so I made a couple of items and a station that can help "redistribute" ammo you currently aren't using into ammo you can.
2 consumable items (Small/Large)
New station that will let you recycle as long as you have the funds
2 new surge levels! Up to 12 total!
Bug fixes
Fixed a crash when dying with the nugget item
Fixed a crash when continuing the game space dust might try to draw a nine slice
Gave appropriate ability preview for Slicmorph
Fixed some sound levels that were a bit too high
Fixed and audio sync issue
Made a new icon for Arty models so they can be visually distinguished.
What's next?
I've got some plans for the next update: rework all ship abilities. I really want to add a layer of depth to ship's abilities that currently doesn't exist. These will probably be taking the current ability and adding a way of "charging" the ability through skilled use (i.e. hitting enemies with your drones stacks charges that increase their power in fun ways but the stacks decay over time so you'll need to continually hit to keep up with the decay). I'd love to build in a lot of synergy between these enhanced abilities and upgrades that can be utilized and bring a lot more interesting choices to your builds.
Need help with testing next version! (v1.1)
Hey folks, ask for a little help here testing the next large update. It's got some really big quality of life features for the game but some of them have potential to cause some big bugs if they don't much testing before going out. I'm going to do as much as I can but as a solo dev it's pretty hard to catch all the different scenarios.
Here's the biggest features that need testing:
New save system: basically the game will try to save as much as possible instead of at the start of each system. The reason I didn't do this before was it opened up a LOT of potential loop holes and unintended behavior. I'm trying to close as many as possible but I need help to identify the scenarios. (Sending me save files in discord is extremely helpful here)
Health bar UI: Enemies will have health bars! This should make it easier to understand which weapons/upgrades are effective or not.
More detailed weapon stats: Weapon tooltips have a few more details on them to help you compare and make choices. These could have some... inaccuracies so be on the look out for things that don't feel right.
Travel costs and system augment details: You'll see a lot of new things on the system selection screen. Would love to hear thoughts on how these change or don't change your gameplay.
HOW TO TEST (WINDOWS ONLY): Just switch to the beta branch "Test" in the Steam interface.
Couple more fixes (1.0.7)
Restored rerolling of upgrades (was only supposed to be taken away from green and yellow upgrades not ALL upgrades)
Fixed a bug with ancient ruins (hopefully for good this time)
Fixed a bug with the mini map not opening until you interact with a warp gate in certain scenarios
Bug fixes & Difficulty adjustments (v1.06)
- Bouncers should deal less damage to first hit target but should bounce around more often (These were doing an lot more damage than intended per hit) - Fixed crash with energy sword - Fixed a crash with upgrade that fired your own weapons (Changed to not fire weapon anymore) - Fixed an issue where killing the final boss core entirely would cause the game to crash by skipping phase 2 entirely. (Should be almost impossible to do now)
Balance tweaks -Max upgrade from the three choices reduced from 5 to 3 -Resource choice reduced from 30 to 25 -Slight increase to resource cost for shields in first two regions -Some deadlier enemies will spawn a bit earlier now. -It's a bit harder to "skip" waves" by just doing small systems and filling up before the next one. More tweaks to this in a later update.
With this I think most of the game breaking issues (ie crashes) have been resolved (please let me know if they aren't I'd love to fix them). I've been working tirelessly this weekend to get this done. Additionally I'm working on some overarching improvements, more transparency into certain mechanics, health bars for enemies, more involved balance tweaks and more. Hopefully I can tighten up things I've heard about over the release week.
Moar fixes & improvements (v1.0.5)
Bug fixes
Fixed crash when changing window size
Fixed some ruins puzzle issues
Fixed Omega Battery not saving properly
Fixed a crash with switching ships
Fixed a crash in boss room when using reality rift items
Balance changes
After seeing folks play during the launch I think the base difficulty is, just slightly, too easy. Just to be clear the base game isn't supposed to be brutally punishing, that's what surge difficulties are for. That said I think there's a couple of things allowing first timers to progress a bit too far into the game without hitting much challenge: 1. Over abundance of Armor Repairs. These are a bit too easy to come by. So I'm trimming down the flow of these a small amount. 2. Enemies early on are pretty low threat. This is somewhat intentional but it's pretty easy to avoid losing any health until you hit the large ship wave. So I'm making some of the early enemies a tiny bit more deadly.
Some early enemies are a little more deadly
Low tier item containers have a lower chance to drop Armor Repair
High tier item containers have slightly lower chance to spawn naturally.
Added a bit better rewards for completing the ruins puzzles.
Armor Repair are a bit more expensive from traders (20 -> 25 credits)
I've got some other changes that I'm playing with but I want to continue testing them out a bit more before releasing them. These are just a few quick fixes to bring the difficulty more inline with what I intended.
Bug fixes and other improvements (1.0.4
Got a batch of improvements/fixes here, still looking into other issues in the game but trying to solve the most game breaking ones as soon as possible:
Created a more clear ending if you lose max civilians (rather than your ship just blowing up)
Added Higheh scaling ui options
Fixed crash with post wave controller
Fixed crash with nugget being created without anywhere to spawn the trader
Fixed an issue where you could spawn more player ships if you clicked "quick start" more than once.
Made "shieldable" planets appear with more contrast to other planets on the map
Added almost all missing strings for French, German, Portuguese, and Spanish
Fixed weird music "syncing" issue.
Removed screen flash on effects that aren't going to damage you (like getting hit by fire if you have the fire nullification upgrade)
Made the ammo box trader icon look a bit more like the boxes you get.
Update out for Windows, will be out for Mac soon!
Bug fixes 1.0.1
Hey folks, got a few bug fixes to clean up some game breaking stuff.
Fixed an issue with keyboard/mouse controls not swapping back to gamepads.
Fixed an issue with the extra weapon slot upgrade.
Fixed an issue where health wouldn't display correctly when dying.