Since the last time I posted, I have finished weapon and ether reworks!
Weapons now modify ability stats and ability ether costs increase with level.
These changes have significantly improved quality of loot and variety of possible spaceships.
There are three weapon stats now: Weapon damage, cooling rate, and ether efficiency.
Relays increase weapon damage, which increases ability damage.
Pylons increase cooling rate, which reduces ability cooldowns.
Nodes increase ether efficiency, which reduces ability ether costs.
It's possible to focus on one weapon stat to make spaceship deal a lot of damage or have low ability ether costs or have low ability cooldowns.
Or anything in between!
For example, during testing, I have built myself a spaceship that reduced cooldowns of its abilities by 94%!
While it dealt very low damage, powerful abilities like Shards of Chaos, Swarm Control, and Entropic Missile had really low cooldowns, so I was able to spam them and it compensated the lack of damage.
It was really fun, and I can't wait to see what you guys can do with this new system.
As for ether rework, it made each ability point spent increase ether costs of all abilities by 10%.
This allowed me to make part ether properties scale with level, so now parts that increase ether are more rewarding than ever!
Now I will be working on making tutorial and introduction shorter and better, which should take about a week.
After that, I will work on story mission XIV.
ETA is back to 50 days, because I have added new things to the list and because there were all those reworks that created a huge delay.
Let's hope my calculations will be wrong again, but this time to our favor!
Completed:
Ether rework: Ether properties now scale with level, ability ether costs increase with ability levels.
Weapon rework: Nodes now reduce ability ether costs and pylons reduce ability cooldowns.
Ability rework: Abilities now use same damage type and are unlocked as spaceship level increases.
Relics.
Mission XIII.
Rebalanced ability points: 1 ability point per level.
Mission XII.
Mission XI.
Not completed:
Mission XIV.
Broken Infinity endgame activity.
Restoration War endgame activity.
Shared stash in Deep Path to transfer items between player characters.
The Machines.
New save system.
49 new achievements.
Completed – Minor changes and improvements:
Fixed inventory leak.
Adapted backgrounds to screen shaking.
Improved dialogue avatars.
Improved settings interface.
Added button that resets settings to default.
Added button that resets controls to default.
Modular difficulty system changes: Flow Stagnation maximum level changed to 1, rebalanced rewards.
Reworked Creation of Energy and Channel abilities.
Improved achievement interface.
Repositioned mission interface.
Fixed weapon amplifying.
Improved ability bar.
Made better ability icons.
Heavy Shield rework: Now called Power Shield, no longer slows down spaceship.
Improved ability and effect icons.
Improved Kithalia’s Blight set penalty
Improved barrager.
Toggle XP gain feature has been removed.
Improved Sector transition cutscene.
Improved pausing.
Improved HUD.
Improved ability level scaling.
Improved item management and filtering.
Repositioned item management buttons.
Stat page improvements.
Virtual and physical weapon clarification and stats.
New part properties.
Improved part names.
Higher grade parts are now more common.
Relic dismantling rewards.
Parts give less damage reduction and reflect chance.
Parts give less wave chances.
Improved item generator: Now produces more random items.
Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
Fixed story mission X glitch.
Reworked phase break mechanic: Gain additional damage after taking certain amount of damage.
Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
Cataclysm ability has been replaced with passive anti-shield ability: Breach.
Renamed Phase to Phasse, to differentiate it from phase mechanic.
Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
Decreased starter part limit to 6.
Decreased starter maximum ether to 50.
Starter engine now gives less maximum armor.
Increased starter ability points to 10.
While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
Improved alloy containers: New property, increased sell and buy price, reduced city stock.
Removed filled alloy containers.
Corrected W. warning button tooltip.
Ability to decrease the level of MDS modifiers even while they are disabled.
Fixed engine glitch.
Improved missiles that appear when player's spaceship leaves enemy range.
Guardian is now more mobile.
Potentially fixed Black Rain projectile problem.
Region update flashes are now brighter.
Veteran's ballistic attack is now slower.
Improved dialogue system graphics.
Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
Fixed and improved certain set descriptions.
Not completed – Minor changes and improvements:
Sector map interface and map key.
Improve the implemented Machines.
Rework certain achievements.
Rearrange achievements in the achievement interface.
Level cap changes and game options.
Side mission dialogues.
Better default controls.
Ability to toggle side mission dialogues.
Fix stack buying glitch.
Lock modular difficulty system if the player level is lower than 3.
Holding shift button to dismantle and sell just one item from the stack.
Looting improvements.
Improve Techamer's cell.
Rework loot box.
Fix loot box stackable item glitch.
Improve artifact carrier.
Rework mission III. Again.
Improve siege mission.
Improve arena mission.
Fix dialogue clash with HUD glitch.
Expand dialogue box.
Improve shield particles and animations.
Improve MDS decorative map in mission select screen.
Fix Lodeon's ship glitch when skipping intro cutscene.
Intro logo skipping inconsistency.
Improve mission I.
Make Awakening of Inner Power support all missions.
Rework contribution system.
Improve text input.
Character customization: Rename character and change avatar icon.
Improve damage text.
Cathode rework.
Improve controller support.
Rework tutorial and class select.
Rework introduction.
Optimize.
Improve secured region interfaces.
ETA:
50 days.
Progress:
60% of the tasks completed.
I’ll post again when the percentage will reach 70%.
Until then!
Echo #103: Weapon rework
It's been a week since I made the last post, so here's an update on what I'm working on.
Two days ago I have successfully merged classes and made abilities unlock when leveling up.
Yesterday I have started working on weapon rework.
Since abilities use the same damage type now, all weapons are the same and that is not good.
To combat this, I have made weapons reduce ether and cooldown of abilities.
I have doubled ether costs and cooldowns of most abilities.
Installing right weapons would reduce ether costs and cooldowns to their normal values.
It did make weapons more interesting than ever, but it was a little too messy.
Just replacing one installed ability with other, would require the player to hunt for a different set of weapons.
Plus, it didn't create any interesting decisions.
It feels like punishment for not installing right weapons and it's not what I want.
So, I am going revert all yesterday's progress and start working on the new idea.
The new idea is to make weapons work in a way that allows the player to build three different spaceships.
- Powerful spaceships that have higher damage, longer cooldowns, and burn more ether.
- Fast spaceships that have shorter cooldowns, lower damage, and burn more ether.
- Efficient spaceships that have longer cooldowns, lower damage, but burn less ether.
To make it happen, weapons will get two new properties - ability ether cost reduction and ability cooldown reduction.
To stop these properties from making abilities too fast or not expensive enough, they will not interact with ability ether costs and cooldowns directly.
Instead, the player will need to install a certain amount of weapons to reduce ether costs or cooldowns of abilities by 25%.
If requirements are not met, abilities will have base stats or even become 25% more expensive and/or slower.
Requirements will rise with the number of parts installed.
Basically, there will be three types of weapons and by focusing on one weapon type will allow the player to make spaceship powerful or fast or efficient.
What's also good about this system is that it doesn't really end with three spaceship types.
It will be possible to build balanced ships that are not bad or good at anything
It will also be possible to make spaceship excel at more than one field - maybe even at all three with enough rare, amplified weapons.
As for the final Early Access update, I'm still over a month away from releasing it.
This rework created a huge delay, but I think that it's worth it because the game will become a lot better.
Next week I'm hoping to continue the release countdown, so until then!
Echo #102: Class merge and ability distribution rework
In "Sector Six Release Countdown: 6!" I have said that I was considering to do some big changes to Sector Six.
Now I have decided to do them, and this is an update on that, as promised.
What are the changes?
First, spaceship classes are not going to be a thing anymore.
All abilities will use the same damage type.
Secondly, abilities will be unlocked with level. You'll start with three basic abilities and unlock other abilities on level up until you reach level 30.
Finally, because weapon damage is now universal to all abilities, weapons will now reduce cooldown and maybe even ether cost of certain abilities.
Why am I doing these changes?
Because they will make the game much better both for low-level and high-level players.
New players won't have to deal with 36 abilities, weapons will be more interesting, leveling up will be more impactful than ever, there will be more important decisions to make, and so on!
What's the catch?
The catch is that it will take a week or more to do all those changes so the final Early Access update will be slightly delayed.
Hope this sounds good, I will post again when I'll catch up to countdown or when there will be more changes in plans.
Sector Six Release Countdown: 6!
Since the last time I posted, I've been working on inventory improvements, mission XIV, ability scaling, new HUD, and other things.
Long story short, mission XIV is getting closer to being finished, meanwhile many parts of the game have become easier and better to use.
Now I would be directing all my attention to mission XIV, but this week I have received a lot of new feedback and now I have to make a few important decisions.
I might choose to do some really big changes to the game, which would delay the release by a month.
If that happens, I will make another post explaining the situation.
Anyway, to the task list!
Completed:
Relics.
Mission XIII.
Rebalanced ability points: +1 ability point per level.
Mission XII.
Mission XI.
Not completed:
Mission XIV.
Broken Infinity endgame activity.
Restoration War endgame activity.
Shared stash in Deep Path to transfer items between player characters.
The Machines.
New save system.
49 new achievements.
Completed – Minor changes and improvements:
Improved Kithalia’s Blight set penalty
Improved barrager.
Toggle XP gain feature has been removed.
Improved Sector transition cutscene.
Improved pausing.
Improved HUD.
Improved ability level scaling.
Improved item management and filtering.
Repositioned item management buttons.
Stat page improvements.
Virtual and physical weapon clarification and stats.
New part properties.
Improved part names.
Higher grade parts are now more common.
Relic dismantling rewards.
Parts give less damage reduction and reflect chance.
Parts give less wave chances.
Improved item generator: Now produces more random items.
Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
Fixed story mission X glitch.
Reworked phase break mechanic: Gain additional damage after taking certain amount of damage.
Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
Cataclysm ability has been replaced with passive anti-shield ability: Breach.
Renamed Phase to Phasse, to differentiate it from phase mechanic.
Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
Decreased starter part limit to 6.
Decreased starter maximum ether to 50.
Starter engine now gives less maximum armor.
Increased starter ability points to 10.
While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
Improved alloy containers: New property, increased sell and buy price, reduced city stock.
Removed filled alloy containers.
Corrected W. warning button tooltip.
Ability to decrease the level of MDS modifiers even while they are disabled.
Fixed engine glitch.
Improved missiles that appear when player's spaceship leaves enemy range.
Guardian is now more mobile.
Potentially fixed Black Rain projectile problem.
Region update flashes are now brighter.
Veteran's ballistic attack is now slower.
Improved dialogue system graphics.
Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
Fixed and improved certain set descriptions.
Not completed – Minor changes and improvements:
Sector map interface and map tutorial.
Improve the implemented Machines.
Rework certain achievements.
Rearrange achievements in the achievement interface.
Level cap changes and game options.
Side mission dialogues.
Better default controls.
Ability to reset controls to default.
Ability to reset settings to default.
Ability to toggle side mission dialogues.
Settings interface improvements.
Fix stack buying glitch.
Reposition mission interface.
Rework achievement interface.
Lock modular difficulty system if the player level is lower than 3.
Connection strength near avatar picture.
Adapt backgrounds to screen shaking.
Holding shift button to dismantle and sell just one item from the stack.
Looting improvements.
Improve Techamer's cell.
Rework loot box.
Fix loot box stackable item glitch.
Improve artifact carrier.
Rework mission III. Again.
Improve siege mission.
Improve arena mission.
Fix dialogue clash with HUD glitch.
Expand dialogue box.
Improve shield particles and animations.
Improve MDS decorative map in mission select screen.
Fix Lodeon's ship glitch when skipping intro cutscene.
Intro logo skipping inconsistency.
Improve mission I.
Make Awakening of Inner Power support all missions.
Improve ability bar.
Rework contribution system.
Improve text input.
Character customization: Rename character and change avatar icon.
Improve damage text.
Cathode rework.
Improve controller support.
Improve tutorial and class select.
ETA:
35 days.
Progress:
50% of the tasks completed.
I'll post again when the percentage will reach 60%.
Until then!
Sector Six: Two years on Steam!
On this day, 2 years ago, Sector Six was released on Steam and I'm giving away a few keys on SteamGifts and Steam group!
I would do something bigger for this special day, but I'm really busy preparing the game for the final release.
Luckily there will be many more anniversaries and many opportunities to do something cooler =]
Happy birthday, Sector Six!
Sector Six Release Countdown: 7!
This and previous week, I've been improving Sector Six loot.
I have made many changes to random part generation system, made higher grade parts more common, added 22 part properties, gave parts more interesting names, but most importantly – I have implemented relic system and first 7 relics!
Relics not only are the rarest and the most powerful items in the game - they also have unique effects, skins, and even animations!
I would have made a video about relics, but I didn't have enough time for that, so instead scroll down for screenshots.
With relics implemented, now I will work on the last story mission and several small changes.
Relic facts:
After rarity changes, relics are now rarest items in the game, their drop chance is 1 in 500.
Relics can be sold for 2 relic fragments. 8 relic fragments turn into a relic.
Relics give reliquary items instead of alloy when dismantled.
Reliquary items re-roll and transform relics.
Relics can have up to 7 properties, but cannot be amplified.
Relics are always level 1 and have properties that are useful no matter what level you are.
You cannot install more than 3 relics. Yet.
You cannot install relic duplicates. E.g.: You can't have two Quasar Domes installed.
7 relics are implemented, I will implement at least 10 more before game launches
Completed:
Relics.
Mission XIII.
Rebalanced ability points: +1 ability point per level.
Mission XII.
Mission XI.
Completed – Minor changes and improvements:
New part properties.
Improved part names.
Higher grade parts are now more common.
Relic dismantling rewards.
Parts give less damage reduction and reflect chance.
Parts give fewer wave chances.
Improved item generator: Now produces more random items.
Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
Fixed story mission X glitch.
Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
Cataclysm ability has been replaced with passive anti-shield ability: Breach.
Renamed Phase to Phasse, to differentiate it from phase mechanic.
Improved Aggression, Resistance, and Capacity: More powerful, interesting, and consistent with other abilities.
Decreased starter part limit to 6.
Decreased starter maximum ether to 50.
Starter engine now gives less maximum armor.
Increased starter ability points to 10.
While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
Improved alloy containers: New property, increased sell and buy price, reduced city stock.
Removed filled alloy containers.
Corrected W. warning button tooltip.
Ability to decrease the level of MDS modifiers even while they are disabled.
Fixed engine glitch.
Improved missiles that appear when player's spaceship leaves the enemy range.
Guardian is now more mobile.
Potentially fixed Black Rain projectile problem.
Region update flashes are now brighter.
Veteran's ballistic attack is now slower.
Improved dialogue system graphics.
Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
Fixed and improved certain set descriptions.
Not completed:
Mission XIV.
Broken Infinity endgame activity.
Restoration War endgame activity.
Shared stash in secured regions.
The Machines.
New save system.
New achievements.
Not completed – Minor changes and improvements:
Sector map interface.
Improve the implemented Machines.
Rework certain achievements.
Rearrange achievements in the achievement interface.
Level cap changes and game options.
Side mission dialogues.
Better default controls.
Ability to reset controls to default.
Ability to reset settings to default.
Ability to toggle side mission dialogues.
Settings interface improvements.
Fix stack buying glitch.
Reposition mission interface.
Rework achievement interface.
Reset difficulty level button.
Lock modular difficulty system if the player level is lower than 3.
Virtual and physical weapon clarification and stats.
Stat page improvements.
Connection strength near avatar picture.
Adapt backgrounds to screen shaking.
Dismantle all and uninstall all buttons should have a tooltip.
Holding shift button to dismantle and sell just one item from the stack.
Looting improvements.
Improve Techamer's cell.
Rework loot box.
Fix loot box stackable item glitch.
Improve artifact carrier.
Rework mission III. Again.
Improve siege mission.
Improve arena mission.
Reposition item management buttons.
Fix dialogue clash with HUD glitch.
Expand dialogue box.
Improve shield particles and animations.
Improve MDS decorative map in mission select screen.
Fix Lodeon's ship glitch when skipping intro cutscene.
Intro logo skipping inconsistency.
Improve mission I.
Make Awakening of Inner Power support all missions.
Improve ability bar.
Add map decorations.
Improve Sector transition cutscene.
Rework contribution system.
Improve barrager.
Improve text input.
Character customization: Rename character and change avatar icon.
Improve ability interface.
Improve ability level scaling.
Improve damage text.
Cathode rework.
Improve controller support.
ETA:
41 days.
Progress:
40% of the tasks completed.
I'll post again when the percentage will reach 50%.
Until then!
Sector Six Release Countdown: 8!
Since the last time I have posted, Sector Six has become a much better game!
In a chain of small changes, I have made ability points more rewarding, ability scaling more important, six least useful abilities more useful, leveling more consistent, and phase mechanic more effective!
Phase mechanic now used to turn enemy damage into player damage.
After X amount of damage taken, player's spaceship will enter phase which will increase damage by Y% for 5 seconds.
I have also added mission XIII.
It's more or less a big cutscene, but with it done, I can focus on the main features of the final Early Access update.
So, yeah, tomorrow I'm starting to work on relics!
The arrival of relics will finally end the dark ages for Sector Six and it will become a true loot game!
Completed: <*>Mission XIII.
<*>Rebalanced ability points: +1 ability point per level, capped at level 360. Yup, level 360 =P
<*>Mission XII.
<*>Mission XI.
Completed – Minor changes and improvements: <*>Fixed story mission X glitch.
<*>Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
<*>Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
<*>Cataclysm ability has been replaced with passive anti-shield ability: Breach.
<*>Renamed Phase to Phasse, to differentiate it from phase mechanic.
<*>Improved Aggression, Resistance, and Capacity: More powerful, interesting, and consistent with other abilities.
<*>Decreased starter part limit to 6.
<*>Decreased starter maximum ether to 50.
<*>Starter engine now gives less maximum armor.
<*>Increased starter ability points to 10.
<*>While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
<*>Improved alloy containers: New property, increased sell and buy price, reduced city stock.
<*>Removed filled alloy containers.
<*>Corrected W. warning button tooltip.
<*>Ability to decrease the level of MDS modifiers even while they are disabled.
<*>Fixed engine glitch.
<*>Improved missiles that appear when player's spaceship leaves the enemy range.
<*>Guardian is now more mobile.
<*>Potentially fixed Black Rain projectile problem.
<*>Region update flashes are now brighter.
<*>Veteran's ballistic attack is now slower.
<*>Improved dialogue system graphics.
<*>Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
<*>Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
<*>Fixed and improved certain set descriptions.
Not completed: <*>Mission XIV.
<*>Broken Infinity endgame activity.
<*>Restoration War endgame activity.
<*>Relics.
<*>Shared stash in Deep Path to transfer items between player characters.
<*>The Machines.
<*>New save system.
<*>49 new achievements.
Not completed – Minor changes and improvements: <*>Relic dismantling rewards.
<*>Sector map interface.
<*>Improve the implemented Machines.
<*>Rework certain achievements.
<*>Rearrange achievements in the achievement interface.
<*>Level cap changes and game options.
<*>New part properties.
<*>Better part names.
<*>Side mission dialogues.
<*>Better default controls.
<*>Ability to reset controls to default.
<*>Ability to reset settings to default.
<*>Ability to toggle side mission dialogues.
<*>Settings interface improvements.
<*>Fix stack buying glitch.
<*>Reposition mission interface.
<*>Rework achievement interface.
<*>Reset difficulty level button.
<*>Lock modular difficulty system if the player level is lower than 3.
<*>Virtual and physical weapon clarification and stats.
<*>Stat page improvements.
<*>Connection strength near avatar picture.
<*>Adapt backgrounds to screen shaking.
<*>Dismantle all and uninstall all buttons should have a tooltip.
<*>Holding shift button to dismantle and sell just one item from the stack.
<*>Looting improvements.
<*>Improve Techamer's cell.
<*>Rework loot box.
<*>Fix loot box stackable item glitch.
<*>Improve artifact carrier.
<*>Rework mission III. Again.
<*>Improve siege mission.
<*>Improve arena mission.
<*>Reposition item management buttons.
<*>Fix dialogue clash with HUD glitch.
<*>Expand dialogue box.
<*>Improve shield particles and animations.
<*>Improve MDS decorative map in mission select screen.
<*>Fix Lodeon's ship glitch when skipping intro cutscene.
<*>Intro logo skipping inconsistency.
<*>Improve mission I.
<*>Make Awakening Of Inner Power support all missions.
<*>Improve ability bar.
<*>Add map decorations.
<*>Improve Sector transition cutscene.
<*>Rework contribution system.
<*>Improve barrager.
<*>Improve text input.
<*>Character customization: Rename character and change avatar icon.
<*>Improve ability interface.
<*>Improve ability level scaling.
<*>Improve damage text.
<*>Almadi cathode rework.
ETA: <*>55 days.
Progress: <*>32% of the tasks completed.
<*>I'll post again when the percentage will reach 40%.
Until then!
Sector Six Release Countdown: 9!
I have finished making mission XII!
That's a pretty big achievement because mission XII was one of the larger chunks of content I needed to make and I did it in time.
Now I will be working on ability and level cap update
This update will make ability points more valuable by reducing the amount of ability points gained from level up to 1.
It will also improve Aggression, Resistance, and Capacity abilities and replace Cataclysm with Breach - passive anti-shield ability!
It will bring Sector Six much closer to perfection.
Completed:
Mission XII.
Mission XI.
Completed – Minor changes and improvements:
While Guardian Of A Thousand Worlds ability is active, Concentrated Fire recharges instantly.
Improved alloy containers: New property, increased sell and buy price, reduced city stock.
Removed filled alloy containers.
Corrected W. warning button tooltip.
Ability to decrease the level of MDS modifiers even while they are disabled.
Fixed engine glitch.
Improved missiles that appear when player's spaceship leaves the enemy range.
Guardian is now more mobile.
Potentially fixed Black Rain projectile + reflect chance problem.
Region update flashes are now brighter.
Veteran's ballistic attack is now slower.
Improved dialogue system graphics.
Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
Fixed and improved certain set descriptions.
Not completed:
Mission XIII.
Mission XIV.
Broken Infinity endgame activity.
Restoration War endgame activity.
Relics.
Shared stash in Deep Path to transfer items between player characters.
The Machines.
New save system.
49 new achievements.
Rebalance ability point distribution.
Not completed – Minor changes and improvements:
Relic dismantling rewards.
Sector map interface.
Improve the implemented Machines.
Rework certain achievements.
Rearrange achievements in the achievement interface.
Level cap changes.
Increase starter ability points to 10.
Increase starter part limit to 10.
Decrease starter maximum ether to 50.
Rework Phase Recognition system and phase properties.
Rework Aggression, Resistance, and Capacity.
Rework starter equipment.
Rework Cataclysm ability into Breach ability.
Improve Rapid Fire Mode ability.
Improve Channel ability.
New part properties.
Better part names.
Side mission dialogues.
Better default controls.
Ability to reset controls to default.
Ability to reset settings to default.
Ability to toggle side mission dialogues.
Settings interface improvements.
Fix stack buying glitch.
Reposition mission interface.
Rework achievement interface.
Reset difficulty level button.
Lock modular difficulty system if the player level is lower than 3.
Virtual / physical weapon clarification / stats.
Stat page improvements.
Connection strength near avatar picture.
Adapt backgrounds to screen shaking.
Dismantle all / Uninstall all buttons should have a tooltip.
Holding shift button to dismantle / sell just one item from the stack.
Looting improvements.
Improve Techamer's cell.
Rework loot box.
Fix loot box stackable item glitch.
Improve artifact carrier.
Rework mission III. Again.
Improve siege mission.
Improve arena mission.
Reposition item management buttons.
Fix dialogue clash with HUD glitch.
Expand dialogue box.
Improve shield particles and animations.
Improve MDS decorative map in mission select screen.
Fix Lodeon's ship glitch when skipping intro cutscene.
Intro logo skipping inconsistency.
Improve mission I.
Make Awakening Of Inner Power support all missions.
Improve ability bar.
Add map decorations.
Improve Sector transition cutscene.
Rework contribution system.
Improve barrager.
Improve text input.
Character customization: Rename character and change avatar icon.
ETA:
60 days.
Progress:
20% of the tasks completed.
I'll post again when the percentage will reach 30%.
Until then!
Sector Six Release Countdown: 10!
Sector Six has entered the final stage of development!
I was planning to release two more story missions and then work on the last Early Access update, but decided that it will better to release them with that last update.
Instead of posting traditional echoes weekly, now I will post short summaries of what I've done and update to-do list whenever I reach the next development milestone.
Let the countdown begin!
10!
Done:
Mission XI.
Veteran's ballistic attack is now slower.
Improved dialogue system graphics.
Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
Fixed and improved certain set descriptions.
Remains to be done:
Mission XII.
Mission XIII.
Mission XIV.
Broken Infinity endgame activity.
Restoration War endgame activity.
Relics.
Relic dismantling rewards.
Shared stash in Deep Path to transfer items between player characters.
Five of the Eight Machines.
Improve the implemented Machines.
New save system.
49 new achievements.
Full Sector Six map.
Rework certain achievements.
Rearrange achievements in the achievement interface.
Rebalance ability point distribution.
Cap ability points.
Increase starter ability points to 10.
Increase starter part limit to 10.
Decrease starter maximum ether to 50.
Rework Phase Recognition system and phase properties.
Rework Aggression, Resistance, and Capacity.
Rework starter equipment.
Rework Cataclysm ability.
New part properties.
Better part names.
Side mission dialogues.
Better default controls.
Ability to reset controls to default.
Ability to reset settings to default.
Ability to toggle side mission dialogues.
Settings interface improvements.
Fix stack buying glitch.
Reposition mission interface.
Rework achievement interface.
Reset difficulty level.
Lock modular difficulty system if the player level is lower than 3.
Fix W. warning button tooltip.
Virtual / physical weapon clarification / stats.
Stat page improvements.
Connection strength near avatar picture.
Adapt backgrounds to screen shaking.
Dismantle all/Uninstall all buttons should have a tooltip.
Holding shift button to dismantle / sell just one item from the stack.
Looting improvements.
Improve Techamer's cell.
Rework loot box.
Fix loot box stackable item glitch.
Improve artifact carrier.
Rework mission III. Again.
Improve siege mission.
Improve arena mission.
Reposition item management buttons.
Fix dialogue clash with HUD glitch.
Expand dialogue box.
Improve shield particles and animations.
Improve MDS decorative map in mission select screen.
Fix Lodeon's ship glitch when skipping intro cutscene.
Intro logo skipping inconsistency.
Improve mission I.
Improve alloy containers.
Remove filled alloy containers.
Make Awakening Of Inner Power support all missions.
Fix Guardian Of A Thousand worlds + Concentrated Fire effect timer graphical glitch.
Ability to reduce the power of MDS modifiers while they are disabled.
Improve ability bar.
Add map decorations.
ETA:
70 days.
Progress:
8% of the tasks completed.
I'll post again when the percentage will reach 20%.
Until then!
Echo #101: Mission XI and fused minions
This week I was working on story mission XI.
One of my favorite shows is Legion. I love it for its madness.
Mission XI is an attempt to create my own madness in Sector Six.
During this mission you will encounter:
Replication anomalies
Black spheres
Vertical fractures
Fused and stagnant minions
Temporal loops
And other crazy things.
I am an idea generator, every day I get many ideas that could end up in Sector Six or my future games.
Many of these ideas never get implemented.
For example, I had an idea of laser trap, but I couldn't add it to a game because that trap was not fun to avoid.
But there are ideas that not only work but work very well.
The fused minion idea is one of those.
So, what are fused minions?
Like most good ideas, it's simple.
Take minion A and minion B, cut them in half and put them together.
Then give the new fused minion abilities from both of original enemies and it's done.
I made three fused minions for mission XI: Heavy veteran, revenant gatherer, and havoc collector.
Heavy veteran uses veteran's ballistic attacks and heavy's reflection.
Revenant gatherer is gatherer with low armor, that explodes after some time.
Havoc collector is worst of them!
It has havoc's missile flurry and erratic mine with collector's beam attack and mines.
So, yeah, I'm having a lot of fun making mission XI.
It should be released soon, maybe even before April.