This was supposed to be a small update where I put in some of the new artwork but while I was waiting for it to be finalized I decided to add the achievement system as well. Turns out that was a much larger job than I expected so sorry about the delay.
New Character Artwork
All the character artwork in the game has been redone in a new comic book style. New alien races and more player avatars are still in the pipeline and will be coming soon.
Achievements
The game now has 40 achievements you can earn as you progress. They're tracked per player but also tracked globally at the highest difficulty you've achieved them. If you're playing the free edition you won't be awarded them in Steam until you get your hands on the full game, but when you do they'll be applied retroactively.
I've been watching some people play the game on YouTube and a host of changes are in based on things they said while playing. Oh, I also finally got the memory leak in the ship designer fixed!
Anyway, hope you enjoy. Even more artwork is coming in the next update!
Patch Notes
New Features / Content
Added 40 achievements both overall and per-player, now displayed in core panel.
All new achievements are now also granted to Steam when earned.
Retroactively applied some achievements for any saves that did not use developer tools.
Added achievement toasts when earned on the HUD.
Counters now show both overall and per player values.
All avatars have been re-drawn in our new style both player and NPC.
Added new profile files to appdata folder for storing global things.
Settings are now stored in the global profile (per device) instead of windows registry.
Settings for free and full versions are now kept separate.
Added new stationary AI that still attacks for Mothership and Freighters.
Alternate designs are now stored in the global profile.
Removed unlocksprite console command.
Balance Changes
Replaced Pulse Debuff Chance upgrade with Pulse Range upgrade that goes up to +25%.
Increased minimum value for projectile life modifier from 5% to 10%.
Removed Rays from first invasion as their Magma Orb is quite strong.
Quality of Life / Accessibility
Primary slots are now displayed as triangles instead of circles to avoid visual confusion.
Edit button added to players in the player list for changing name or avatar.
Upgrade tooltip will no longer close when adding/removing points.
Developer console now works with virtual keyboard (controller and Steam Deck).
Use of dev tools will disqualify a save from contributing toward overall achievements and stats.
Enemies that attack the fleet now grant XP but only if you damage them.
Mission 'A Bad Idea' now shows image of a waypoint structure you need to infect.
Cleaned up slot unlock display to hopefully make it easier to understand.
Removed slot counts from slot unlocks in upgrades as was causing confusion.
Improved ESA dialog when first visiting upgrade panel to hopefully explain it more.
Cut out sensor arrows a bit to make their direction clearer at a glance.
Animated experience particles are now bigger and brighter.
Lasers now play an animated hit effect along with their usual particles.
Auto-translated languages now only show in developer mode.
Enabled mip maps on all UI images and sprites for cleaner graphics.
Performance
Fixed slow garbage collection in HUD Radar script.
Some small speed-ups for auto weapon targeting logic.
Bug Fixes
Fully fixed all remaining memory leaks in ship designer.
Mission collection is now correctly required even if you skip the tutorial.
Fixed bug where virtual keyboard had 2 x E keys for some reason.
Fixed issue where consumables in HUD would not update after re-designing ship.
Fixed weird double navigation highlight on upgrade icons.
Fixed some weird characters in auto-translated languages.
Fixed old turret launchers with incorrect max ranges.
Fixed rare null pointer thrown from tractor beam script.
Fixed null pointer in drone AI when parent is destroyed.
Dialog will no longer flicker with word wrap during the text animation.
Update 0.8.65 - Drone Rework
Lots of changes for drone bays and a few for turrets this update.
Construct Upgrades
Construct is the new name for what used to be deployable weapons. They no longer include mines and seeking launchers and have a new set of upgrades that should allow for easier balancing in the future.
We've done away with invulnerability in favour off giving them more hull as this will be easier to balance in the future. For any existing saves upgrades will have been reset for free.
Construct Damage Types
Constructs weapons now have a damage type and debuff chance. This change has been applied retro-actively to any drone or turret weapons you already own.
Construct Control
We used to have some drones that would orbit their parent ship, some that would lock in formation and some that would fly off and hunt enemies. While we still have this (and each weapon has a default behaviour) you can set it yourself per drone weapon now.
Flora Ships
Although the content for Sector 3 is still in the works the enemy Flora ship parts are now available to play about with in the sandbox. Check our Discord for information if you don't' know how to unlock it.
Ship Classes
As is also visible in the above screenshot your ship class is now derived from the size of your ship. You can no longer make a tiny ship and call it a battleship. If you want a battleship you'll need to make it big enough!
Unity Upgrade
Finally, we've upgraded to Unity 2022 which comes with some performance improvements. I've also improved the graphics settings for choosing fullscreen modes, etc. The cursor will lock to the window whenever you're using it to aim but be free to move to other monitors when the game is paused.
Full details of everything below. We've got some new graphics from one of our artists coming in the next update so lookout for that!
Patch Notes
New Features / Content
Ship class can no longer be chosen, it is derived from the size of your ship.
Added all new Flora ship parts ready for Sector 3 enemies.
Added all Flora templates in preparation for Sector 3.
Renamed Deployable weapons to Constructs and removed Mines / Beacons from category.
Removed Invulnerable Constructs upgrade and replaced it with Construct Hull Points.
Re-arranged order of Construct upgrades to make more sense.
All drones can now be set to roaming / formation / orbit when equipped.
Range of drone bays now changes based on whether they are roaming or not.
Turrets and drones now have debuff types and chances.
Hornet drones now use machine guns instead of lasers.
Updated ship design tutorial panel to talk about new ship class mechanic.
Upgrades have been reset for all players due to construct changes.
Balance Changes
Increased hull of friendly rescue ships by an additional +33%.
All friendly ships now get shields that match the encounter debris type.
Mines are now seeking launchers that do not require unlock.
Turrets now have a max range stat that can be modified set to 200m.
Increased damage of Watcher Turrets by +200%.
Beacons are now Temporary Effect weapons.
Increased max size of Destroyer ship designs by +22%.
Skeran Beacons (both player and enemy) no longer summon Plasma Blasters Locusts.
Plasma gun is now only seeking and does not require homing unlock.
Improved level overlap from end of one sector to start of next.
Increased Nightfall level from 9 to 10.
Increased Infernum level from 10 to 11.
Increased Avalon level from 12 to 13.
Increased Bifrost level from 20 to 21.
Increased Tartarus level from 22 to 23.
Increased Nilfheim level from 24 to 25.
Blast Wave pulse / EMP / Frost Nova Pulse now have 50% debuff chance.
Increased range of Spore / Orb drones by 20%.
Reduced effective range of drones by 15%.
Reduced maximum modifier on charges from +100% down to +50%.
Drone bays no longer get more charges at higher levels.
Balanced damage of all drone bays against each other.
Lasers now roll for debuff chance once per tick (5x per second).
Lowered debuff chance of most lasers due to tick change.
Increased debuff chance of cone weapons.
Lowered debuff chance of most projectile weapons.
Increased debuff chance of Auto Tesla coil as only strikes once per second.
Quality of Life / Accessibility
Fullscreen setting now has option for borderless or exclusive.
Refresh rate is now separate from resolution setting.
Cursor is restricted to the game window when aiming during gameplay only.
New setting added to prevent the game from pausing when minimized or out of focus.
Backups of save files will now only be kept on your system for a month.
New setting added to choose which consumables drops to ignore.
Repair all option at Mothership now also repairs cargo items.
Increased docking range of mothership by +100%.
Increased interact range of gateways by +50%.
Increased interact range of waypoints by +50%.
Slot icons on equipment now match images in ship design.
Included slot icons in upgrades and ship design panels.
Thruster slot icon in ship design now shows emission direction.
Infect waypoint mission now clearly says place seed in waypoint.
Improved controller navigation when selecting player and difficulty from main menu.
Loading templates in ship design now remembers your folder when opening / closing.
Bug Fixes
Allow Anonymized Analytics setting is no longer disabled when resetting settings.
Error handler now displays over HUD elements and works with controller navigation.
Fixed null pointer when double-clicking play button.
Fixed null pointer in sector generation due to invaded encounters.
Fixed smoke / trails emitted from ships not matching encounter color.
Enemy drones now correctly explode when their parent is destroyed.
Fixed invalid SortingGroup index set in renderer error.
Black Market label no longer wraps on Steamdeck resolution.
Fixed bug where drones / turrets would not receive hull bonus from modifiers.
Mouse will no longer highlight buttons when disabled due to active controller.
Fixed Junker Merlin being a Destroyer when it should of been a Frigate.
Changing ignore items setting no longer breaks the tractor beam tutorial.
Fixed logging in code that upgrades save file versions.
Fixed issue with cursor leaving game window when using multiple monitors.
Navigation map will now redraw when the UI Scale setting is changed.
Items in containers will now correctly be updated / fixed when game version changes.
Free Edition Reviews
Did you know Steam recently changed to allow you to review our free edition?
We're trying to build up interest before our launch in Q1 next year and if you've been enjoying our free edition it would be hugely helpful if you could drop us a review!
Most of the work over the last year has been implementing feedback and ideas so if you want to get involved don't forget to join us on Discord as well: https://discord.com/invite/BMwM8zB9yw
Thanks!
Launch Date Changed
The preparation for launching in to Early Access has been a big learning curve for myself. I've been chatting to a few marketing companies and one thing they've said is that launching in December is a bad idea. Not only are there some major releases in December everyone's attention will be on the Steam Game Awards.
As such, we're pushing the launch date back to the start of next year. We have some dates in mind but we've changed the release date to Q1 2025 to keep our options open, just in case Half-Life 3 decides to drop on the same day or something.
Having said that for those already playing the game nothing changes, the Free Edition is still available and still contains the majority of content we've made so far. It's also important to note that if you move from the free edition to the full game all your saves will transfer with you.
If you want to be more involved in the design process please join our Discord, we're always looking for more testers and people to get involved.
Next year should be an exciting one, work continues and there will be some major updates between now and then!
Update 0.8.5 - Improvements
This update has been less about content and more about making the existing game as fun as possible. We have some big (requested) quality of life features along with lots of balance changes to the enemies.
Avoiding damage using dodges should now feel viable and fun, especially against enemies using laser weapons.
We've moved the main ship bar across to the bottom left so you have more vertical space and made some changes to camera settings that should improve visibility. You can now hyperdrive jump directly to any linked encounters you have access to and your tractor range has been doubled so you shouldn't have to spend so much time flying around collecting loot.
As always we hope you enjoy this update full patch notes are below. The next should include Sector 3 and the new Flora enemy faction!
Patch Notes
New Features / Content
Species-XI now has its own debris type that does not give a debuff.
Species-XI arrival will now spawn debris.
Invaded encounters will now give the Molten Debris debuff if they previously had debris.
Expanded invader debris with some larger objects.
Added some Infected Falcons to Species-XI squadrons.
Pulse weapons can now get modifiers to their maximum range.
Balance Changes
Tractor beam range has been doubled.
Items dropped outside the central play area will drift back in at around 50m/s.
Reduced hull / shield increments in preset difficulty selections.
Enemies now lose track of your position for 0.4 seconds when you dodge.
All enemy weapons now have a 0% chance to critical hit the player.
Beam enemies (non-boss) now have a maximum range of 160m in Sector 1.
Auto Tesla Coil now has the same range as Tesla Coil (175m).
Auto Heat Ray now has the same range as Heat Ray (190m).
Gatling Gun, Prism Ray and Boomerang legendary weapons now do kinetic damage.
Displacement thrusters now make you immune for 0.4s when dodging.
Reduced hull of displacement using enemies by 25%.
Increased cooldown between enemy dodges by 50%.
First Species-XI invasion in Sector 1 now comes with only 3 pre-determined enemy squadrons.
Skeran Citadel now only summons 3 enemies but they stay until destroyed.
Increased speed of Osprey ships used by Junkers.
All pulse waves now detach from the ship when activated.
Increased range of smaller pulse weapons used by enemies.
Vastly increased velocity, range and damage of enemy cone-based weapons.
Locusts with Plasma Blasters now project a warning to dodge before they fire.
Reduced Nanobots repair over time from 500 / 1000 / 2000 to 400 / 800 / 1200.
Doubled instant restore value of Shield Batteries.
Shield recharge time is now halved when a Shield Battery is active.
Reduced damage of Skeran Hunter elite by 25%.
Reduced range of all beam weapons to 75% of their previous values.
Encounters next to waypoints are now capped at Different rarity rewards.
Encounters two jumps from waypoints no longer have a cap on rarity.
Reduced range of Spore and Orb drone lasers by 10%.
Increased Inferno Cannon range from 120m to 170m.
Increased Inferno Cannon damage by 10%.
Beacon weapons now summon 2 ships increasing by 1 every 20 levels.
Increased range of Crystal Prism Frozen Orbs by +50%.
Surge modifiers will no longer drop lower than 50%.
Enemy Repair Rays now scale with hull from difficulty modifiers instead of damage.
Reduced phase time of lots of bosses from 10 seconds down to 5 seconds or lower.
Mjölnir Lightning Orbs now self-destruct after 60s so only 10 should be active at once.
Enemies now redeploy turrets as they chase the player.
Adjusted some phase timing for enemies and reduced some weapon cooldowns.
Quality of Life / Accessibility
Ship bar is now in the bottom left of the HUD instead of bottom center.
Players can once again Hyperdrive Jump to any linked encounter.
Capped maximum Zoom Distance at 15 instead of 20.
Mission tracking now auto-switches at completion instead of collection.
Removed highlight gateway button from navigation as no longer needed.
Inactive gateways no longer show sensor arrows.
Shields now show when they make you immune to status effects in their stats.
Simplified camera lead / zoom advanced settings, disabled lead by default.
Dynamic lead / zoom now begins as soon as you start moving.
Increased size of Auto Machine Gun bullets by 50%.
Cleaned up outline on pulse / scatter warnings displayed by enemies.
Heat damage, weapons and related debuffs are now orange instead of red.
Moved scrolling notices down in HUD so they don't overlap debug data.
Bug Fixes
Fixed Griffin (Outcast) not using the elite loot table drop chances.
Fixed Smog Exhaust damage not scaling correctly.
Complete message no longer says all enemies have been destroyed.
Fixed spelling mistake in Developer Console menu option.
Removed old maximum slot warning from ship design.
Advanced Zoom settings now work even if Camera Lead Distance is set to zero.
Global modifier list now includes item stat names for passive / internal shield modifiers.
Enemies will no longer respawn if destroyed while squadron is still jumping in.
Fixed issue where invaders countdown could reset without triggering an invasion.
Fixed kinetic shields not getting extra resistance as their level increases.
Fixed bug where invaded encounters would still spawn enemies when complete.
Fixed incorrect mission name in Sector 2 due to language translation key conflict.
Old collected missions will no longer register as incomplete if their steps change.
Auto weapons no longer continue to fire at targets that have phase-shifted.
Update 0.8.0 - Tutorial Overhaul
For this update we've gone back over all the feedback about the tutorial and initial experience and tried to make improvements based on that.
New Cutscene
The game now opens with a bit more excitement as there is an initial cutscene setting up our story.
Hyperdrive Jumps / Navigation
You can now only hyperdrive jump to encounters you've already visited so you'll need to use the gateways if you're going for the first time. To help with this there is a new option in navigation to highlight the gateway for the encounter you wish to visit.
New Tutorials
A lot more game systems should now be explained. New players will be shown how to collect missions and use the ship designer. There is also a lot of new pop up tutorials as you play. If you're an existing player choosing skip tutorial will stop all of this.
Existing saves that are still in the early part of Sector 1 may have some strange missions as the order has now been changed.
As always there are a host of bug fixes and other small improvements, full details below. Have fun!
Patch Notes
New Features / Content
Added a cutscene of the fleet fighting Species-XI before the tutorial for new players.
Ship select now reflects it's a choice of an abandoned vessel not your backstory.
Balance Changes
Weapon drops will now be no more than 1 level below the encounter level.
Weapon drops will now be no more than 3 levels above the encounter level.
Radioactive debuff now goes through shields the same way electric weapons do.
Hyperdrive jumping is now restricted to encounters you have already visited.
Quality of Life / Accessibility
Some extra tutorials will pop up as you complete encounters.
Added some extra dialog that should help explain what you're doing and why you're doing it.
Tutorial now includes zoom in / out in control bindings displayed.
The game can now be paused during the tutorial whenever dialog is not displaying.
Changed the mission order so current goal is easier to understand.
Analytics events now sent for level up and missions complete (if you opt-in).
Use of developer tools that give an advantage will exclude a save file from future achievements.
Players flagged as using developer tools will not send progress analytics events.
Sandbox setup is no longer shared to Steam cloud.
Added new dialog to explain that new slots must be placed on ship designs before they can be used.
Notices and hyperdrive jump countdown moved to top of HUD so it's never behind dialog / banners.
Skipping tutorial now skips all optional tutorials but will still play the intro sequence.
Low pass filter is no longer applied to music when dialog is displayed.
Mission collection is now part of the initial tutorial.
New button added to navigation panel to highlight gateway to selected encounter.
Added Mothership highlight arrow when told to dock with it in the tutorial.
Added gateway highlight arrows when travelling to Novus Prime in the tutorial.
Creating a player goes straight to difficulty selection and skips returning player list.
Cleaned up controller navigation when going down from missions tab in core panel.
Increased speed of hyperdrive jump animations.
Added more detailed tutorial when first arriving at ship design.
Bug Fixes
Camera zoom is now reset to default during initial cutscene at final sector boss.
Fixed issue where camera zoom would get stuck when changing it with control bindings.
Fixed text around gateways not zooming correctly with camera.
Fixed issue where gateways would remain inactive if destroy command used to quickly.
Fixed issue with sensor arrows sometimes being too big or too small.
Fixed overheat warning sound playing multiple times on top of itself.
Cleaned up some artefacts on sensor arrow icons.
Friendly ships targeting the player will no longer pause game if dialog is displaying.
Player list no longer snaps to bottom when a player save is deleted.
Fixed description of shield resistance upgrade to say it's against damage not debuffs.
Fixed display issue with beams when firing weapons at point-blank range.
Fixed some spelling mistakes in tutorial.
Fixed issue where controller navigation wouldn't work on first visit to mothership.
Virtual cursor displayed with controller now adjusts size based on camera zoom.
Fixed issue with some disabled buttons not being selectable in controller navigation.
Loading the full version of the game will now update all the save data to the full version.
Loading the free version of the game will not display full version save data.
Update 0.7.2 - Hotfix
A quick collection of bug fixes for the previous update!
Patch Notes
Quality of Life / Accessibility
Sector generation should now be more stable as process is re-seeded as it generates.
Bug Fixes
Fixed null pointer when adjusting camera zoom or other settings.
Rescue encounters will no longer play dialog when already complete.
Fixed buttons not showing for quick sell overlay on lower UI scales.
Fixed frame rate drop when adjusting camera zoom using control bindings.
Update 0.7.1 - Quality of Life
Just a smaller update this time but I didn't want to delay some QoL changes and bug fixes. Just a reminder if you have feedback please let us know, almost all these changes were requested by our community!
It's never too late to join us on Discord: https://discord.gg/BMwM8zB9yw
Patch Notes
New Features / Content
Added Unity Analytics for collecting anonymized data but only if you agree to the request on load.
Balance Changes
Invaded intercept encounters are now guaranteed rare rewards from Species-XI.
Quality of Life / Accessibility
Dialog display now only pauses the game if an enemy ship targets you while you're reading it.
Removed audio from layer / rotation buttons in ship design when using keybindings.
Added new setting 'Small Ship Bar' to remove the hull / shield / heat and save vertical space.
Swapping weapons directly will no longer reset linked status on slots.
Offset upgrade tooltips down a bit so upgrades below can still be seen and clicked.
Added extra dialog after defeating a boss with the help of the mothership.
Moved major event banner (level up, arrival, encounter complete) down and made it smaller.
Bug Fixes
Fixed pulse crit damage upgrade reducing damage instead of increasing it.
Hyperdrive jump countdown no longer displays on top of panels if opened during jump.
Pulse weapons will no longer damage your own projectiles (missiles, mines, etc).
Fixed null pointer when dragging a weapon to replace an equipped Shield Ward.
Fixed issue where selected weapon on ship bar would lose it's yellow highlight.
Fixed description off starting ships to say correct weapons.
Fixed controller navigation when dealing with upgrade tooltips.
Removing a slot unlock upgrade will now unequip the slot if it is in use.
Overheat warning sound volume is no longer effected by interface volume setting.
Mission collect can no longer be clicked quickly to get multiple rewards.
Level up banner now correctly displays if you level up by collecting missions.
Update 0.7.03 - Balance
This update is a collection of changes to game balance across all the current content.
Enemy Scaling
Due to players getting more upgrades, more rare weapons and better synergy at higher levels, the linear increase in difficulty was insufficient. Especially in regard to damage as players get more armor, resistances, etc. The base scaling applied to enemies is shown below, it may need to be adjusted as we reach higher and higher levels of content, but for now I believe it provides an adequate challenge for the content we have.
Level 1 = 104% Damage - 140% Hull / Shield
Level 5 = 138% Damage - 149% Hull / Shield
Level 10 = 200% Damage - 167% Hull / Shield
Level 15 = 277% Damage - 193% Hull / Shield
Level 20 = 365% Damage - 224% Hull / Shield
Level 25 = 462% Damage - 260% Hull / Shield
Level 30 = 567% Damage - 301% Hull / Shield
Bonuses to hull for higher ship classes have been reduced, and damage vs lower level enemies has been increased in both directions. In addition, encounters with different / rare rewards now modify damage more than hull and shields as this feels nicer.
This is a full balance pass, so there are obviously a host of additional more specific changes based on player feedback. All the special weapons should now feel more viable, along with drones and auto stinger launchers. Every elite and boss has been individually tuned to what we think feels right.
As always, weapon changes aren't retroactive so I'd recommend a new play through to try out the changes in full. Enjoy!
Patch Notes
Balance Changes
Vastly increased difficulty scale of enemies at higher levels.
Encounters with different rewards now increase damage by 150% only.
Encounters with rare rewards now increase damage by 200% and hull / shield by 150%.
Reduced health increase of higher ship classes from 1000 down to 500.
Increased min level of rare drops from level 3 to 6. (Excluding boss / rare enemies)
Increased min level of different drops from level 2 to 4. (Excluding boss / rare enemies)
Reduced level requirement no longer counts towards modifier count on weapons.
Internal Shield now grants some hull regen (Retroactively Applied).
Increased range of Basilisk Laser boss weapon by 50%.
Basilisk Tornado Launcher now fires 16 (up from 4) projectiles that are faster with 80% damage.
Increased Behemoth rate of fire, projectile speed and seeking to make it more threatening.
Doubled damage of Behemoth Smog Exhaust.
Increased speed of Mjölnir's lightning orb by 33%.
Doubled speed of Leech Gun projectiles but kept range the same.
Increased damage of Auto Stinger Launcher by +20%.
Auto Stinger Launcher now fires in faster volleys of 2 missiles at a time.
Lasers now tick 5x per second instead of 10x per second to slow effects on crit.
Increased damage of beacon ships (player only) by 200%.
Increased damage of all pulse weapons by 100%.
Increased damage of Tornado Launcher by 60%.
Increased damage of all mine weapons by 50%.
Increased damage of smog launcher by 50%.
Increased speed of Heron Drones by 100%.
Increased speed of Hornet Drones by 50%.
Heron / Hornet Drones now also gain a charge every 10 levels, like Roach Drones.
Javelin Launcher now has double charges, half recharge / reload time but half damage.
Drones / turrets now spawn at the level of their parent not the weapon.
Species-XI skirmish encounters now spawn 4 squadrons instead of 5.
Slightly increased aim speed of bosses turnable weapons.
Reduced hull leech on crit modifier from 5% down to 1% per stack.
Reduced armor from on crit modifier from 5% down to 2.5% per stack.
Enemies 3 - 4 levels higher will now do 2x damage (up from 1.5x).
Enemies 5 or more levels higher will now do 4x damage (up from 2x).
Experience earned from mission collection no longer includes bonus XP modifier.
Increased difficulty of Hodr and Baldur.
Increased max speed of Hodr and Baldur by +50%.
Increased difficulty of Crystal Prism.
Reduced starting hull regen of internal shields from 2.5% down to 0.5%.
Increased Stalker Launcher charges from 3 to 4.
Increased Stalker Launcher damage from 90 to 135.
Increased Stalker Launcher projectile hull from 100 to 200.
Increased Stalker Launcher explosive radius from 30m to 40m.
Reduced Stalker Launcher reload time from 0.5s to 0.33s.
Reduced number of Louse in squadron from 4 to 3.
A maximum of 1 x Locust will use the Stalker Launcher per squadron.
Added new Locust variant equipped with Plasmathrower.
Doubled projectile hull of Auto Stinger Launcher projectiles.
Harmonized heat generation of weapons by type and reduced all values.
Missile Launchers can now get bonus projectile hull as a modifier (25% to 50%).
Increased damage of Frost Nova Pulse from 170 to 200.
Increased damage of Blast Wave Pulse from 150 to 250.
Increased hull of friendly ships by +50%.
Reduced XP required per level to approx 75% of previous value.
Increased heat capacity of Frigates from 30 to 40.
Reduced heat capacity of Cruiser from 70 to 60.
Reduced heat capacity of Cruiser from 90 to 80.
All loot table rolls now include a 20% chance to drop mothership sale items.
Doubled repair rate of friendly Spark ships.
Increased range at which AI will use weapons.
Beacons will now summon ships at the parent ships level instead of the weapons.
Reduced heat capacity of Prism Ray from 25 - 50% to 5 - 10%.
Quality of Life / Accessibility
Seeking projectiles now only seek out ships so they don't veer off in debris.
Added a new custom death overlay when the mothership dies to explain what happened.
Players on hardcore mode are now permitted to respawn if the Mothership dies.
Non-orbitting static drones will now position themselves behind their parent ship.
Non-orbitting static drones now face their parent ship's direction when not firing.
Drones and turrets now have a much more modest explosion when destroyed.
Rescue ship in encounters no longer spawns directly on top of player.
Default volume for overheat warning sound is now set to 50% instead of 25%.
Reduced length of boost trails by 25%.
Bug Fixes
Fixed issue where Basilisk lasers weapon not fire during primary phase.
Fixed issue where aim assist would throw Proton Torpedoes off target.
Fixed enemies with projectile weapons shooting through friendly ships with shields.
Mine launchers no longer get velocity modifiers that do nothing.
Fixed issue where turrets would stop firing when parent was far away.
Fixed Invisible Thruster not showing in thruster list in sandbox.
Fixed issue where Orb Launchers would do far too much damage to large targets.
Citadel layers will no longer twist slightly out of sync when it turns.
Developer complete path button now spreads invaders and adds missions.
Item repair cost can no longer be 0 credits when durability isn't full.
Scatter gun enemies will no longer aim the weapon ahead of their target.
Fixed discard confirmation appearing under other parts of the panel.
Music from elite waves will now reset if you respawn and return to an encounter.
Returning to the final encounter after respawn no longer triggers instant failure.
Ship design will no longer permit you to use faction parts you have not unlocked.
Knockback no longer applied to drones or attached / orbitting AI ships.
Fixed bug where all layers of Citadel could take damage.
Fixed boss name not displaying on HUD for final boss of each sector.
Fixed +2 levels showing as hard colour when it should have been +3.
Fixed issue with Species-XI not always dropping rewards.
Fixed issue where credit/item caches would not init properly.
Players can no longer remove upgrade points, invalidating upgrades further down the tree.
Lines connecting upgrades no longer stay white when removing points.
Update 0.6.5 - Hotfix
Nothing major in this update just a lot of small changes and bug fixes. Enjoy!
Patch Notes
Balance Changes
Friendly ships are now immune to collisions with asteroids.
Reduced sell price of Infected Seeds to 500c.
Added Infected Seeds as rewards for defeating invasions as they arrive.
Quality of Life / Accessibility
Species-XI elites now play new music when they arrive.
Turrets now use same targeting logic as drones.
Bug Fixes
Fixed Dialog.Name error when entering Species-XI encounters.
Invaders will no longer chain on already invaded encounters.
Invaded encounters now show the correct difficulty modifiers.
Invaded rescue / warzone encounters no longer retain original ships.
Beam weapons can now hit drones even if their parent ship is immune.
Auto weapons will no longer try to shoot phase shifted targets.
Fixed spelling of 'Formidable' difficulty.
Orbit / static drone weapons no longer get Max Range / Speed modifiers.
Turret weapons no longer get Max Range modifiers.
Arrival dialog no longer plays on complete encounters.
Infect Gateway mission requirement now correctly says Infect Waypoint.
Fixed Outcast / Junker elites not switching music correctly on final wave.
Fix for null pointer in SlotDisplay.Clear() when changing equipment in mothership.