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Nienix News

Bug fixes and performance improvements

[h3]Version 0.5550920381[/h3]
🎯 [Bug fix] Fixed a display error for COOP clients when playing with the new Sentinel-type ships.
🎯 [Bug fix] Fixed an error which could cause segments to "lock" when getting really far away from the head (i.e., far off camera). This would cause weird cascading display issues for the visible segments.
🎯 [Performance] Significantly reduced the number of raycasts in locations without static bodies. This should, among other things, decrease lag and increase responsiveness of enemy AI (as well as for your own summons).

Sentinel - a new kind of ship!

[h3]Version 0.5550920380[/h3]
🎯 [New ship type] A completely new ship type has been added! This variant moves like the worm summons, and is called "Sentinel". It comes with on-board turrets and can be modded in the same fashion as other ships.
🎯 [New ships] 11 sentinel-type ships have been added to the loot table.
🎯 [Misc] Beam weapons by friendly summons no longer collide with players, unless they can provide buffs.
🎯 [Misc] Crosshair lasers no longer collide with background-type enemies.
🎯 [Misc] The queue for running physics tests (AABBs and raycasts) could previously, given complex scenes (e.g., Continuum Events with multiple players), fill up. This would yield many auras and explosions to miss. The max number of raycasts/AABBs per frame has now been extended, and this should solve these issues.
🎯 [Bug fix] Fixed a physics-related crash bug.

Misc update

[h3]Version 0.5550920379[/h3]
🎯 [Performance] Reduced memory footprint by not pre-loading any cutscene textures.
🎯 [Bug fix] Fixed an issue related to enemy beam-type weapons not colliding with players.
🎯 [Bug fix] Upon entering a portal, all active auras would be reset to their base properties. This is now fixed.

Bug fix

[h3]Version 0.55509203781[/h3]
🎯 [Misc] Increased the hitbox of Nienix fragments.
🎯 [Misc] The text shown upon completing the game is now shown upon player spawn instead of in the loading screen.
🎯 [Bug fix] Fixed a bug that caused the gateway between act 1 and act 2 not to spawn.

Loot recycler!

[h3]Version 0.5550920378[/h3]
🎯 [Misc] A new "loot recycling" feature has been added. The loot filter in the main menu now reads/works as follows: "The minimum item quality to display in world space. If using the Bulk or Collision loot pickup options, this is also the minimum quality that is picked up. Loot that is skipped due to the loot filter is recycled. Every 100 recycled items yields a new item. The quality of this item depend on the quality of the recycled items."
🎯 [Misc] Summons from active auxiliary items now cause significantly higher aggro than previously. This means that enemies should target them more often in favor of players.
🎯 [UI] The character info screen has been cleaned up a bit.
🎯 [Balance] The radius of the Personal Shield Auxiliary item has been reduced to make it "personal", even for the largest ships.
🎯 [Balance] The hull and radius of the Deflector dome summon has been increased by 3x.
🎯 [Balance] Enemies in Continuum Events now always receive increased hull.
🎯 [Balance] The hull of enemies towards the end of the Continuum Mode has been slightly increased.
🎯 [Balance] Item bonuses in Continuum Mode have been slightly reduced.
🎯 [Balance] The Axiom skill "War Carapace" now scales based on ship diameter.
🎯 [Balance] Auxiliary items with follow-type auras have on overall been given a small cooldown.
🎯 [Performance] Improved performance in complex areas with many entities, such as continuum events.
🎯 [Bug fix] Fixed a bug in the event allocation system.