New Gameplay Update #3
Hi there,
[h2]New death mechanic[/h2]

[h3]Gameplay changes[/h3]
[h3]Encounter changes[/h3]
[h3]Gamepad improvements[/h3]
[h3]Bugfixes[/h3]
[h2]New death mechanic[/h2]
- If you get defeated by another ship they will steal all your tech progress!
- The enemy that defeated you is marked with purple colour on hud and has purple electric discharge VFX
- You can get back your lost progress by defeating this enemy
- Progress will be retained if you crash in a collision with a static object or during boss fight.
- Consequence of death for will be specific to a given boss fight, starborn nexus will respawn one yellow shell and terran nexus will regenerate a large portion of it's armour

[h3]Gameplay changes[/h3]
- The AI director will now do a better job of scaling the AI difficult in larger fights. Decreased AI aggression and accuracy when fighting multiple enemies while retaining difficulty of smaller fights
- The enemies will defend - deflect or dodge more often
- Combat encounters with threat above 100% will become significantly more difficult
- Gold tier enemies will spawn more often
- Silver enemies will use shield counter infrequently
- Gold enemies will use shield counter quite often
- Enemies that can counter will do it only if they clearly see the projectile coming, you should be safe from counters when flanking or shooting them in the back
- Countering now instantly fails if you got recently damaged or received a shield hit
- Failing a counter will render the shield inoperable for a short while
- Countered projectiles are much more accurate
- Enemies won't intentionally deflect or dodge incoming countered bullets, making counters more effective
[h3]Encounter changes[/h3]
- Doubled the size of the smallest iris rings, tpp camera made it hard to fly through, resulting in frustrating collisions and deaths
- A hud indicator will now point at the next iris ring - most of the players got lost or had trouble fiding the last few irides, especially after crashing and dying
[h3]Gamepad improvements[/h3]
- Analog stick rotation is much more precise
- Added analog stick acceleration, quick turns during a flyby are now possible
- The reticle becomes sticky when using gamepad, it sticks to hud targets making it easier to aim or pick fast travel targets
- When shooting the reticle will quickly start pointing directly at the enemy
- The whole UI is again fully supported and usable via gamepad
[h3]Bugfixes[/h3]
- Limited the maximum length of enemy health bars. If the limit is exceeded the bars will get thicker