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Gameplay Update #1

Hi there,

[h2]Feedback summary & upcoming gameplay changes[/h2]
Based on beta testing feedback I identified an issue with gameplay that spoils the experience for many of you.
It goes something like this: "combat is so difficult and the enemies are so effective at defensive, fights fallback into cover shooter scenario, where the cover is the shield. The only effective strat seems to be countering, which makes the game boring".

This exactly the opposite of gameplay I wanted to give you, which is quick and deadly push-forward souls-like. It will be dealt with, starting with this patch.

I will be postpoting the release of a new boss fight, as clearly there are problems elsewhere.

Starting from this update I will focus on game's pacing and delivering the expected experience, until further notice.

[h2]Patch 0.2.22:[/h2]

[h3]Changes[/h3]
  • Enemies will switch between two behaviours: defensive and aggressive. Defensive is the old one, where the enemy used their shield and dodged almost perfectly. In aggressive mode they will forgo use of dodge and shield, and focus on killing you by just shooting if there's a chance to hit.
    In aggressive mode their guard is down and they offer an opening for your attacks.
    Currently the enemies will change stances randomly, for random duration, but overall it will be 50/50 defensive/aggressive.
  • AI will suffer much less from reduced accuracy - when you are strafing. This change supports their new aggressive stance. They will really try to get you.
  • Starborne will overheat much quicker, and therefore reach maximum plasma damage earlier. Combined with the new aggressive stance it will make the fight much more interesting.
  • Plasmagun max damage reduced to 25.
  • Reworked technology progression thresholds, it will be trivial to get first few upgrades, but exponentially harder as you level up.
  • Tech level progress bars now display numerical progress as well - current/target value.
  • Number of technology parts per ship/asteroid is randomized, number of destroy-able asteroids per neutral scenery is randomized.
  • Multi-enemy encounters will appear much quicker.
  • First enemy of given species will equip sentinel variant weapon - as a warm-up fight. Next encounters won't have any weapon variant restrictions.
  • Hailgun projectiles have much less momentum, a short volley used to get the ship into uncontrollable spin, even when deflected with shield.
  • Added a new strat that helps with dropping heat quicker: The longer your heat keeps falling, the quicker it falls.

[h3]Bugfixes[/h3]
  • Plasmagun max damage was scaling too high when near overheat.
  • Leaderboards showing 0 score.
  • If you died during survival simulation it became impossible to complete.
  • Escape marker pointing towards Mind Eater instead of away from.