[h3] Fixed UI in ultra-wide resolutions (I hope!). Also, combat balance tuning and some bug hunting. [/h3]
Well, I really screwed up this time. I added UI scaling to the game a few patches ago, so players with ultra-wide screens can actually see and read the information on their HUD. And, at the time, I did a quick check to see that it looks ok at higher resolution. But I failed to test that the UI actually still worked.
Of course it wasn't working, and the demo has been almost unplayable on most displays with more than FullHD (1920x1080). The HUD icons and markers were all over the place, text displayed anywhere except where it was supposed to be, etc. Worst of all - the tutorial was almost completely broken.
I think I've fixed it now. Everything on the HUD seems to be where it belongs.
Please let me know if it still seems off. Sorry, everyone.
In other news, Combat Tuning!
- Artillery spread rework: projectiles now tend to stay closer to the actual aim point; some still go astray, but not as many as previously. This is meant to make targeting commands feel more significant. I want you to think about what part of the enemy ship you want to target, and I want that decision to actually have a discernible effect. More tuning will probably follow.
- Increased secondary battery rate of fire, but projectiles have more spread and the battery can store fewer rounds. This should make player skill more important when managing point defense ammo consumption. Keep your secondaries topped off, and ensure those that are facing incoming ordnance can actually shoot it!
- Missiles have longer reload time, but do more damage, have longer range and are slightly harder to shoot down. The point of this change is to make missiles feel big and important. Launch commands should feel impactful, and being the target of big volleys should be scary.
- Nerfed ship structure health compared to section health. This makes section health more significant, because healthy sections soak up damage, but damaged ones leak it through into the vulnerable ship's structure. You'll want to keep damaged sections out of the line of fire, if possible.
- Healthy sections reduce the chance for damage effects to occur. The purpose of this change is to reduce the importance of getting the first hit in. Previously, in an equal fight, the ship that got hit first had a good chance to lose system functionality and would be in a much worse position. Now, getting a lucky first hit through point defense isn't that big a deal anymore. You need to be consistently lucky - which means you're probably doing something right.
- Added a HOLD FIRE setting for the main battery. This allows you to keep the guns pointed at a target without attacking it. Not useful very often, but I felt it should be there as an option.
And of course, some other minor fixes to the prologue and the UI. For the next patch, expect more tutorial improvements and fixes.
Thanks for reading and fly safe
The dev