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  3. Patch 0.75 Released!

Patch 0.75 Released!

Patch 0.75


Another week, another update. We're doing our best to address all the feedback you've kindly provided us with and this week, we'll be bringing you some features, bug fixes as well as admission to some existing issues that you might face.

P.S. Next week will be an exciting week as we welcome everyone to preview the new game mode known as Duel PvP. Yes you got it right - it's a PvP mode where 3 players can come up against each other. This build will be special and won't be available yet to everybody (therefore a preview). However, you should be able to join us, the developers in experiencing this new mode! More information will be released once we're cleared to do so.

[h2]Known Issues[/h2]

This segment will now address any issues we've found that can crash the game but we aren't able to fix it in time. These issues shouldn't cause any immediate concern to those who just play the game as per normal but will under circumstances, crash the game for now.

  1. If a custom fighter is subscribed, played, and game saved, then you unsubscribe and delete the SLF file from the mods/assets/customShips folder and then you restart Starlight and try to continue game, the game will crash. This is because the required fighter can't be found and we'll need to figure out how best to approach this issue. Any feedback will be welcomed.


[h2]New Features[/h2]

  1. Added Finesse Sensitivity option that you can adjust accordingly. For players who wish to finesse around bullets, you may want to lower the % so that the fighter accelerates slower.
  2. Added Joystick Sensitivity option to help address joystick-related issues especially with older analog joysticks. To a certain extent, it'll also affect newer joysticks that uses a yoke or stick as well.
  3. Added Steam Rich Presence to inform everyone automatically which part of the game you're currently in.
  4. Added "Browse Steam Workshop" option in the main menu to help you open the workshop to subscribe to new custom fighters with ease. Once you've closed it, the game will automatically download and refresh the total fighter list to make your new subscription usable immediately.


[h2]Changes[/h2]

  1. Options menu now have a dirty-flag mode for Graphics, Sound and Gameplay options whenever they're changed. This is to help players through should they accidentally press BACK and revert all their changes.
  2. Adjusted the impact particle for enemy's plasma napalm weapon. This is because the original version causes the screen to over-saturate with bright lights, making it harder to see other projectiles. Now upon impact, it emits a reddish flame instead.
  3. Adjusted the Archangel engines to be smaller because the original size gave the impression it's low-res.
  4. Major mechanic change: If you've mapped FIRE and SPECIAL to the same key, the special powers will charge up as designed ~1 to 1.2 seconds. However, if both keys are different then the charge-up requirements are reduced by 75%. The reason for this change is because since they're different keys, you'll have to shift your finger over to press the SPECIAL key/button. The time difference penalizes the player unnecessarily and can be costly. The reason why SPECIAL isn't press-triggered is because we still don't want players to lose 1 whole bar of special power unnecessarily. The slight charge time is reasonable and is enough to prevent unwarranted triggers. Also, this will reduce any ghosting from keyboards that cannot take too many concurrent key presses.


[h2]Bug Fixes[/h2]

  1. Fixed a regression bug when returning from Steam Overlay while in the weapon shop with a custom fighter. In 0.74, the game blindly reloads all custom fighters, causing the player's ship to be unloaded inadvertently.
  2. Fixed a regression bug introduced in 0.74 where stage meshes do not render shadows even when shadows is turned on. There's also another potential issue with dynamic lights. Teething issues.
  3. Fixed the weapon description of Standard Mass Driver weapon. It does NOT penetrate. Instead, it perforates. That means, if it can kill a weak enemy, it will and weaken itself as a result. It'll penetrate destroyed enemies without being absorbed but will be neutralized should it encounter another enemy strong enough to withstand whatever damage that's left in it.
  4. Fixed a slight mistake in hints where "Graphics Adapters" is used. It should have been "Graphic Adapters".
  5. Fixed several delays in several stages where the game waits too long before declaring victory.


Conclusion


It's thanks to you that we can improve the game so much since release. We're looking forward to make more improvements based on your feedback.

Please help us by leaving a review if you've enjoyed the game. And we'll look forward to seeing you next week!

P.S. Some feedback weren't implemented in this patch because it didn't make it in time. This is because we do not want to introduce too many regression bugs that could damage your playing experience. Therefore, every bug fix, changes and new features are tested across several scenarios, play-throughs and so on before they reach the final build.

The next patch will involve some major changes to the canonical fighters themselves. Stay tuned!

Thanks again for your support!
Jeremy