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Star Vortex News

Hotfix (v0.5.86-1)

[p]Just a quick fix for the latest build as it had a few issues. Full notes are below and the demo will be updated shortly to match.[/p][p][/p]
Patch Notes
[p][/p][h3]Balance Changes[/h3][p]• Encounter XP is now scaled by level difference, the same as XP from destroying enemies.[/p][p][/p][h3]Quality of Life / Accessibility[/h3][p]• Cleaned up Russian translation for some conflicting strings.[/p][p][/p][h3]Bug Fixes[/h3][p]• Item drop container names now correctly retain their size regardless of camera zoom.[/p][p]• Item drop container names now respect the HUD scale setting.[/p][p]• Fixed bug where Stalker Missiles would cause PoolController.GetObject() null references.[/p][p]• Fixed null reference in ShipPart.ToggleGlow() when saving settings as a ship explodes.[/p]

VFX Improvements (v0.5.86)

[p]This update is mostly visual improvements to explosions and projectiles. Just to temper expectations a bit... this isn't Reality Break. I'm not a VFX Artist as my main profession, but I think this has been a pretty good overall improvement that should make using weapons and shooting stuff more satisfying.[/p][p]In addition are the some changes that didn't get done in time for my last update.[/p][p][/p][h2]Polish Update[/h2][p]That's the Polish language now fully human translated by HAKIMODO. In addition to this I've also dropped the price in Poland by 25% permanently as I feel the old price was a little too high.[/p][p][/p][h2]Russian Translation[/h2][p]Core systems, Settings, UI and HUD have now been human translated for Russian using the same translator Laious uses for Star Valor. That should be enough to list it as a supported language on the store page. Full human translation for all languages will be done for the 1.0 release.[/p][p][/p][h2]Next Update[/h2][p]Currently the game limits you to no more than 4 weapons of a single type (Primary, Secondary, etc). Next update will see this limit removed. I have some changes I need to make to slot display in equipment and the ship bar in the HUD then I'm good to go.[/p][p]I feel this change is going to have such a big impact on gameplay I should probably label it a major update. It's almost certainly going to break some things performance wise if people start rocking huge stacks of Drone Bays and such so that will be fun.[/p][p]As always full patch notes are below. Enjoy![/p][p][/p]
Patch Notes
[p][/p][h3]New Features / Content[/h3][p]• New modifier for Explosive Radius of projectiles added.[/p][p]• New projectile type added for a new primary weapon.[/p][p][/p][h3]Balance Changes[/h3][p]• Enemy non-PDL weapons no longer damage the player's constructs or missiles.[/p][p]• Increased debuff chance, crit chance and velocity of Arrow Launcher.[/p][p]• Doubled the turn speed of Fire Bolas projectiles and reduced reload time by 75%.[/p][p]• Reduced reload time of Shurikens by 75%.[/p][p]• Crit Chance and Debuff Chance are now capped at 100%.[/p][p]• Increased recharge time of Proton Torpedo Launcher by 50%.[/p][p]• Increased explosive radius of Javelin Missiles by +50%.[/p][p]• Increased explosive radius of Tornado Missiles by +33%.[/p][p]• Reduced hull points of Stalker missiles by 25%.[/p][p][/p][h3]Quality of Life / Accessibility[/h3][p]• Non-shooting weapons can now be made invisible on your ship in the Assembler.[/p][p]• Enemies will now sometimes lose parts from their ships when taking hull damage.[/p][p]• Arrow launcher projectile now has a much brighter trail.[/p][p]• Explosive radius of projectiles is now shown in item stats.[/p][p]• Improved particles and hit effect of Freeze Gun.[/p][p]• Improved particles and hit effect of Inferno Cannon.[/p][p]• Improved particles and hit effect of Magma Gun.[/p][p]• Improved particles and hit effect of plasma weapons.[/p][p]• Improved particles of Leech Gun.[/p][p]• Improved particles of Shard Missiles.[/p][p]• Improved hit effect of Acid Gun.[/p][p]• Improved hit effect of Blast Wave Pulse.[/p][p]• Improved hit effect of Electromagnetic Pulse.[/p][p]• Improved hit effect of Fire Bolas.[/p][p]• Improved hit effect of Javelin Launcher.[/p][p]• Improved hit effect of Radioactive Pulse.[/p][p]• Improved hit effect of Shuriken Thrower.[/p][p]• Improved hit effect of Stalker Launcher.[/p][p]• Improved hit effect of Tornado Launcher.[/p][p]• Improved hit effect of damage surges.[/p][p]• Added leafy explosion for Seed Cannon.[/p][p]• Added trail to Railgun bullets.[/p][p]• Added light to Thorns to make them more visible.[/p][p]• Reduced brightness of trails from Aether Mines.[/p][p][/p][h3]Performance[/h3][p]• Optimized various calls within modular ship bodies when spawned in-game.[/p][p][/p][h3]Bug Fixes[/h3][p]• Fixed infinite credit bug from buying back sold items in the trade panel.[/p][p]• Returning rebound projectiles should no longer orbit their parent ship.[/p][p]• Fixed null reference in CoreNavigation.ShowLevelDifference().[/p][p]• Railgun now ejects cartridges when firing like the Machine Gun.[/p][p]• Neutral ships in the sandbox will no longer damage their own projectiles.[/p][p]• Fixed bug where clicking cancel when selecting a custom avatar did not reload UI.[/p]

Next Fest: Highlights

[p]Still working away at the next update. This one will see a lot off VFX improvements (for projectiles mostly). Along with some balance improvements for PDLs and some weapons that see less use.[/p][p]After that will be the MAJOR UPDATE where I remove the 4 slot limit on weapon types. I fully expect this update to bring absolute chaos, so it'll likely be followed by some frantic optimizations for performance improvements. Especially when you guys start stacking drone bays and other madness.[/p][p][/p][p]While you wait I thought I'd take the time to highlight a few games I've tried out during Next Fest. I obviously love 2D space shooters so these are the few I've played so far.[/p][p][/p][p][dynamiclink][/dynamiclink]I don't think I actually knew what an "incremental" roguelite was before playing this. I loved Rogue Legacy though and I guess this is why. Either way this one is excellent. The demo can be completed in quite a short amount of time (although it took me like 30 minutes) and was so much fun I did it twice.[/p][p][/p][p][dynamiclink][/dynamiclink]I need to go and put a bit more time in this one to fully understand what I'm doing but the mining here felt great. Also the music when enemies appear and the AI voice over were dramatic and awesome.[/p][p][/p][p][dynamiclink][/dynamiclink]This one has the base to be a really good ship builder. As much as I love freedom in ship designers sometimes it's nice to just build with squares. The artwork in this one is also really nice and I love that they went with tiny drones to pickup loot instead of tractor beams, I might have to steal that idea one day.[/p][p]If I missed any drop a comment and let me know. Always happy to play indie space games. Enjoy![/p]

All The Small Things (v0.5.85)

[p]Right, this one is going to be long. This update is the culmination of all the suggestions and requests I've received since launch that were not high-priority enough to do straight away, but I agreed needed doing.[/p][p]Apologies that it took so long; I vastly underestimated how long some of the tasks on this list were going to take. Ideally, I want to be updating the game every 1-2 weeks at most, but this one has taken a whole month.[/p][p]I'm going to try my best to give you the most important changes, but there is a lot in this one.[/p][p][/p][h2]XP Increase[/h2][p]I've increased the experience earned by 25% across the board, and encounters themselves now give their own experience when completed. Now, if you complete the minimal amount of content in Sector 1, you'll finish around level 18, and if you 100% clear it, you'll finish around level 25. I never intended for players to have to clear 100% of a sector, so this is closer to what I was wanting.[/p][p][/p][h2]Temporary Effect Weapons[/h2][p]I've improved all the temporary effect specials, namely the Phase Shift, Temporal Drive, and Shield Ward. They've all had their cooldowns and durations tweaked. For example, the Temporal Drive now has a much shorter duration and cooldown. If you voluntarily cancel one early, the cooldown is reduced.[/p][p][/p][p]So, if your Temporal Drive has a 4-second duration and 12-second cooldown, and you only use it for 2 seconds, you'll only have a 6-second cooldown.[/p][p][/p][h2]Modifier Distribution[/h2][p]This one is pretty straightforward; the best modifiers are more likely to drop later in the game. This is just to make it harder to min/max early on and give a constant feeling of progression as you slowly improve the modifiers you find.[/p][p][/p][p]To add to this, modifiers now show their min/max range in the Assembler so you can judge how good they are at a glance.[/p][p][/p][h2]Slot Linking Panel[/h2][p]Linking slots was a feature that was often missed due to the old user interface sucking. It's now all in its own panel along with the toggle for primary weapon behaviour. Also in this panel, you can choose the weapon bound to your RMB, and using 1, 2, 3, etc on the keyboard will no longer change it (unless you go and enable the Select on Activate setting under controls).[/p][p][/p][p]This is just one of a series of changes that is leading to me allowing you to have more than 4 of each weapon type. I still need to re-arrange the equipment panel and the ship bar before I can remove that limit.[/p][p][/p][h2]Ship Boost Inversion[/h2][p]This request surprised me, but it makes sense. Small ships can now boost for longer than big ships. Frigates get around 7 seconds of boost on an empty heat bar; Battleships only get 4 seconds with a range in between. You can still extend this time with modifiers and passive items.[/p][p][/p][h2]Purchase Prices[/h2][p]Items used to cost 5x what they sell for, they now only cost 4x what they sell for. This should result in a global decrease in the price of all items across all traders, the mothership, and the black market.[/p][p][/p][h2]Durability Fix[/h2][p]You no longer lose weapon durability by using them. They just receive durability loss randomly when you take hull damage. This should fix the issue of some special weapons dropping durability very quickly.[/p][p][/p][h2]Item Changes[/h2][p]I've checked the maths of Bio Networks, which were bad. I hope they're not bad anymore, as their stats have been improved. If you have one already, you can increase its level to get the new stats.[/p][p]Similarly, I've improved Railguns, nerfed Spiral Lasers, Improved Auto Lasers, and increased the velocity of Machine Guns and Railguns. All projectile weapons also got around +10% damage to balance against lasers.[/p][p][/p][h2]Species-XI Encounters[/h2][p]Invader encounters no longer give the 'Local Heat' debuff, which is reserved for molten debris. This should make their heat weapons slightly easier to deal with, especially early on.[/p][p][/p][h2]GeForce NOW Streaming[/h2][p]Star Vortex and the demo are now available on GeForce NOW if you're one of those people lucky enough to have good enough internet to stream your games![/p][p][/p][p]I don't know why it's for Premium Members only, they didn't even tell me they were adding it.[/p][p][/p][p]The next update is going to be far more focused than this one, as I've kept the majority of the weapon improvements I have planned for it. I won't spoil it, but I have some cool new modifiers and weapon types I want to add.[/p][p]Beyond that, the next major feature will be the new upgrade tree, I think. This will remove unlocks from the tree entirely and allow for far more build diversity, I hope. Enjoy![/p][p][/p]
Patch Notes
[p][/p][h3]New Features / Content[/h3][p]• Replacing modifiers now displays a small rating slider next to each modifier.[/p][p]• Replacing modifier slider has a tooltip showing min/max value and extra details.[/p][p]• Slot linking has now been moved to a separate panel inside the equipment panel.[/p][p]• Selected activatable (right mouse) can now be selected from the slot linking panel.[/p][p]• Selected activatable (right mouse) is no longer changed when using number keys on the keyboard.[/p][p]• Added a setting called 'Select on Activate' to revert this to the old behaviour if you wish.[/p][p][/p][h3]Balance Changes[/h3][p]• Modifiers are now weighted by sector, meaning you'll get better modifiers later on.[/p][p]• Reduced the price of all items from 5x sell price down to 4x sell price.[/p][p]• Encounters now grant 10% of the player's level in XP when completed.[/p][p]• Increased XP earned from killing enemies by +25%.[/p][p]• Temporary effect specials no longer cancel their effect when dodging or boosting.[/p][p]• Temporary effect specials cancelled early now only give a partial cooldown.[/p][p]• Vastly decreased both cooldown and duration of Temporal Drive.[/p][p]• Slightly reduced cooldown and duration of Phase Shift.[/p][p]• Slightly reduced duration of shield ward.[/p][p]• Frigates can now boost for approximately 7 seconds on an empty heat bar.[/p][p]• Destroyers can now boost for approximately 6 seconds on an empty heat bar.[/p][p]• Cruisers can now boost for approximately 5 seconds on an empty heat bar.[/p][p]• Battleships can now boost for approximately 4 seconds on an empty heat bar.[/p][p]• Displacement thrusters now generate 25% of the ship's base heat capacity when used.[/p][p]• Bio Network starting hull regeneration increased from 0.1% up to 0.3%.[/p][p]• Bio Network per level hull regeneration increased from +0.001% per level to +0.007%.[/p][p]• Increased damage of all primary non-spread launchers by ~10% to balance against lasers.[/p][p]• Reduced damage of Acid Gun by 25% to bring it in line with other weapons.[/p][p]• Increased the damage of Railgun by 20% as it feels quite weak when not piercing enemies.[/p][p]• Reduced damage of Spiral Laser by 10% as extra damage for being kinetic was excessive.[/p][p]• Increased damage of Auto Heat Ray by 10% to bring it in line with other weapons.[/p][p]• Increased damage of Auto Caustic Laser by 10% to bring it in line with other weapons.[/p][p]• Increased velocity of Machine Gun / Railgun by 20% to make them easier to hit with.[/p][p]• Doubled the duration of all consumable capsules from 30s up to 60s.[/p][p]• Frozen debuff now lasts 10s on NPCs instead of the 5s it lasts on the player.[/p][p]• Durability loss is no longer triggered by using weapons, only by taking hull damage.[/p][p]• Species-XI no longer triggers the Local Heat debuff on invaded encounters.[/p][p]• Species-XI now attack anything when they invade, not just the player.[/p][p][/p][h3]Quality of Life / Accessibility[/h3][p]• Quick sell now has checkboxes and remembers your settings.[/p][p]• Encounters in navigation can now be double-tapped to hyperdrive jump to them.[/p][p]• Default selected buttons on delete confirmation are now cancel, not delete.[/p][p]• Mothership equipment can be sold back for its buy price until you leave the fleet.[/p][p]• Trader equipment can be sold back for its buy price until you leave the encounter.[/p][p]• Sorting cargo now merges any split stacks of consumables.[/p][p]• Tracked mission encounters are now shown in yellow on the navigation panel.[/p][p]• Cleaned up default slots for Conclave Eagle preset so it's less confusing.[/p][p]• Assembler now remembers your last storage tab and page and opens to that.[/p][p]• Phase Shift, Shield Ward, and Temporal Drive are now flagged as unique for clarity.[/p][p]• Removed confirmation on selling items based on rarity due to the buy-back option.[/p][p]• New setting added to auto-fire primary weapons when aiming with a controller.[/p][p]• Bosses and elites now show their damage types in navigation.[/p][p]• Schematic modifier transfers now play their own animation instead of shattering.[/p][p]• Radial display setting is now an opacity slider instead of a toggle.[/p][p]• Damage number setting is now a scale slider instead of a toggle.[/p][p]• Enemy modifiers are now more clearly labelled in navigation.[/p][p]• Console is once again using a monospaced font for improved readability.[/p][p]• Player level is now displayed next to ship class in the equipment panel.[/p][p]• Updated all missing Polish translations.[/p][p][/p][h3]Bug Fixes[/h3][p]• Fixed bug where hostile debris would not explode on impact with ships.[/p][p]• Fixed display issues with the stock display on 140% UI scale.[/p][p]• Fixed display issues with storage on 140% UI scale.[/p][p]• Ship design tutorial now correctly appears in the middle of the screen.[/p][p]• Ship design tutorial no longer overflows the container in Japanese.[/p][p]• Quick sell can no longer be invoked when there are no valid items to sell.[/p][p]• Fixed some controller navigation issues around the new quick sell layout.[/p][p]• Fixed text alignment of the assign button in item stats.[/p][p]• Fixed null reference in Obstruction.CircleCollides() check.[/p][p]• Fixed incorrect plural/singular text in upgrade/slot display under player bar.[/p][p]• Fixed some broken controller navigation within the settings panel tabs.[/p][p]• Fixed projectiles showing as black in the equipment panel for flamethrower-style weapons.[/p][p]• Fixed bug where the destroy item button in the assembler would keep its tooltip when active.[/p][p]• Fixed brightness and size of obstruction backgrounds shown in navigation.[/p][p]• Auto Special weapons and PDLs now correctly face forward when inactive.[/p]

Some Assembly Required Bundle!

[p]Our newest bundle is now live. Star Vortex players will get an extra 15% discount on purchase of eXoSpace Combat Engineer that launched into Early Access today![/p][p]This is the first game I've seen launch that recaptures the feeling of playing Reassembly over 10 years ago. As we obviously love ship building games over here, I reached out to the solo-developer to get this bundle setup before they launched.[/p][p][/p][p][/p][p][/p][p]The game already has mod support with full Steam workshop integration and I literally lost a few hours one night just designing ships... cause I'm that kind of person.[/p][p][/p][p][/p][p][/p][p]They also have a roadmap of planned features and a very active solo-developer who is online and chatting to players every day. I'll be looking forward to the hangar modules as I'm a drone player myself.[/p][p][/p][p][/p][p]Even if you don't pick it up today remember to wishlist it and their players are already making some really cool designs in their Discord.[/p][p]Discord: https://discord.com/invite/RDSyj7v9j4[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]