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The Battle of Aurinoxia News

Combat and Rebalance Update!

[p]Greetings Pilots!

Early Access Update 0.9.0 brings numerous improvements to combat systems and pacing, as well as some visual improvements and updated artwork. Many game aspects have been reworked and rebalanced for better playability and maneuvering.[/p][p][/p][p]Every stage in Story Mode has been reworked with improved enemy spawns and attack behaviors. [/p][p][/p][p]Survival Mode has been updated to be a bit longer and now contains more enemy patterns. You'll encounter more and tougher enemies at higher difficulties, with a more relaxed game play for lower difficulties.[/p][p][/p][p]Read on for are all the highlights from this massive update.[/p][p] [/p][h3]Enemy Combat Reworked[/h3][p]The biggest overhaul has been to the combat system to make the game more playable and engaging. Here's the breakdown of additions:[/p]
  • [p]Enemies now have varying chances to fire on spawn, giving the player more time to react and maneuver. [/p]
  • [p]Enemies of different types now have weaknesses to different modes of attack (lasers, bombs, nukes) and environmental hazards (asteroids, mines). [/p]
  • [p]Enemies last longer. When they appear on screen, they have maximum resistance to lasers, which is worn down as the player engages them. This means it will take a bit longer to kill most enemies with lasers alone. [/p]
  • [p]Enemies now have more variety in their formations and movement patterns. And more patterns and formations are currently in development during Early Access. [/p]
  • [p]Enemy spawns now employ more randomization to give individual ships in a spawn formation distinct movement speed and firing behavior. [/p]
  • [p]Higher difficulties spawn additional enemies from tougher classes. This was used sparingly in the past, but is now more prevalent across all stages to add that extra challenge for Squadron Leader, Veteran, and Galactic Guardian difficulties. Skirmisher and Cadet difficulties should feel easier and less busy in many ways.[/p]
  • [p]Projectile speed has been decreased to give the player more time to react. As before, projectile speed scales with difficulty, but should feel more workable across all difficulty levels. [/p]
  • [p]Enemy aggressiveness scales with difficulty. The higher the difficulty, the more often they shoot. [/p]
  • [p]Although 99.9% of players insist that getting shot in the back is their absolute favorite thing, most up-shooters and up-movers have been removed. If you get shot from behind now, it's probably one of the few enemies with that ability who slipped past you and doubled back for another attack.[/p]
  • [p]Alliance support has been greatly reduced. You still have the occasional alliance buddy pew-pewing up the screen from time to time. Their presence is mostly for cinematic effect, as they're not particularly adept or maxxed out like the player. Minimizing their presence generally reduces screen clutter for the better. [/p]
[h3]Visual Updates[/h3][p]I've employed the skills of a professional pixel artist to rework some of the graphics, and the first batch of new assets has been worked into this update. There have also been several tweaks to shaders and effects.[/p]
  • [p]Updated graphics for light fighters, player/alliance ships, and several power ups. More of this is in the works. [/p]
  • [p]Updated display of player weapons loadout so things are easier to see. Player lasers are a bit tighter and are scaled and dimmed in a radius around the ship so players can more easily see incoming projectiles. [/p]
  • [p]Enemy projectiles have been updated to help them stand out more in the bullet hell fray. [/p]
  • [p]Enemy hit flashes have more dynamics to make them stand out across varying enemy color palettes. [/p]
[h3]Drops and Upgrades[/h3]
  • [p]Improved logic around item drops and scarcity so the battlefield feels less spammy with power ups. [/p]
  • [p]There is now a hidden mechanic for bomb and shield economy which takes time to recover. Unhinged leadership and growing galactic resistance to Alliance imperialism have created a hostile trade environment. Tariffs on imported shields and bombs are cutting supply and driving up costs.[/p]
  • [p]Power ups no longer drift out of reach to the left/right sides of the screen on spawn. You can still lose recoverable weapon upgrades at the top when the player ship is destroyed though![/p]
[h3]Game Play[/h3]
  • [p]The scoring system has been adjusted. Your score should be higher across all difficulties when completing Story Mode or Survival Mode. Time to defend that leaderboard ranking! [/p]
  • [p]Player "shell" invincibility special now lasts a little longer. [/p]
  • [p]Reworked how 1UPs are dropped. [/p]
[h3]Audio Updates[/h3]
  • [p]Boss chattiness has been reduced somewhat, some of my least favorite vox audio has been removed. Reminder: you can control the volume of the enemy vox and all other audio in Audio Settings.[/p]
[h3]QoL Updates[/h3]
  • [p]Disabled "freeze screen when losing focus" setting by default on new installs since it appears to jam up streamers a bit. Existing installs are unaffected, enable/disable this in Misc. Settings as needed.[/p]
  • [p]Removed "ship drift" setting that was enabled by default. This was an early idea I employed to keep the player moving when no control inputs were detected for a period of time. Most people just thought it was a bug lol. Even I always had this disabled. What was I thinking? [/p]
[h3]Bugfixes and Technical Stuff[/h3]
  • [p]Fixed a bug with game menus that would allow spamming selections and could get the game in a weird state.[/p]
  • [p]Improved shaders for explosions, laser glimmer, enemy hurtboxes. [/p]
  • [p]Updated layer orders for some enemies and bosses that would overlap incorrectly. [/p]
  • [p]Extensive rework of StageScript backend for level design. [/p]
  • [p]Boss 4 now has laser beam sounds like other enemies. [/p]
  • [p]Boss 4 chatter now acts as hint for the player to learn its firing patterns. [/p]
  • [p]Debug overlays now disabled. These tools may return via config setting in the future.[/p]
[h3]Development Updates[/h3][p]I have a bunch of new enemy patterns and behaviors I'm playing with in development. When they are ready, I'll sprinkle them into Survival and Story modes as appropriate. I currently have an artist working on the improved graphics you see trickling into the game a piece at a time. I'll continue to integrate new artwork as I receive it.[/p][p][/p][h3]Feedback[/h3][p]I want to know what you think of the game play, whether this is your first time playing, or if you are a returning Galactic Guardian who has slogged through the story 20 times![/p][p][/p][p]There has been a ton of great feedback so far, but if there are any changes or improvements you'd like to see, I'd love to know about them! Please head over to the Community tab and weigh in with your thoughts and ideas.[/p][p][/p][p]Happy Piloting![/p][p]-- John[/p]

Updated Game Logo

[p]Just a small update to the title screen to show off the new game logo.
This update also includes a few small tweaks to menu options and help text.

Stay tuned for more fine tuning and visual upgrades coming soon!

Cheers,

John[/p][p][/p][p][/p]

Vintage Filter Enabled!

[p]We've added a Vintage Filter that applies a nostalgic color overlay with some sick scanlines, evoking classic arcade cabinet vibes. It is enabled by default starting with this update, giving the game an even grittier, arcade-era look right out of the gate.[/p][p][/p][p]If it is not your jam, you can turn it off in the Settings->Misc Settings menu.[/p][p][/p][p]Stay tuned for more enhancements and updates coming soon![/p]

New Game Mode Added: Survival Mode!

Hey Pilots!

A new update has landed for The Battle of Aurinoxia.
This update contains a mixture of new features, graphics updates, and bugfixes.

[h2]Survival Mode: Test Your Limits[/h2]
A brand new game mode puts you up against randomly generated waves of enemies until you have defeated all six stage bosses in random order.

Explore Survival Mode on your favorite difficulty level for infinite replayability, as no two runs will be the same!

[h2]Updated Graphics[/h2]
CMDR.9G has a new paint job and some flashy lights to make him a bit more interesting. The shield power ups also got a facelift.

[h2]Other Fixes[/h2]
This update contains several bug fixes and QoL updates, as well as some menu text updates. See the full change list below.

[h3]Change List[/h3]
  • Added new "Survival Mode" game play mode.
  • Changed "Arcade Mode" to "Story Mode" to better describe the game play.
  • Renamed "Stage Select" to "Mission Select" in game menu.
  • Added new Steam Achievement for Survival Mode.
  • Updated text on a few existing Steam Achievements.
  • Modifications to audio loading to support better looping and playback during new game modes.
  • Updated stage clears and return-to-menu paths for various play modes.
  • Game CMDR.9G a new paint job and flashy fx.
  • Added new marker components (F9) to allow for fine tuning alignment of bosses and other enemies using StageScript.
  • Modified boss movements in several stages to allow them to stray from center of screen more often.
  • Fixed hooks to boss death animation to prevent their invisible carcasses from lingering in scene after death.
  • Fixed laser beams firing after death on various bosses, elite enemies.
  • Improved sound fx playback logic for projectiles to address a memory leak.
  • Updated z layers for enemies to better handle overlapping.
  • Updated graphics for Stage Clear and Checkpoint.
  • Updated graphics for Shield1 and Shield4 power ups.
  • Bomb/M-Bomb explosions now have randomly varied brightness.
  • Activating M-Bomb now grants short temporary invincibility.
  • ESC key now pauses/unpauses game.
  • Added new StageScript commands for use in level scripting.

New Stage & Boss!

Grab the ship controls and get ready for a new stage and boss!

This brings the total stage count to six, with an arcade mode run taking around 30 minutes, give or take, depending on difficulty and skill level. That feels about right for this kind of arcade-style no-saves game, so I think that'll be a wrap for the main story mode! Hereafter, I'll be focusing on tightening up the gameplay and getting ready to transition from Early Access to version 1.0.

This update also includes several small changes and bugfixes. See the release notes below for more details.

I'll be creating a forum thread to gauge the community's interest around modding (i.e. creating custom levels). One of my goals during Early Access was to make the StageScript level builder available to the community, but I'd like to get some feedback as to whether anybody even wants this before I sink time into documenting, getting it cleaned up for wider use, etc. Jump over to the forums and let me know if you have any interest!

As always, be sure to report any bugs or issues over in the forums.

Happy Piloting,

-- John

[h3]Change List[/h3]
  • Rebalanced several stages.
  • Added new stage with a new boss, which follows stage 3. That makes it the new Stage 4. The old Stage 4 is now 5. And 5 is 6. The end.
  • Added more variety to Ally ship behavior.
  • Updated/Added audio for Cmdr.9G boss.
  • Added new StageScript methods for handling story display, enemy headings (for future modding)
  • Added new achievements for new stage/boss, updated several achievement names.
  • Updated some copy in the thanks page.
  • Chopped down the credits a bit and varied the music that plays during the credits roll based on context.
  • Improved resume-from-checkpoint logic to fix some places where item drops were missed when respawning ship at checkpoints.
  • Fixed bug that granted 36 continues at game over screen instead of the intended 3. Now it is definitely 3.
  • Updated the copyright date, because time flies.
  • Removed "Lost Levels". There was only the one, and it wasn't very good. No reason to find that.