Demo Build 6
The main change of this patch are persistent bosses. They will exist on the map until you defeat them.
Unlike other enemies, they don't have a randomized behavior - they have a special program written for every one of them, just for their vessel. For now, there are 6 types of bosses (more to come!)
I tried to make them challenging and interesting to fight. Just don't hesitate to press the "restart" button and retreat from combat if you've tried to attack them too early - they're very tough.
This update includes a few changes suggested by the players. I am going to try including at least a couple of these every now and then.
Programming changes:
Other changes:
Flagship changes:
Bug fixes:
Unlike other enemies, they don't have a randomized behavior - they have a special program written for every one of them, just for their vessel. For now, there are 6 types of bosses (more to come!)
I tried to make them challenging and interesting to fight. Just don't hesitate to press the "restart" button and retreat from combat if you've tried to attack them too early - they're very tough.
This update includes a few changes suggested by the players. I am going to try including at least a couple of these every now and then.
Programming changes:
- Increased "radar count" command max range from 400 to 500
- Sysvar command gets a new mode - "arena radius" to query the arena size
Other changes:
- Added warlord squads - travelling boss markers
- Reworked post-combat equipment damage calculation (it's more forgiving now)
- 0% condition equipment now has reduced stats
- Made chaos gun and ice dagger lighter
- Increased missile projectiles' hitbox area
- Added "repair all" button to the vessel design screen
- Player movement on the map is now smoother and avoids the star (most of the times)
- Added combat rating text (should give new players a hint about the restart feature)
- Added weapon sub categories (e.g. Kinetic Weapon, Thermal Weapon, ...)
- Added a way to restart a combat before its finished (hit Esc and press "restart")
- All in-test links now have square brackets
- Hovering over the pilot's mission fee label gives a helpful tooltip
- Added shopping "have unbought items" window, no accidental unequips should happen from now on
- Added pseudo traits to androids - programmable and uncommandable; hover on them to learn move
- Added mission goals to the combat (hit "?" in the bottom-left panel)
- Added weapon facing icon (a small yellow triangle near the item slot, in the inventory)
Flagship changes:
- Flagship tiles are now brighter (hopefully, it's easier to distinguish between the tiles now)
- Can move flagship modules even if they're in the process of being moved
Bug fixes:
- Velocity Direction's mode for operator now works properly
- Sandbox arena combat now includes the pause/fast forward buttons
- Fixed a bug when "the last chance" event would trigger after leaving the planet (should be post-combat only)
- The 4th vessel button in the vessel designed was half-clickable (invisibly obstructed), now it's fully operational