New beta build - Adrenaline waves added!
Added Adrenaline mode, which is a scripted event that boosts passive energy regeneration significantly, and accompanies a boost in enemy power. This hopefully will create some nice highs and lows in the gameplay.
Adjustments to energy pool size and regen rates based on current energy level. This allows you to get low on energy, and energy will regen faster, so you can still use weapons effectively but overuse will limit ability to use specials.
Moved starting match and fast forwarding time from space bar to ‘F’, as it was too easy to press it accidentally at times (since space is used for mobile gun platform).
Some tuning changes for into the pit and mine.
Visual fixes including the addition of occlusion map support and reflection modifications for shaders.
Various rendering optimizations, including single pass stereo rendering for VR.
Upgraded to newer unity version, and a few fixes related to that.
Altered guise’s innate unit ability to grant more health to nearby enemies, and to only be on medium units. Also shows on HUD element.
Fix for wave callout voices not playing through proper channels, and thus not producing ducking on other sounds.
Boosted commander weapon damage and energy usage.
Improved enemy spawn variation and added more robust support to director’s event system.
And as per usual… so many other minor adjustments. We had our perforce server die on us, so lost many changelist notes that we usually rely on for building these patch notes… Oh well, that’s life sometimes.
For instructions on how to join the beta, click here.
Adjustments to energy pool size and regen rates based on current energy level. This allows you to get low on energy, and energy will regen faster, so you can still use weapons effectively but overuse will limit ability to use specials.
Moved starting match and fast forwarding time from space bar to ‘F’, as it was too easy to press it accidentally at times (since space is used for mobile gun platform).
Some tuning changes for into the pit and mine.
Visual fixes including the addition of occlusion map support and reflection modifications for shaders.
Various rendering optimizations, including single pass stereo rendering for VR.
Upgraded to newer unity version, and a few fixes related to that.
Altered guise’s innate unit ability to grant more health to nearby enemies, and to only be on medium units. Also shows on HUD element.
Fix for wave callout voices not playing through proper channels, and thus not producing ducking on other sounds.
Boosted commander weapon damage and energy usage.
Improved enemy spawn variation and added more robust support to director’s event system.
And as per usual… so many other minor adjustments. We had our perforce server die on us, so lost many changelist notes that we usually rely on for building these patch notes… Oh well, that’s life sometimes.
For instructions on how to join the beta, click here.