I'm Listening...
I just released the "Die Faster" update over the weekend, but it's time for another Beta Branch upgrade. This will hit the main branch this coming Friday, barring any major bumps.
I listen to what you're saying here on steam, and in the Approaching Infinity channel of the Roguelikes Discord. Much of this update relates directly to player feedback. Here's what's new now:
Now, when your ship can have an extra weapon or shield, or if you haven't fully equipped your away team, you'll get visual feedback about it. It says "Empty Slot", and tells you what should go there.
This should especially help new players understand their ships and load-outs, but will also be useful when bringing in new features, like the recent addition of grenades and swap-weapon slots.

Now when an entity melee-attacks, there's a very quick "move towards your target then back" animation. It helps to visually communicate what's going on. And don't worry, those are "killer bunnies", not the lovable, fluffy, pet-able kind.

Improving tool-tips is a constant work-in-progress. Now when using the look command, or tool-tip everything, you see the hit points and damage of monsters, as well as whether or not they resist any of the types of damage you can do with your current equipment. If not, it will clearly say "no resistances".


From now on, all melee weapons you find, buy, or craft will use the game's damage types. Knives do piercing damage, swords cause slashing damage, hammers do crushing damage, and eviscerators cause hybrid damage, which is just about irresistible.
The system is designed to make sense wherever possible: slashing damage is great against plants and zombies, but is easily deflected by hard silicoid creatures. Smashing damage works well for bugs and rats, but bounces off of spongy blobs. Let me know if there's one I've overlooked.
These skills and devices were about the only way to heal your away team in the past. But now that you can rest to heal, they've changed.
Field medic/SSS now heals you more often, while medical bay/SS makes it harder for your crew to die in the first place. These skills will definitely undergo further changes, but they are intended to still be useful.
There was an error in the grenade tool-tips that was listing a stat called "Recharge". That is fixed. Your grenades definitely do not "recharge". Once they're gone, you'll need to install new ones in the shuttle.
Launchers are great, right? Well, they're kind of *too* great. So now launchers have a cool-down. With their long range, high damage, and blast area, they're still very useful. But you'll also need a swap weapon. It's great fun at first, blasting your enemies with wild abandon, but after a while, it starts to feel too easy... Roguelike players need a challenge, right?!
It has been said that maybe weapon swapping should not count as a turn. Sometimes, by the time your swap is complete, the tactical situation has changed. Well, let's try it a different way, and see what happens!
Weapon swapping is now instantaneous. Enjoy it, and please let me know whether you think it's a good change.
That's it for now, see you Friday!
I listen to what you're saying here on steam, and in the Approaching Infinity channel of the Roguelikes Discord. Much of this update relates directly to player feedback. Here's what's new now:
Empty Slot Listing
Now, when your ship can have an extra weapon or shield, or if you haven't fully equipped your away team, you'll get visual feedback about it. It says "Empty Slot", and tells you what should go there.
This should especially help new players understand their ships and load-outs, but will also be useful when bringing in new features, like the recent addition of grenades and swap-weapon slots.

Melee Attack Animation
Now when an entity melee-attacks, there's a very quick "move towards your target then back" animation. It helps to visually communicate what's going on. And don't worry, those are "killer bunnies", not the lovable, fluffy, pet-able kind.

Better Tool-Tip Information
Improving tool-tips is a constant work-in-progress. Now when using the look command, or tool-tip everything, you see the hit points and damage of monsters, as well as whether or not they resist any of the types of damage you can do with your current equipment. If not, it will clearly say "no resistances".


Melee Weapons Have Damage Types
From now on, all melee weapons you find, buy, or craft will use the game's damage types. Knives do piercing damage, swords cause slashing damage, hammers do crushing damage, and eviscerators cause hybrid damage, which is just about irresistible.
The system is designed to make sense wherever possible: slashing damage is great against plants and zombies, but is easily deflected by hard silicoid creatures. Smashing damage works well for bugs and rats, but bounces off of spongy blobs. Let me know if there's one I've overlooked.
Field Medic, Self-Sealing Suits, Medical Bay, Ship's Surgeon
These skills and devices were about the only way to heal your away team in the past. But now that you can rest to heal, they've changed.
Field medic/SSS now heals you more often, while medical bay/SS makes it harder for your crew to die in the first place. These skills will definitely undergo further changes, but they are intended to still be useful.
Fixed Grenade Tool-tips
There was an error in the grenade tool-tips that was listing a stat called "Recharge". That is fixed. Your grenades definitely do not "recharge". Once they're gone, you'll need to install new ones in the shuttle.
First Away Team Weapon Cool Down!
Launchers are great, right? Well, they're kind of *too* great. So now launchers have a cool-down. With their long range, high damage, and blast area, they're still very useful. But you'll also need a swap weapon. It's great fun at first, blasting your enemies with wild abandon, but after a while, it starts to feel too easy... Roguelike players need a challenge, right?!
Instant Weapon Swaps
It has been said that maybe weapon swapping should not count as a turn. Sometimes, by the time your swap is complete, the tactical situation has changed. Well, let's try it a different way, and see what happens!
Weapon swapping is now instantaneous. Enjoy it, and please let me know whether you think it's a good change.
That's it for now, see you Friday!