During the initial launch of the DOS 2 demo, I realized that those who played the game, did not end it, the adhesion of the game seemed bad, so I decided to do something that I was thinking for a while, maybe now it's time to finally move on with this plan, which is completely converting the game to a rogueLite system. This will probably be my final card in trying to work on the mechanics of this game, I've made one or two big changes in the game, which needed almost 1 month of unbridled work to develop everything ... This is the last time, them i will move on to develop further areas of the game, like the second game area and so on. I hope the gameplay now will become interesting enough for players to keep playing until the end of the experience. One of the biggest complaints from the mechanics is the game map, going in and out of combat becomes tiring and the map itself does not have much to do or discover beyond small crystal awards. What I did now is to make a rogueLite mechanics so that the player has a sense of progression during the UNSPACE trip, which RogueLite does exceptionally well. Another thing is to change the market and the workshop, placing them inside UNSPACE, so players can find them during trips, this becomes an interesting experience. Checkpoints are now called "altar", and there are several different possibilities and different types of altars to find. In addition, at the end of each battle the player will be able to choose some awards from a list available, making his ship stronger after each battle, not to mention that the crystals he earns can be spent upgrading the ship during the trip, making it collect it more engaging. Below is a large selection of modification, improvements, corrections and revisions: [H2] New mechanics [/h2] * Passives had random values. that changed. ** Passives now, have 3 levels, each level of the passive is a fixed value, whenever the player acquires a new passive, starts at level 1, and through battle prizes or workshop, the player can levelup this passive. * Removed the mastery mechanics in equipment (I intend change this mechanics in the future). * Removed the game's permanent equipment system, now it is Full Rogue. ** If the player dies, he loses all the equipment he has acquired, and returns to sector 1. ** In sectors, the player acquires dark crystals, upon returning to YAMATO, they are converted to permanent gold crystals, and the player can use to buy new parts of YAMATO. * Market changes ** Markets can no longer be accessed directly in YAMATO, now maps in sectors have cells in market format, there the player can access the new market and use dark crystals for purchases. ** Now it will always have 2 options of each type of equipment. ** Modified menu background to reflect the new plot of how markets work in UNSPACE (market plot will be available in the next update). * Workshop changes ** Workshop can no longer be accessed directly in YAMATO, now maps in sectors have cells in workshop format. ** Dismantling equipment has been removed, to acquire essence players must now find it when dropped from enemies in battle, with a small 2% chance when any enemy is destroyed. ** Modified menu background to reflect the new plot of how the workshop works on Unspace (workshop plot will be available in the next update). ** Menu for mastery modifications removed. ** New option to increase the level of a specific passive ** New option to buy a specific passive from a list of all possible passives for that equipment. ** New option to buy a random passive for the equipment * Modified seeker weapon ** Now she chases the next target perfectly (after hitting the first one) ** +1 piercing ** Seeker can now seek out the same enemy he previously collided with, creating a ricochet effect bouncing back and forth between enemies. * Armor Passive where fires a bullet when picking up crystal has been modified, now instead fires a missile that chases a random target in the arena. ** chance% have been modified according to the level. { 5, 10, 15 }% * Nova of bullets when an enemy dies, is now created from the enemy that was killed, the projectiles are also faster. * The game now only have 3 sectors. * YAMATO's control menu in the cockpit, now in the sectors part, shows the sectors and the planet Earth, better indicating to the player that he is moving away from the planet * During the results board at the end of any trip to a sector, dark crystals are now converted to golden crystals (which can be used for YAMATO upgrades). * New improvements to build on YAMATO ** Radars to reveal the map, which can be upgraded to level 6, giving the player the ability to use 6x the map revealer. ** Part where you can evolve the bridge builder on UNSPACE (where the player can insert cells on the map to create new routes), the player can evolve this up to 5x. ** New upgrades to increase the amount of prizes available at the end of battles. ** Improvement that allows the player to re-roll the options of the prizes. ** Improvement that allows the player to buy extra prizes. ** Improvements that enable workshop options. * New Dash, using the SHIFT button the ship gives a dash that make the ship invulnerable during use, it is a permanent skill that the player will always have, regardless of equipment. * Checkpoints are now named "Altar", and have gained several new possibilities ** Radar Altar *** Reveal random route *** Reveal boss cell *** Reveal all altars on the map *** Reveal a large area around the altar ** Resource altar *** Earn repair crystals *** Earn dark crystals *** Gain power crystals *** Earn golden crystals ** Random Altar *** (has 1 to 4 random options from other altars) ** Obscure Altar *** Buy prize **** 30% chance of failing and getting nothing **** 70% chance to win 2 prizes **** It gets more expensive each time you use it. [h2]Bugs[/h2] * Title screen now changes language according to selection * "Loading" message now displays numerical value correctly in title screen. * Bakcground of openening stage, now works normally * Fixed the issue where a tutorial screen opens on top of another menu, and the game enters a "soft lock" * Fixed the issue of being able to open the pause menu during one of the first cutscenes of the game, causing possible "soft locks" * Some dialogue texts were in the wrong language. * Shotgun now has its spread correctly reduced as the passive evolves * Fixed bug where passive resistance bonus was not calculated correctly in the workshop * Passive cooldown reduction now works correctly * Passives now available for armor equipments * Checkpoints(Altars) now give dark crystals instead of golden ones * Blast size Remote bomb bonus passive now works correctly * Fixed a cockpit menu navigation bug, which caused it to lag when switching menus. [h1]What's next?[/h1] Now I'm going to focus on the last updates that were missing, some like being able to skip trips on the map pressing the "Space" button 2x, some UI improvements on the map, sale of essence in the market and a randomizer of equipment and passives for those people who likes to do wilder runs. From that, i'll start developing the next area of the game, with new enemies and environments, and start creating the "DEEP UNSPACE", where other "beings" similar to Dark Old Sun, inhabit... ----------------------- Leave your opinion on what you think of the new changes! Follow the game on [url=https://twitter.com/TochDMaster]Twitter[/url]