Update 0.0.5.5 is here! The Initial Stage of Progression rework has begun.
Author: Dimensionless Games,
published 5 months ago,
I’ve decided, since the progression update will take some time, to release some progression updates and features NOW. This update brings to all of you some critical updates and changes that I believe (based on player feedback) will make many of you very happy.
Let’s get into it!
[h2]UPDATES[/h2]
[h3]- Weapons/Items[/h3]
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[*] Weapon Resource is now stored and will load up to the value it was when previously saved. [i]HOWEVER, this means that all current weapons you have that require resource [b]will need to be replenished at the Replenisher Station on the first login of this update[/b] sense the system has no data to load it in with.[/i]
[*] Weapons that are left in the ship are [b]NO LONGER LOST[/b] on team wipe. YES, [u]as long as your weapons are in the ship when you died, they will be retained[/u]. Items on your action bar will still be lost, and all scrap is still lost.
[*] Pricing - Since weapons are permanent once purchased, their base price has increased.
[*][b] Night Bot REDESIGN[/b] – Night Bot has been removed. Instead, “Night Vision” has been built into the player’s suit becoming part of the Flashlight! Night Vision can be toggled by pressing “Z” while the Flashlight is active. The Flashlight must be on for Night Vision to activate. This will allow players to use Night Vision even while holding items, making it way more versatile.
[*] Weapon/Item Resource UI update – the resource bar is now a horizontal bar similar to health and stamina rather than a circle and changes color to match the type of resource it corresponds to.
[*] Shovel and Pickaxe weapons now reduce physical damage taken by 20% and 35% respectively. This change is an attempt to make melee builds more viable at high quotas and to help create more playstyle options for players. The hedge knife remains the same due to its very fast attack speed making it a glass cannon melee build.
[*] Shovel Attack speed slightly increased.
[*] The Replenisher Station now charges credit cost based on how much resource is in the current weapon. For example, each charge of Shrink Ray Energy now costs 10 credits. If the player puts a shrink ray in with 5/8 energy, the cost will be 10 x 3 energy for a total of 30 credits rather than the current system which charges the full price of the replenish even if it’s just for a single energy.
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[h3]- GENERAL[/h3]
[list]
[*] [b]The credit penalty for failing a Quota has been reduced[/b] from 75% credit loss to 50% credit loss.
[*] The Planet Store Droid no longer has shipping time options and instead has a baseline 3 second wait period and a 25-credit delivery fee. The wait system for orders doesn’t significantly drive the gameplay and feels more of an unnecessary inconvenience if anything.
[*] Reworked Mine spawn code to prevent mines from spawning in awkward locations such as tucked beneath a staircase ([b]I know how much you all loved hidden mines[/b]).
[*] Healing Boomboxes will now only play the song that has been active the longest, preventing multiple songs from overlapping while healing. i.e. if boombox #1 is placed down and then boombox #2 is placed 1 second later, boombox 2 will be muted so that only boombox #1 music plays. Boombox #2 will unmute if boombox #1 is picked up because now boombox #2 is the only actively healing boombox.
[*] Reworked the level 2 laser layout for all Maps.
[*] Updated session privacy to stop advertising to steam servers. This should make it so that private sessions do not appear on search lists.
[*] The Session ID is now blurred in the Menu Screen, with a button toggle allowing the blur to be hidden.
[*] Updated Collison in the back of the Meat Freezer to help prevent items from being clipped into it.
[*] Updated the Claustropede interaction Collison to make it easier to grab when placed into the Meat Freezer.
[*] Updated the egg collection UI to display the icon of pet progress and sound effect indicating collection.
[*] Removed the negative value displayed on the boombox when scanned.
[*] Texture improvements to AI to further help with performance.
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[h2]FIXES[/h2]
[list]
[*] Fixed an issue with the replenisher that could allow for item duping.
[*] Fixed an issue where the Boombox was not healing if placed down rather than dropped.
[*] Fixed an issue where dying while using a weapon such as the pulse rifle would not cancel the state of the weapon e.g. if the pulse rifle was picked back up, it would continue shooting without the player activating it.
[*] Fixed an issue with the Jetpack where hitting zero fuel would prevent interaction with the world.
[*] Fixed an issue where sometimes, players that died in the water and were resurrected at the med station were still in the swimming state.
[*] Fixed an issue where infinite swimming states could trigger from different events.
[*] Fixed an issue where item resource value was not properly saving, causing the item to load with the incorrect amount of resource.
[*] Fixed an issue where the player camera would clip into the ground whenever using certain emotes while actively shrunk by the shrink ray.
[*] Fixed an issue where the Globule did not always despawn properly if the player was debuffed right before being teleported to the ship.
[*] Fixed an issue where items that were held while the ship transitions could be detached or set invisible.
[*] Fixed an issue here the mouse cursor would disappear when returning to Orbit while the player was still in the UI, forcing them to press escape and re-enter the UI.
[*] Fixed multiple descriptions for collected egg progress.
[*] Fixed various broken AI Nav paths in Port Lumin.
[*] Fixed an issue where ship items were not hidden during night shift when the ship leaves for the night.
[*] Fixed an area in Port Ragnar Level 2 with inaccessible entrance to an access crate.
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[h3]What's Next? Progression[/h3]
Progression is a huge part of this game and I feel right now that players are bottlenecked by the suit level which is capped at level 30. Therefore, the Progression Update will rework the system and introduce an new levelling system allowing players to push their limits way further by earning a much higher suit. Failing to push a certain quota should be due to mistakes made by the player rather than due to the system limiting the player's ability to succeed despite the fact that they have maxed out everything in the game.
I will be hard at work with the next update, so there most likely won't be any hotfixes happening between now and then. Of course, I will continue to monitor bugs that come up and communicate with you all regularly, which I primarily do through discord.
-Forsakenhalo