Update 0.0.5.6 is here! Progression Part 2. Pirate treasure? Mimic Loot?
Author: Dimensionless Games,
published 5 months ago,
If you haven't followed my streams or been part of the Discord, than you might not know about the progression update which is being broken into multiple parts to allow the player base to provide feedback in stages which will make it easier for me to review feedback to make proper changes and adjustments with each next update.
Let's get into it!
[h2]NEW[/h2]
[list]
[*] Added 2 new Save Slots.
[*] Added a song back into the boombox that was removed with the previous track update (community request).
[/list]
[h2]UPDATES[/h2]
[list]
[*] Performance
[*] Huge AI Performance improvements. Players should notice a significant FPS increase, especially when at higher quotas when more AI spawn in and when doing Night Shift runs.
[*] Texture optimizations with reduced memory usage.
[/list]
[i]Resource Overhaul: All Items now have a resource bar to be maintained. Melee Weapons have durability and the Boombox has Battery. Free weapons such as flamingos and pool noodle swords have no durability but are weaker than purchased melee weapons.[/i]
[h2]Weapon Changes[/h2]
[list]
[*] Pickaxe damage increased from 40 to 50.
[*] Shovel damage increased from 30 to 40.
[*] Hedge Knife damage increased from 20 to 35.
[*] Flamingo and Pool Noodle damage increased from 20 to 25.
[*] Boombox healing increased from 2.5 Health per second, to 10 health per second and its diminishing return on stacked boomboxes has been reduced. The idea of this change is to remove the need to stack boomboxes and reduce the downtime of standing still.
[*] Boombox now has a 20 second battery life, HOWEVER, the Boombox can now heal for 50% of its effectiveness while held making it a portal healing item. The idea is to reduce the downtime spent standing still by the player, so boosting the healing done but providing a resource so that its not infinite provides a balance. You cannot have the boom box healing you to full extremely fast and expect that to be infinite.
[*] Pulse Rifle no longer has infinite heat but has 150 Ammo and deals 7 damage per shot which equates to 56 damage per second which is an increase from the previous 40 dps. This means the pulse rifle has a longer damage uptime because the fire rate remains the same. Rather than heating up in 5 seconds, the rifle can be held for a total of 20 seconds until it hits zero ammo.
[*] Pulse rifle now does damage instantly on mouse tap, allowing for better control over your damage and resource management than needing to hold down the trigger for 1 second before dealing damage.
[*] Big Daddy damage increased from 250 to 325.
[*] Melee weapons with Zero Durability are 90% less effective. Reaching Zero Durability prevents the usage of gathering supplies until replenished.
[*]
[/list]
[h2]Gathering System[/h2]
[list]
[*] Access Crates that are dug up now grant credits in addition to random loot.
[*] Access Crates that are dug up now have a chance to provide level 1 security access. This gives more incentive and reward for going out in the world looking for loot rather than being restricted to security codes found only inside the main building.
[*] Shoveling now has a chance to dig up a pirate booty that is very valuable.
[*] The value of Ore has increased from 35 to 60 quota.
[*] The value of Night Ore has increased from 60 to 90 quota.
[*] The value of Edible Herbs increased from 18 to 35.
[*] Edible herbs restore 50 health up from 25.
[/list]
[h2]General[/h2]
[list]
[*] Melee damage from suit mod points is now scaled by a percentage rather than a flat rate value. This change has been made to ensure that each melee weapon has a different gameplay style. As of now, shovel and pick axe barely do more damage than a pool noodle because the modifier is not scaled by percentage which is not ideal.
[*] Melee damage modifier is now 8% per point.
[*] Mimics now have a chance to drop a “Mimic Stash”. Mimic Stashes contain currency in them that varies depending on the level of the mimic that dropped it.
[*] Mimics now have a chance to drop “leftovers”. What are leftovers? Go find out!
[*] Oxy Changes – Oxy is now the fastest moving slime and consumes twice as much oxygen if it attaches a Globule. HOWEVER, Oxy has a very small radius of attachment allowing the player to jump over it without being touched! Just don’t stop to turn around, because Oxy will realize you jumped over its head.
[*] Oxy now has a weakness, which is the “jumping” mentioned above.
[*] Tectoniss (Sandworm) damage doubled.
[*] Vending Machine Chips restore 35 health up from 25 health.
[/list]
[h2]FIXES[/h2]
[list]
[*] Fixed an issue where digging up night shift loot would sometimes fluctuate between being an egg and being loot crate.
[*] Fixed an issue where the resource UI bar was inconsistently displaying on the screen.
[*] Fixed an issue where scanned items such as unburied treasure would still prompt the scanned information after being unearthed.
[*] Fixed an issue where plush weren’t being cleared correctly when pressing the “clean” button in the UI.
[*] Fixed an issue where some UIs would get stuck on the player’s screen when trying to close out of them.
[*] Fixed an issue where player dead bodies held while the ship is taking off remain in the player’s hands after reaching orbit.
[*] Fixed an issue where the shrink ray collision would sometimes not register with the corpse its hitting.
[*] Fixed an issue where after completing a contract, players were being counted as dead even though they survived when returning to orbit on the first day of the new contract.
[*] Fixed an issue where items dropped on death were not spawning with the correct amount of resource.
[*] Fixed an issue with the Jetpack where the FOV would not return to the player defined FOV in the settings.
[*] Fixed an issue where the Replenisher would allow players to replenish items that already had full resource.
[*] Fixed an issue where corpses placed into the Freezer would not shrink if placed on top of another corpse.
[*] Fixed various life form grammatical errors in Sketchy’s Data.
[*]
[/list]
[h3]Thank you everyone for your continued support! Remember, during Early Access, it is critical to provide your feedback and work with me to make this game better and better with each update! In order to properly balance numbers, players need to come together and provide constructive feedback! I am always listening and can't wait to bring more updates your way!
- Forsakenhalo[/h3]