[i][h2]Welcome back Star Knights![/h2][/i] Another update to the beta branch has arrived, with many fixes, balance changes, and some overhauls to existing features. Thank you to all of the beta-testers and if you want to help test upcoming content, you can opt-in to the beta branch by following the steps here: [url=https://store.steampowered.com/news/app/2462090/view/7374170303759278373]Beta Branch Creation[/url] [i]Warning: [/i]If you have already opted into the beta and have a currently saved run using the mid-run save feature, you will have to start a new run as the changes/fixes to the mid-run save system are not compatible with older run files. [h2]Full Changelog[/h2] [h3]Changes:[/h3] [list] [*] Slightly reduced opacity of enemy hit flash [*] Enemy spawn speed increased* [*] Time for next wave after current wave is cleared decreased** [*] Crew members in Codex show unlock requirement even after being unlocked [*] Changed color of summoner bullets [*] Nerfed Levy Fighter upgrades (particularly in terms of damage) [*] Slightly buffed Heavy Fighter enemy attack pattern [*] Large Collector Drone overhaul*** [/list] [h3]Fixes:[/h3] [list] [*] Memory leak fixes [*] Can’t accidentally click on void crystal when choosing crew or ship [*] Save system correctly handles number of levels [*] Save system correctly handles total credits collected [*] Save system correctly handles damage taken [*] Save system correctly displays unlocks [*] Health gained from Genomancer no longer carries over to other runs [*] Fixed “Quick Repair” relic bug that allowed repeated healing by just pressing space instead of dashing [*] Reduced credits granted for Cash Pack Relics [list] [*] I) 25 -> 20 [*] 2) 50 -> 30 [*] 3) 75 -> 50 [/list] [/list]* This does not increase enemy overall speed, just the speed from when they spawn to when they reach their furthest left location. This should make the gameplay feel a bit faster without increasing difficulty. ** This does not increase the general speed at which waves spawn, it only decreases the amount of downtime between the next wave after a wave has been fully cleared. This should make the gameplay feel a bit faster by removing these periods of waiting without increasing difficulty. *** Collector Drone now works much differently. Its base speed and detection radius have been greatly increased, removing the need to "babysit" it for the first couple of levels and making it much easier to use. It now has a credit pull radius equal to that of the player, meaning it benefits from any credit pull radius upgrades/buffs and has a much easier time collecting credits (no more instances of watching a credit just barely slip by the drone). The biggest change is that the Drone no longer has a guaranteed chance to add an extra credit. Instead it is based on chance, starting at a 25% chance at level 1 and increasing through various upgrades. This makes the Drone a bit more of a gamble, especially at lower levels, and helps mitigate the problem of completely ballooning with credits. [h2]Join the Discord[/h2] None of this would have been possible without all of the help from the Star Knight discord community. If you want to give feedback on the new updates, suggest ideas for new content, see teasers for upcoming features, or talk with me and others about the game, make sure to join the discord! [url=https://discord.gg/gCJ8e2HJFe][img]https://clan.cloudflare.steamstatic.com/images//44211301/de53dcf07bfbaa5ebf362206e7f8272990b5452c.png[/img][/url]