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Delisting from Early Access

Posted by dunkelza , 29 September 2017 · 495 views

Delisting from Early Access

Hey there, Descenters,

 

We want to thank you for coming along with us on this journey and for all of your playtesting feedback in early access. We very much appreciate your support and your trust as we finish the storyline campaign for our upcoming official release. In order to make that release happen sooner, we are taking the game off of Steam Early Access to focus on implementing single-player, tech trees, and the other cool features we’ve talked about.

 

This was a tough decision and the deciding factor was our commitment to you. We’ve found that for a small team, early access requires a tremendous time investment that slows down the development cycle. We want to speed the game-making process back up, which requires dedicating our time to creating new content rather than supporting a work-in-progress as if it were a finished game. This means we aren’t planning to update our Production environment until around the time of our official release. However, if you’ve already bought the game, you’ll still be able to play the current build while we work to finish the game.

 

You can continue to follow along with us on BrightLocker.com, where we are posting regular updates. It is also the only place we are continuing to offer early access as an option. As we mentioned this summer, we are focusing most of our communications on BrightLocker to save time for development. We understand that stepping back from early access is unusual. However, we wouldn’t take this step unless it were the best and most efficient way for us to deliver the gaming experience we are all dreaming of.

 

Thank you for your continued support,
-The Team




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Down Under, Demo, & Dang that's BIG in "Concorde"! (3370)

Posted by dunkelza , 24 July 2017 · 960 views

Down Under, Demo, & Dang that's BIG in "Concorde"! (3370)

Hi Descenters!
If you've read our update, you know that much of our work these last few months has been focused on finding a way to speed up development. We've been carefully defining our scope and clearly tasking out the steps we need to take to get there.

 

However, we do have a few minor improvements we want to get out into the world. Some of these are going to Production with an eye towards giving our current players more people to shoot at and a new server region to offer our friends Down Under a better ping!

 

We are also testing a gigantic new map on Proving Grounds with the help of our Undergrounders (Diamond). This map, Tartarus, is our largest yet! Playing it helps us make sure our servers are ready for playing campaign missions in co-op! It also shows off some of the grandeur (and secret areas) we talked about for Corporate War in the Kickstarter. Finally, Tartarus was largely built using assets we're developing for the new mapkit- the most important use of which is... you guessed it- the single-player campaign!

 

Thank you for your support and your hard work!
We'll see YOU in the mines!
-The Team

 

Production Patch Notes:

  • OCEANIA SERVERS - Players can now start matches on servers in Australia.
  • DEMO - Launching without owning the game will limit the player to using the Wasp.
    • This feature will be live on BrightLocker later this week, so tell your friends!
  • Miscellaneous tweaks and bug fixes.
Proving Grounds Patch Notes:
  • TARTARUS (New Map) -
    • Largest map yet, approximately the size of some single-player missions.
    • Multiplayer modes: Corporate War, Conquest, Anarchy, Team Anarchy, Miner Mayhem, Co-op Vs. AI
    • Single-player modes: Vs. AI, Test Flight
    • Still has a little beautification to finish.
    • Yes, it is possible to find the yellow key in the main part of the map.
  • .




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Movement, Mice, and MORE in "Lube Job"

Posted by dunkelza , 13 April 2017 · 14,607 views

Movement, Mice, and MORE in "Lube Job"

Hey rock jocks!
We have a very cool set of changes for you to try out!
With the help of our Proving Grounds testers, we've adjusted the movement numbers to add a feeling of weight and smoother turning for mouse users. This should help with dogfighting, especially 1v1.

 

Thank you for your support!
We'll see YOU in the mines!
-The Team

 

Patch Notes:

  • MOVEMENT -
    • Rotational acceleration has been increased.
    • Translational acceleration has been decreased.
    • If you play with a mouse, we recommend making sure Mouse Inertia is enabled (Settings [Gear] > Controls > Advanced Options). This option is enabled by default.
  • SURVIVAL -
    • We have removed the flypaper from some of the mining rocks that was causing some bots to get stuck.
    • Bots now all self-destruct at the end of a stage.
  • TRAINING -
    • Improvements to flow.
    • Fixes to certain objectives that could be prematurely completed and block further progress.
  • MULTIPLAYER MENU should now properly recognize if there is or is not a match of the selected type.
  • DOOR FRAMES - Square frames should now have collision again.
  • Miscellaneous tweaks and bug fixes.




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Tougher Survival, Better Training, and MORE in "Donner" (3188)!

Posted by dunkelza , 31 March 2017 · 2,038 views

Tougher Survival, Better Training, and MORE in "Donner" (3188)!

Howdy, Descenters!
We have a brand new build for you!
We've reworked our training mission, added new difficulty to Survival mode, tweaked some stats, made some menus prettier, and generally done awesome stuff for you to play with!
We are doubling down on the single-player campaign, so it may be some time until the next Production patch.
Thank you!
-The Team

 

Things to Test:

  • SURVIVAL -
    • Added more, tougher spawn waves for additional stages past 20.
    • Added a special version of the AI.
    • Gave Incendius his homing missiles back.
    • Took steps to correct an exploit that allowed some bots to be rendered harmless, which limited bot spawn waves.
    • Corrected an issue that reduced the number of locations where bots could spawn, which reduced the number of bots spawning on higher stages.
  • TRAINING - Substantially reworked. Our original narrator has been replaced by a placeholder computer voice.
  • MENUS -
    • Added a multiplayer mode splash screen before the Match Browser. Dive directly into whichever game mode your heart desires.
    • Server browser interface has been updated to be a bit cleaner. Only functionality change is that the quick match button has been moved to the new MP menu.
    • Added color images for the game modes to replace the old white outlines.
  • LASERS - Laser bolts are now slower.
  • GAME MANUAL - Our game manual threads have been redone.
  • CHA-CHING! - Kills are now more prominently displayed to the player who scored the kill.
  • INTRO VIDEO - Bohemian Rhapsody has disappeared.
  • MEET THE SHIPS - The first three videos in the "Meet the Ships" series have been added. You can find the Meet the Ships menu with videos for the Wasp, Panzer, and Shaman in the Drone Bay.
  • TYCHO - Energy recharge zones in Micro Tycho should no longer block shots
  • Respawn menu should no longer appear for players who died just before the end of a match.
  • Survival matches should now terminate correctly once the last living player leaves.
  • Fixed some compression artifacting on region icons




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Easier Bots, Shaping Up Ships, Dark Valor, and MORE in "Dry Run" (3029)

Posted by dunkelza , 26 January 2017 · 1,786 views

Easier Bots, Shaping Up Ships, Dark Valor, and MORE in "Dry Run" (3029)

Good morning-cycle, rock jocks!
We have a very important test for you!
This build is our trial of unbaked dynamic lighting as a possible performance improvement (and download size shrinker!). We need you to compare your frame rates and play experience in both versions of Valor as soon as you can!
We've also got some changes to ship stats, two different difficulty settings for Vs. AI, and more!

 
Please try this stuff out as soon as possible and give us your thoughts in the forums.
Thank you so much for your support!
-The Team

 

Things to Test:

  • VALOR_DYNAMIC - This is an online-only test version of Drakona's Valor map that uses dynamic lighting instead of baked lighting. Please try both versions of Valor and compare your framerate and performance. This version supports Anarchy only. This version does not support Vs. AI. - Attempting to play Vs AI in Valor_Dynamic will result in the match immediately ending.
  • QUAD LASERS - These are now spread out to different hardpoints on the ships.
  • SHIP STATS - Changes were made to these ships:
    • MINING - The lower-end mining ships should see more ore when mining, as will the Auger.
    • AUGER - Got a small armor boost at the cost of hauling capacity
    • GOLIATH - Got much sturdier
    • PANZER - Exchanged some cargo capacity for more room for Vulcan ammo
    • PREDATOR - Can now pitch faster, bringing its rotation in all directions more in line
    • SHAMAN - Mines more efficiently (in addition to better ore production)
    • WARLOCK - Now runs faster in a straight line due to losing weight in the cargo department
    • WASP - Also swapped out some hauling for armor
  • VS AI DIFFICULTY - We now have TWO difficulty settings for Vs. AI. It is currently only enabled in single-player mode.
    • TRAINEE
    • HOTSHOT
    • Most Incendii have been removed from the spawn tables, as they were in there before they gained their full boss status.
    • Test Flight will always show up as Trainee.
    • Survival will always show up as Hotshot.
  • MINING LASER - Damage done by the mining laser is once more attributed to the owning player.
  • WARLOCK - Potential fix for the jitter thing. Please test this.
  • BLUR BUG - HUD blurriness in DeadMoroz and Skylab should no longer be present.
  • PROXIMITY MINES - Size reduced to halfway between old and new.
  • MAC BUG - Build 3029 is a hotfix for a problem with the Mac version under 3021.




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NEW Darker Map, Weapon Glow, Easier Valor, and MORE in "Tenebrae" (3012)!

Posted by dunkelza , 17 January 2017 · 2,488 views

NEW Darker Map, Weapon Glow, Easier Valor, and MORE in "Tenebrae" (3012)!

Happy New Year, Descenters!
We're happy to present this new build to you with lots of cool changes for you to try out!
What have we changed?
Well, we've turned down the lights in our newest map, Dead Moroz!

 
We've also turned up the lights on our energy weapon shots, so you should see some awesome glows as they fly toward your enemy's face!
We're trying out an easier difficulty setting for Vs. AI in Valor, too!
We've made lots of other tweaks as you can see in the Patch Notes below.
Please try this stuff out and give us your thoughts in the forums.
Thank you so much for your support!
-The Team

 

Patch Notes:

  • DEAD MOROZ - Goznik's map has been given the beautification treatment using Kaji's gorgeous new modular space station pieces. Please be on the lookout for any problem spawns, weird collisions, or holes in the geometry.
    • Dead Moroz is also using a different lighting methodology, so we'd like to hear about framerates and performance, too.
  • PLASMA - Apparently, the plasma shots had way too much fruitcake and egg nog over the holidays! While they are back to being green, they're a little sensitive about being called "blobs" right now. Are they big and beautiful, or do they need to go on a diet? They also now cast light onto nearby walls.
  • AFTERBURNER - New fuel management technology now allows your ship's main engines to fire for as little as one-half second, a 50% improvement in control! However, acceleration is no longer as punchy as it was. In addition, fuel consumption per second has increased such that each discrete boost still consumes one fuel unit. (Thanks Slysolid)
  • PROXIMITY MINES - Also binged on holiday food and got larger. Their trigger zone is the same size, just the visual changed.
  • SHIP SKINS - We removed the emissiveness (glow) of the base ship materials. This should make the "tron lines" pop a lot more, especially in the dark, and we think that'll look cool. We want to make sure that ships are still easy to pick out against the environment, but should also provide some opportunities to hide in darker areas.
  • RECHARGE ZONES
    • A defunct mesh was present on some recharge zones and it could block shots. This has been removed.
    • An audio cue has been added to indicate charging in progress. This is a low humming sound.
  • TURRETS - They used to have anger management issues regarding freshly-spawned ships. Allies can no longer be targeted when spawning inside turret line-of-sight. (thanks Inspades). Turrets should also no longer appear closed for players joining the match after the turret is placed.
  • VS AI - We're experimenting with bringing the difficulty down on Vs AI to be less imposing for new players. Play on Valor to see this easier mode. We do plan on bringing back the current version of Vs AI soon as a difficulty option. (Thanks defcon_x)
  • LASERS - Laser bolts are now a mesh particle instead of a sprite (thanks Inspades). They are also larger and shed more light. (Thanks Rangers!)
  • FUSION - Fusion bolts now cast light onto nearby walls.
  • HOLIDAY 2016 - All of the holiday stuff should now be removed.
  • MAC & VIDEO - An issue that was causing video failures on the Mac should now be fixed, so the game is once more playable on Mac.
  • SCOREBOARD
    • Departed players should no longer mess up the end-of-match score rankings. They can also no longer be reported as the winner.
    • When returning to the drone bay after a match, there is now a status window reporting that your client is waiting for the scoreboard. The standard drone bay UI is no longer accessible while this process occurs.
  • ENERGY TRANSFERER - No longer ignores line-of-sight.
  • WELCOME MESSAGES - They have returned from the purgatory of not being implemented in the new HUD!
  • BAMM - Ships can no longer get under certain floor panels in the upper section. (thanks, Phyrex!)
  • PROJECTILE REPLICATION - Projectiles were previously only being replicated to players within a certain (but not small) distance, which would result in projectiles appearing out of thin air when two ships fire at each other from across, say, the main room in Colosseum. This is no longer the case. Projectiles will now always be replicated to the client. This change only affects network play. (thanks, Phyrex!)
  • TRAINING MISSION - We've gotten a lot of great feedback on our first draft of the training mission. Because of this, we don't see it as fit for purpose for the time being, so it has been disabled until we give it another pass. (Wingman can not apologize enough for his crappy voice acting).
Also, one of our very own community members wrote a great article and mentioned us, thanks Austin Craig!!




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Spy Games, Basic Training, and MORE in "Avalanche" (2940)

Posted by dunkelza , 20 December 2016 · 1,069 views

Spy Games, Basic Training, and MORE in "Avalanche" (2940)

Happy Holidays, Rock Jocks!
Just in time for reindeer and dreidels, we've got an avalanche of fun, new gameplay in a wonderful new build!
Expand your team's awareness with electronic warfare, steal energy from foes and give it to your teammates, and take a Highway to the Danger Zone with buffed afterburners!

 
We hope you enjoy the new features and tweaks. As always, we'd love to hear your feedback in the forums.
Thank you so much for your support!
Happy Holidays, Happy New Year, and we'll see you all... Underground!
-The Team

 

We are delighted to recommend Crowfall, a new MMO being produced by our friends down the street at ArtCraft Entertainment!
A game of glory, wealth and power, Crowfall is a massively multiplayer online RPG where players take the role of kings and assassins, merchants and soldiers all vying to seize a virtual throne.

 

ArtCraft is also currently doing to equity crowdfunding raise with indiegogo.com. Don't just back a game project -- invest in a game studio!
For more information, click here: https://app.microven...t-entertainment

 

Patch Notes:

  • ENERGY TRANSFERER - The Warlock can now siphon energy from enemy ships (by stealing their disposable capacitors) and transfer energy to friendly ships, too!
  • SENTINEL ORB - The Predator can drop this gadget to provide radar coverage of an area to the whole team. You can only have two active at one time.
  • SCRAMBLER - The Shaman and Predator can both drop this gadget to jam radar and disable Sentinel Orbs in an area. You can only have one active at one time, and they last 60 seconds unless destroyed.
  • INTRO VIDEO - We have video! We hope you enjoy it! Feel the love! Unfortunately, this functionality isn't quite ready for the Linux version. We'll be getting it sorted out after the new year!
  • BASIC TRAINING - New to the game? Try out this tutorial mode! (Wingman promises the voice is a placeholder).
  • BAMM - More ore added, plus even more just for the Corporate War game mode.
  • MINER MAYHEM - The Miner should now have a harder time phasing through walls and escaping the map. Miner pickup radius increased, drag distance decreased, and drop position synced to carrying ship's gadget bone.
  • DEACTIVATOR - After the UCIA cited Aisha for the Warlock's ability to steal Boyd Ulbrick's pet rock, the Warlock's Deactivator tool can no longer steal from other ships. It can still steal deployed gadgets (laser grids, mines, etc., plus the new ones).
  • SHIELD ORBS - All PVP game modes (Anarchy, Corp War, etc.) should now no longer have random shield powerups on all maps. PVE (Vs. AI, Survival) modes should still have them. In addition, ships still drop Shield Orbs on death.
  • AFTERBURNER - Now looks cooler when you use it, and the acceleration has been kicked up, getting you to speed much quicker.
  • GAMEPAD - Default mappings for roll and tool/gadget have been swapped now that auto-level has been implemented.
  • FIELD-OF-VIEW - Better fitting of corners of the HUD.
  • SINGLE PLAYER - End-of-game splash screens have been added for single-player, including Training.
  • NETWORKING - Net performance improved for beam tools.
  • VALOR - We've added different mining blocks in new places and a new surprise!
  • Various bug fixes and adjustments.
Known Issues:
  • VIDEO ON LINUX - The video player for Linux is not allowing players to view the intro video and so has been temporarily disabled.




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Holidays, Auto-Leveling, Corporate War, and MORE in "Jingle" (2881)!

Posted by dunkelza , 09 December 2016 · 1,220 views

Holidays, Auto-Leveling, Corporate War, and MORE in "Jingle" (2881)!

Happy holidays, Descenters!

 

Just in time for hot cocoa and snow, we are pleased to bring you a major content update!

 

Aside from all the cool stuff below, there is AN IMPORTANT ITEM we need you test- There are a reduced number of shield orbs in Valor PVP. There are still orbs in Vs. Bots, but for arena combat we are testing out the idea of having them only show up when you kill someone.

 

We want feedback from YOU and from our entire community on this significant balance change.

 

 
Please let us know what you think on the forums!

 

We'll see you in the mines! Be sure to connect to our Discord Server to voice chat!

 

Thanks,

 

-The Team

 

New things to try out:

  • AUTO-LEVELING - Your ship will now automatically try to orient to the nearest cardinal direction. This an option- it is on by default but you can easily disable it from the Gameplay menu.
  • VALOR -
    • All shield orb spawners have been moved to Vs. Bots only. Please let us know how Valor plays without shield spawns compared to before.
    • The tunnel leading to the Mega has been clogged up with mineable scrap bricks
  • HOLIDAY MADNESS - A lot of assets in the game have been changed to give a bit of holiday flavor. Vote for your favorite "ugly sweater" ship skin on our forums!
  • MATCH LENGTH - Maximum times for matches are now configurable! (Thanks for the suggestion Vainiac!)
  • CORPORATE WAR - Mine ore and haul it back to your base before the other team fulfills their contract! Available in Micro Tycho, Colosseum, and BAMM.
  • RADAR
    • Radar has been added to the cockpit/HUD!
    • Nearby, non-occluded ships show up on the radar, with hostiles showing up as triangles and allies as circles. These use the same color scheme as the IFF icons.
    • Capture/Return Zones appear as squares, and are visible regardless of line-of-sight
    • Miners appear as pink pentagons, and are visible regardless of line-of-sight
    • INCENDIUS is now such a badass boss that he gets a giant, always visible diamond on the radar.
  • HUD -
    • The HUD is now fully 3D to better support VR and provide more sense of depth in 2D.
    • HUD elements now styled to be consistent with the rest of the game's UI.
    • Your ranking within a match is now displayed along side your score.
    • The mission and score panels have switched sides.
    • Afterburner fuel joins hull, shields, and energy as a center-HUD meter.
    • Center-HUD meters have been completely reworked. Meter segments now represent specific values, and overcharge is now crammed into the same meter, rather than overlaying or using an additional meter.
    • Directional indicators for damage have moved to center-HUD, now as parts of a circle around the reticle.
    • You can now see which weapons, missiles, and tools you have in your inventory via the pips next to the active icon on those respective displays.
    • 2D HUD - Uses new HUD elements, but the layout is flat.
    • Event log now always visible, even while dead.
  • BAMM -
    • Corporate War and Miner Mayhem added
    • We made a performance improvement pass.
  • COLOSSEUM - Corporate War added
  • TYCHO - Miner Mayhem and Corporate War added
    • These modes slightly change which paths are available, so be on the lookout.
  • CONQUEST - Score targets have been increased. One-zone maps like Valor now require 200 points to win. Three-zone maps like Colosseum now require 400 points to win. Five-zone maps like BAMM now require 800 points to win.
  • SETTINGS & OPTIONS -
    • Fixed bug where Max FPS and Render Scale options wouldn't apply immediately and required a restart
    • Clicking outside the Audio or Graphics windows should no longer break input.
  • SHIP SELECTION - Ship selections are now remembered by the game client. The respawn menu now auto-selects your previously-selected ship (so hitting Enter or the A button will spawn you in that ship immediately), and your last ship used will already be selected in the drone bay when returning from a match.
  • DESTRUCTIBLES - Grates and crates will now always break consistently. No more floating pieces blocking flight. This is at the cost of in-progress fractures.
  • GRATES - the grates have re-rusted, so they're easier to destroy with weapons again
  • JOYSTICKS
    • BINDING - We believe we've fixed an issue some users were having with default joystick bindings.
    • SENSITIVITY - Should now maintain consistent validity.
  • POWER-UPS
    • MATERIALS - The material shaders used on many power-ups have been simplified to help with performance.
    • SOUNDS - The Yellow Key, Red Key, Smart Missile, and Equipment Pack should now have proper pickup sounds.
  • MISSILES
    • HARDPOINTS - Goliath & Wasp had some hardpoints outside the ship collision, meaning that sometimes missiles detonated on launch. These have been moved to help prevent this.
    • LOG - A minor code issue was causing excessive logging when shooting some missiles in network play. This has been rectified.
  • TOOLS - Fixed a bug where cycling through tools in reverse would sometimes skip the Ore Fuser in the rotation.
  • TOOLS AND GADGETS - Tool and Gadget priorities have been adjusted to make more sense. Specifically, the Shaman's Healing Tool and Energy Converter are now adjacent. Also, the turret is auto-selected as your current gadget if you pick one up.
  • LASER GRID - Invisible Laser Grids should really be dead for realsies now.
  • SHAMAN - The repair tool is now much more effective and costs less energy! How do we bring you such savings? Hull repair now requires you to have ore in your cargo hold.
  • GOLIATH - Now needs to earn its ore the hard way.
  • MINING ROCKS
    • Mining rocks or scrap blocks have been added to all maps except Skylab.
    • The rocks have a new, heat-based system where they heat up and vaporize, sometimes releasing ore.
    • All ships are now better at mining than they were, and the gap between the best (Auger) and worst (Typhoon) has narrowed. Most ships (sorry, Auger) will consume less energy while mining, and all will mine faster.
    • The new mining rocks will drop anywhere from 0 to 2 ore apiece. The Auger, Goliath, Warlock, and Wasp will generally have the best ore drops.
    • Ore capacity has increased across all ships.
    • Minor/Major/Master Miner achievements have been reintroduced and changed to reward players for mining.
  • SUICIDES - Now count as negative kills on your score (As requested by Vainiac - again, good job V)
  • SPECTATOR MODE - Fix for chase cam cycling.
  • SURVIVAL - Crates now drop keys far, FAR less frequently. Instead, you'll need to kill Incendius! Replacing many of the key drops are Equipment Packs, which means that Wasps and Warlocks don't have to bring a Goliath along to replace turrets.
  • EQUIPMENT PACK - Equipment packs no longer erroneously drop from Wasps and Warlocks.
  • VIRTUAL JOYSTICK - Fixed a logic issue.
  • DEATH ROLL - Death rolling ships can no longer pick up power-ups or be targeted by missiles that can home.
  • Miscellaneous bugs splattered and things tweaked.

 

Known Issues:

  • Mining rocks look a little same-y at the moment
  • Manufacturer's HUD icon isn't very good.
  • The turret has no audio other than firing.
  • Linux users may lose mouse control on some screens.

 

Coming Up:

  • Single-player mission update
  • More different kinds of bots to fight!
  • Implementing the Sentinel Orb & Scrambler gadgets
  • Some quality-of-life work




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Turrets, Manufacturing Stuff, and MORE in "Payload" (2784)

Posted by dunkelza , 16 November 2016 · 1,491 views

Turrets, Manufacturing Stuff, and MORE in "Payload" (2784)

Howdy, Rock Jocks!

 

We've made a bunch of cool improvements, including a long-awaited special gadget for the Wasp & Warlock!

 

We're also ramping up the team play by giving the Goliath, Auger, and Shaman a way to craft certain powerups. Be careful, though! A powerup can be grabbed by any team!

 

 
We'll see you in the mines! Be sure to connect to our Discord Server to voice chat!

 

Please let us know what you think on the forums!

 

Thanks,

 

-The Team

 

New Features:

  • TURRET - The Wasp & Warlock can drop a Deployable Turret gadget. It faces in the direction you were looking when you dropped it, with some limitations based on the angle of the surface "below" you that it lands on. You can only have one active turret at a time- if you drop a new one, the old one will self-destruct. It will turn to face and fire at any enemies that enter its field of vision. You can shoot at enemy turrets to destroy them.
  • MANUFACTURER - The Goliath can now consume ore and energy to build Equipment Pack powerups with the new tool, the Manufacturer. In addition, the Auger and Shaman can create Energy or Shield pickups, but they'll need to grab some ore powerups to do so.
  • EQUIPMENT PACK - Using the Manufacturer, Goliaths can now consume ore and energy to build Equipment Pack powerups (This replaces the Concussion Missiles from the previous iteration). At present, this will replace an expended Turret for a Wasp or Warlock. In the future, it will restock certain other special gadgets on other ships. For now, the powerup will appear as a turret with a purple frame, but this will change in the future.
  • INCENDIUS
    • Incendius is now boss-sized.
    • Incendius now has higher shield and hull strength.
    • Incendius will now spawn with companion bots when fighting multiple players in later stages.
    • Incendius now shoots fireballs (its weapon is called the Incinerator). While these "burn" at a lower temperature than plasma blobs, the increased mass of material means they do about the same damage.
    • Each Incendius will now only spawn once in Survival boss waves, and they will now drop a key.
  • CHARON - Doors' locked state should now correctly replicate their unlock state.
  • BAMM - Bots in Vs AI should no longer fly and shoot backwards.
  • SETTINGS - Framerate limit, vertical sync, and shadow quality config has been adjusted to be applied more consistently, after an engine change reordered setting application priority.
  • DEACTIVATOR - The Deactivator has been reworked to emulate the Shaman's healing tools' lock-on functionality. It retains its short range and has a smaller functional angle than the Shaman's tools.
  • HALLOWEEN - Pursuant to a C&D filed by Tom Turkey & Co., et al, we've removed the Halloween themed stuff from the game. However, since ol' Tom is being such a jerk, we aren't putting in any Thanksgiving stuff. Take that you grumpy ol' bird!
  • Virtual joystick mode was broken somewhere along the way. It has been whipped back into shape.
  • The Fusion Cannon no longer maintains charge when swapping off of it while charging.
  • Miscellaneous fixes and tweaks.
Known Issues:
  • MANUFACTURER - No warning comes up if the Manufacturer fails due to insufficient ore. Also, its HUD icon isn't very good.




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Rebalance, UI Updates, Skulls, and MORE in "Spectre" (2692)

Posted by dunkelza , 19 October 2016 · 2,443 views

Rebalance, UI Updates, Skulls, and MORE in "Spectre" (2692)

Welllll...come, Descenters!

 

(Do you like my creepy vampire voice?)

 

Arising from the crypts of Acheron, pouring forth upon the asteroids of the deep, witness the horrors of...

 

 
Never mind. We're not that kind of game.

 

Still, we've made a bunch of cool improvements and even thrown in a bit of Halloween fun. We'll see you in the mines!

 

Please let us know what you think on the forums!

 

Thanks,

 

-Dunk

 

P.S. - Be sure to connect to our Discord Server to voice chat!

 

NEW STUFF & Patch Notes

  • HALLOWEEN - Keep your eyes and ears peeled for some fun, spooky seasonal changes.
  • NEW MAP - "BAMM"
    • Team Anarchy, Anarchy, Conquest, and Vs AI/Bots modes now available!
    • Designed by a community member - Jobode! (Can you find the sign?)
  • CONQUEST ON ALL MAPS
    • Conquest is now available on all maps (except Charon, of course). Maps have differing numbers of capture zones, so that each map is a unique gameplay experience.
    • Now that we've completed Conquest's implementation, Capture the Core and King of the Core are being retired.
  • FRAG CANNON
    • Now does more damage close in and less further out.
  • FUSION CANNON
    • Charge time increased to 3 seconds
    • There is now a 1-second hold time between reaching full charge and overcharge damage.
  • VR GAZE INPUT
    • Improvements to the gaze input system have been made, allowing for scrolling in VR menus.
  • SMART MISSILE - The blobs should now home better.
  • MINER MAYHEM
    • "You have the miner" notification has been added to Miner Mayhem's objective display
  • TEAM ANARCHY
    • Teams other than Blue Team can now win by reaching the kill limit.
  • NEW RETICLE -
    • The 3D Reticle projects out into the environment, each indicator pushed back by intervening ships or environment.
    • Each weapon indicator floats independently
    • The active missile slot (shoots next) is brighter than any inactive slots.
    • The 3D functionality can be disabled via the Gameplay Options menu. This will result in the reticle appearing stationary, but still projected out.
    • This reticle is VR-compatible.
  • MISSILE HARDPOINT CHANGES -
    • To support the new reticle, some changes have been made to all ships' missile hardpoints so as to not overlap with each other's reticles or the gun reticles. This also means that missiles will now always alternate between sides of the ship.
    • Wasp: Hardpoints reduced to two from four and moved to from the wings to the tail.
    • Typhoon: Hardpoint redundancy resolved. Hardpoints reduced to three from six (plus six more redundant).
    • Panzer: Hardpoints moved to the sides of the fuselage.
    • Predator: Hardpoints reduced to one from three.
    • Torch: Hardpoints reduced to two from four.
    • Auger: Hardpoints moved inward.
    • Shaman: Hardpoints reduced to two from four. Hardpoints moved from wings to tail.
    • Warlock: Hardpoints reduced to two from four.
    • Goliath: Bottom two hardpoints removed.
  • LOADING SCREENS -
    • The black loading screens put into the last Production build (2564) have been expanded into proper loading screens with imagery and tips
    • Please look out for tips that are either factually incorrect, syntactically incorrect, or appear to be something other than standard English sentences.
  • END-OF-MATCH SCREEN -
    • The "Mission Terminated" text appears immediately, along with the removal of the HUD.
    • The "X Wins" box has been moved lower on the screen for better visibility.
  • FLARES - Flares are now about 2.6 times brighter and travel at the same speed as a laser bolt.
  • SURVIVAL BUG - There should now be far fewer hangs and/or crashes while playing Survival mode in Charon
  • AUTHENTICATION - The game client authentication step has been changed to occur on game launch. Pressing "start" in the main menu should take you to the Drone Bay without delay.
  • Inverted mouse binding to pitch should now perform correctly.
  • Miscellaneous tweaks and fixes.
Known Issues
  • SURVIVAL MODE-
  • Hitting "PgUp" on the keyboard can force you into spectating, even if you are still alive. Don't hit PgUp while alive.
  • Players who join after the start of the match may see unlocked doors as still locked, but they can open the doors.