Nova Drift
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Pixeljam Games  [developer] Feb 17 @ 7:14pm
CHANGELOG
0.22.11
August 25 2019

Major Changes
  • Pulse has been reworked, and has recieved new artwork, which occludes visibility less. Please see Balance Changes for details
  • Pulse now works with Barrage (As it has no primary projectiles, it will Pulse once and then barrage the secondary projectiles)
  • Pulse secondary projectiles are now affected by most anything that would alter size, homing, velocity, and so on (Stealth, Charged Shot, Skirmish, etc)
  • Loaded Mines has new behavior with non-projectile based weapons, creating a cluster of weapon instances instead of performing the attack only once. It arrives at the number of attacks as usual, calculating rate of fire and mine effect in the equation. Currently, only Pulse fits this behavior, but later weapons such as Thermal Lance also will
  • Lowered the base EXP needed to level up from 15 to 30, making early game level ups a little less overwhelmingly frequent. The first EXP orb you get will still always grant enough exp to level up
  • Spitfire now summons Pulsar enemy adds

Balance Changes
  • Pulse was double dipping modifiers to blast radius. This is no longer true. The base size has been made larger to compensate, especially the outer ring, which is now considerably larger
  • 135 x2 -> 180 / 90 Pulse base damage. This means that the inner ring now deals twice as much damage as the outer ring (66.67%)
  • Pulse shards are now smaller, and deal 50% of the damage of the inner pulse. They don't begin degenerating as soon to compensate (which also helps them be longer range when used with Barrage)
  • Tactical Link is now a binary buff. If you're in the radius of an Advanced Construct, you and that construct have 8% hull damage resistance. It works on Bastion, even though it does not display a radius.
  • 135 -> 130 Bastion base durability
  • Removed the top speed mechanic. I don't expect this will affect anything, as it was almost impossible to hit this cap due to how friction works
  • Weapon recoil is now an additively stacking property
  • Burnout Reactors no longer increases the damage of Self Destruction. Adding the ability to scale with burn damage is more than enough
  • +3% -> 2% total construct assembly speed per downed construct for Engineer's innate ability, Priority Zero
  • The mechanic which governs how much shield effect and radius is lost based on how many constructs it is spread across has been made less generous. I'm not sure if this is in the right place, yet
  • 80 -> 90 Courser base hull strength
  • Changed quite a bit of structure under the hood

Bug Fixes
  • Tactical Link now properly affects the construct and not only you... O_O
  • Added fractional shot delay to Vanguard, Juggernaut, and Seraph, preventing them from cease firing at very high waves
  • Changing your gear counts as a level for the purpose of the level 8 mod unlocks
  • Fixed a crash with Ally + Flak + Homing Strike
  • Mayhem next unlock now properly displays at account level 58
  • Hidden Power now properly removes Singular Strike
  • Adjusted the loaded mines cluster formula to be somewhat less... loaded (Affects only Pulse currently)
  • Fixed a crash with Bastion and Tactical Link
  • Removed the Bastion Tactical Link indicator, though they still work together. It looked off-putting as it did not center on the player
  • Fixed a crash and potential game save corrupting issue caused by a mod being renamed in the game files. If this fix causes a crash after the update, please contact me to get your save repaired (This would only happen if you created a new high score save with Antimatter Rounds during the period when this beta was not patched)


0.22.10
August 5 2019

Features
  • Implimented fractional shot delay. Previously, firing delays could not subceed 1 game speed unit (or 1 frame). Also, they were always rounded to the nearest whole unit. As a result, you were limited to firing 60 times per second. Now, the remainder is stored and affects your next shot, allowing the game to fire an additional time in a frame when needed, as well as making rate of fire's effect on your DPS behave exactly as expected. This mostly matters for achieving very high fire rates with very fast firing weapons (for instance, with Warpath and Siege Weaponry) and for the Barrage super mod (especially in extreme cases such as Flak with Fusillade, where you will see a rather drastic increase in projectiles)
  • The above change affects Allies with Interceptor, as well
  • Salvo now fires its Stockpile after your last burst has been delivered, instead of triggering after your first
  • Firing rules and systems have been organized and streamlined
  • Q and E buttons now act as discrete left and right directional triggers for Strafe on mouse controls and WASD controls
  • Left and Right Shoulder Buttons now act as discrete left and right directional triggers for Strafe on gamepad controls
  • Custom bindings for discrete left and right directional Strafe / Displace can now be set for all control schemes
  • If you have both Strafe and Blink, Blink won't be triggered during a directional input, so that Strafe direction can be designated. This was done so that the mods can co-exist without Blink overriding Strafe
  • Updated the GUI art for WASD, Mouse, and Gamepad Strafe tutorial

Balance Changes
  • Barrier Shield Cooldown penalty -10% -> -5%
  • Radiant Shields Cooldown penalty -15% -> -10%
  • Reverted the Stealth self-damage resistance nerf from the previous patch
  • Viper hull damage reduction maximum from Caustic Barrier 15% -> 10% (Stacking damage reduction becomes very powerful the more you have and must be kept at low values)
  • Shielded Constructs damage reduction 20% -> 15%
  • Shield Cooldown mods were providing a stronger effect than intended, in the same way that previous construct assembly mods and fire rate mods were. The more cooldown you had, the more extreme it became. As a result, shields cooldowns were reaching extreme values, especially Bastion. This has been made consistant with other systems. To partially compensate, several sources of Shield Cooldown have been increased.
  • Flash Shielding: +20% -> +25% faster shield cooldown
  • Tempest Break: +15% -> +25% faster shield cooldown
  • Hidden Power: 5% -> 10% faster shield cooldown
  • Hidden Power: 5% -> 10% regeneration
  • 800 -> 1200 Volatile Shields damage
  • 400 x2 - 600 x2 Warp Shield damage
  • Bastion Shield: base cooldown 14s -> 13s
  • Firing Array now works with Barrage, applying its bonus to the first projectile fired
  • Regeneration and Rapid Reconstruction now apply a percentage value, +50% and +100% to the base value respectively, instead of adding base regen rate. This results in a minor buff to Rapid Reconstruction
  • Blaster (the default weapon) no longer degenerates in damage. The base damage is now 17 x 2
  • Blaster size and velocity has been slightly increased, resulting in slightly more range
  • 150 -> 140 Railgun base damage. Making this change hurts me more than it hurts you
  • Torrent and Flak have been rebalanced to be more comperable in terms of clear and DPS
  • 1.42 -> 1.5 Flak shots per second
  • Flak velocity has been increased slightly
  • 12 -> 10 Torrent shots per second (The sheer number of projectiles this was putting out was too difficult to balance around, especially with Barrage)
  • 20 -> 22 Torrent base damage
  • Torrent degenerates slightly more quickly
  • Viper now only gets crash damage reduction for head on collisions
  • -40% -> -30% Hullbreaker shield durability
  • 125 -> 130 Hullbreaker thrust
  • Stealth cloaking weapon damage bonus +25% -> 50% total
  • Essence Sap max recovery per .25s duration reduced from 7% -> 6% on a trial basis
  • All shields, besides Bastion, have had their base cooldown reduced by .5 seconds
  • Tempest Break shield cooldown and shield effect +25% -> +30%
  • The innate firing penalty to regeneration now also affects shield cooldown, but has been made less severe, -25% -> -20%
  • +15% -> +20% Efficiency bonus to total shield cooldown and regeneration
  • For the purpose of buffs and debuffs, "firing" is now based on whether or not your weapon is on cooldown or charging, not whether or not the firing button is being held down. As a result, Hidden Power builds (and similar builds) never suffer the firing penalty, even for using Rebuke / Discharge / etc, and can take full advantage of Efficiency
  • 20% -> 15% for Stealth's self-damage resistance
  • The previous change to regeneration resulted in an unintentional buff to Rapid Reconstruction. I've restored its previous value by increasing the base regen rate from 1.8/s -> 2/s and reducing the power of the Regeneration and Rapid Reconstruction mods, +50% -> +40%, and +100% -> +70% respectively. As a result, regeneration's default value is slightly better while Rapid Reconstruction is the same as it used to be
  • Shredder Mines now spawn farther apart from each other in their "triple box" formation

Bug Fixes
  • Fixed a crash involving Integrated Weaponry and Homing Strike
  • Fixed various text errors. Clarified that Strafe and Blink are mods in the control settings
  • Fixed Siege Torrent, Torrent, not being affected by their usual slowdown after the last patch
  • Amp text now displays the correct base shield cooldown
  • Fixed a loophole where Blade Splinters could still be affected by Volatile Shields
  • Integrated Weaponry is no longer improperly affected by Overseer's no-weapon fire rate override
  • Antimatter Rounds now properly affects Integrated Weaponry Allies
  • Amp now affects repeating shots in a burst fire / barrage with Integrated Weaponry
  • Charged Shot with Homing Strike and Barrage now properly trigger Homing Strike
  • Hidden Power now blocks weapon-based Super Mods
  • Bastion doesn't display an icon or flash if you have Rapid Reconstruction
  • The timer controlling when enemies can screen wrap now scales with wave speed, hopefully preventing enemies being stuck off screen
  • Fixed a problem with Burnout Mines destruction redundancy, possibly relating in problems
  • Fixed a problem with high enemy wave speeds reducing Serpent lengths
  • Fixed a problem with extra mods being occupied by the final mod slot on the upgrade screen, resulting on an overlay overlap (and possibly Regression problems)
  • Tempest Break now works with Shield Constructs & Bastion
  • Essence sap now properly excludes inert objects (asteroids) from burst damage, like it does for other damage sources
  • Decoupled the firing changes from the last patch from weapon slow-down effects (Siege Weaponry / Torrent / Charging only slows you down while holding the key, once again)
  • Spawning a debug dummy from a menu no longer crashes the game
  • Fixed a crash with Grenade + Homing Strike + Integrated Weaponry
  • Added some of the missing text from the last round of balance
  • Temporal's actual radius more accurately matches its visual indicator
  • Temp fix for OSX (when its deployed) until GameMaker fixes the bug we need for the Software Cursor on this platform (Software Cursor lets you aim outside of the screen)



0.22.5
July 5 2019

Features
  • Steam Cloud Save has been enabled! This affects both the stable and beta branches
  • The latest stable Patch Notes are now displayed in game, from the main menu
  • Mines have been given updated artwork (now matches the upgrade art)
  • The pause stat menu which displays Barrage DPS with all projectiles is now somewhat... less... wrong

Balance Changes
  • Barrage random range -35% to +10% changed to -40% to +10%
  • +7 -> + 8 flat damage from Barrage
  • Barrage gets a malus: While you're firing, 15% slower total shield cooldown and -15% total recovery. Note that this is recovery, not regeneration (it affects all types of hull and shield healing)
  • Barrage now scales knockback, too
  • Railgun knockback reduced
  • Changed the wording on Hullbreaker Gear from "hull recovery" to "recovery" to match its actual function
  • -15% -> -10% shield durability for Research Gear
  • 85 -> 90 base hull for Research Gear (I have plans later to make this Gear more appealing, but for now, here's a modest buff)

Bug Fixes
  • Fixed several alignment errors with the unlock text
  • Fixed a bug with Vital Bond preventing mines from ever exploding
  • Fixed the reset scores / progress confirmation strings being swapped in settings

Works in Progress
  • Work on the fractional fire rate system continues. In a future update, Barrage will be more favorable for weapons such as Flak which exceed the 1 bullet per frame limitation





0.22.4 - MAYHEM UPDATE
June 27 2019

Major Features
  • Increased the maximum Account level to 59
  • Added a new super mod at Account Level 54: Displacement
  • Added a new super mod at Account Level 55: Burnout Reactors
  • Added a new super mod at Account Level 56: Singular Strike
  • Added a new super mod at Account Level 57: Barrage
  • Added a new body gear at Account Level 58: Courser
  • Added a new challenge mode at Account Level 59: Mayhem
  • Changed the default windowed mode size to 1440 x 810
  • Nova Drift received a huge overhaul to the way text and descriptions are handled. It is now very easy to maintain, write, and translate. The stage has been set for international localization!

Balance Changes
  • 2% -> 1.5% Essence Sap recovery
  • Self destruction has had its scaling adjusted, and now hits once instead of twice
  • Most instances of weapon blast radius scale less from damage
  • Vortex now scales with rate of fire modifiers, and has had its base charge rate reduced proportionately
  • Vortex can now be used with Burst Fire, with a behavior identical to Burst Fire Charged Shot with other weapons. As a result, it also works with Barrage. Folded its firing logic into the standard script
  • Flak now has a slightly improved range, and waits a moment to begin degeneration. Its spread has also been reduced slightly
  • Siphon's base shield radius has been slightly increased
  • Purge now uses 100% of an enemy's ignite instead of 75%
  • Drone movement speed 5 -> 6
  • +25 -> +30 Rapid Reconstruction base hull
  • Flak waits additional frames before degenerating, making it more resistant to size-reducing effects



0.21.10
June 18 2019

Features
  • The Mac OS port now supports Retina and a native compiler. You should be seeing improved crispness, resolution, and performance on Mac OS.
  • Set the stage for future challenge modes with a revamped Loadout menu
  • The feature which allows you to switch dynamically between control schemes has been made less disruptive. It now cannot happen in the first half second of game play, and also requires you to use the new device for 12 frames, preventing accidental switching from brushing a mouse or trackpad

Balance Changes
  • Lowered the maximum total recovery from Essence Sap from 8% to 7% of your maximum hull
  • Blink has a longer cooldown, but the reticule indicates the state of the cooldown, and flashes when ready
  • Engineer body got a new power to help it recover from construct wipes: Priority Zero: +3% construct assembly speed for each unassembled standard and advanced construct.
  • Overseer no longer doubles construct limits on weapon constructs (currently only Blade) But wait...
  • Blade has been retooled. It now has a smaller, round hitbox, but deals damage in a wider area around it, to all nearby enemies. This makes the weapon more reliable and destructive. This new hitbox scales with size, as always. Additionally, its self damage while dealing damage has been reduced ~17%. Finally, it can be autofired
  • Flak damage 38 -> 40
  • The Seraph's "Zone Drones" won't shoot if the player is cloaked
  • Emergency Systems .75s dration -> .8, and removed its duration limits since it isn't needed any longer with the earlier adjustments to very fast Bastion assembly times

Other Changes
  • Singular Strike has been renamed "Firing Array", because I want to use the original name for a more apt upcoming Super Mod
  • Mac OS: Users can now enable debug mode with F7 OR delete, since many Macbooks don't have a delete key
  • Streamlined the firing code
  • The Turbo Tortoise achivement has been adjusted so that it's possible with recent changes to cooldown. 2.5s -> 3s

Bug Fixes
  • Mac OS: Fixed some serious problems with the software cursor by disabling it
  • Fixed some miscounts relating to construct number, and number reserved
  • Fixed a bug where Blink affected black hole fade rate
  • Fixed the ring around Rebuke Projectiles lagging behind by a frame
  • Fixed a problem with Rebuke doing zero damage. Yikes
  • The Amp glow effect is now hidden when the shield is down
  • Moved shield break handling to Step End so Emergency Systems applies the same step as damage, seemingly fixing an edge case instant death bug
  • Fixed odd behavior with Architect and Blades
  • Architect now self destructs other constructs with Blade on auto-fire as intended
  • Fixed a bug with Constructor Trails
  • Fixed a bug with Scion disabling certain sound effects
  • Fixed the Pure of Mod and Body achievement
  • Fixed a crash with shield refresh if the player is dead
  • An Emergency Systems cooldown bug involving very long shield cooldowns was fixed as a result of the above change
  • Fixed some problems with Blade and triggered firing abilities
  • Fixed a problem with very fast firing Rebuke effects
  • Fixed invalid mods appearing during gear selection by rerolling
  • The game now pauses if the window loses focus
  • Fixed a crash with the Blink Reticle
  • Fixed a problem with Halo Blades and the burn SFX persisting beyond the existance of the Halo




0.21.6
June 4 2019

THE VIRULENCE UPDATE

Major Features

New Gear and Mods:

  • Added a new Body Gear: Viper
  • Added a new Weapon Gear: Dart
  • Added a new Shield Gear: Siphon
  • The Efficiency and Thruster trees have been restructured and have become three trees, with four new mods. The trees are now called: "Kinetics, Efficiency, and Movement"
  • Added a new mod: Kinetic Boost (tier 1 Kinetics)
  • Added a new mod: Blink (tier 3 Movement)
  • Added a new mod: Conversion (tier 2 Efficiency)
  • Added a new mod: Regression (tier 3 Efficiency)
  • Aegis, Celestial Lance and Emergency Systems moved to the Kinetics tree
  • Blink replaces Emergency Systems in the Movement tree
  • Conversion replaces Celestial Lance in the Efficiency tree
  • Gemini Protocol becomes a tier 2 mod in the Efficiency tree, replacing Aegis
  • Regression becomes a tier 3 mod in the Efficiency Tree, replacing Gemini Protocol
  • Rebirth and Magnetism have been removed from the standard mod pool (they are slated to possibly become Wild Mods)
  • Base magnetism has been increased to compensate for the loss of the Magnetism mod
  • Ally takes the place of unlocking Magnetism
  • Kinetic Boost takes the place of unlocking Rebirth
  • Dart, Viper, and Siphon shield are unlocked at Account Level 51, 52, and 53 respectively. You will need to play a bit to earn them

Other Major Features
  • Enabled Steam and game screenshots with F12. The game will add your screenshot to your C:\Users\USER\AppData\Local\NovaDrift\ folder (not ideal, but it's a temporary solution) Steam screenshots are kept on your profile
  • Mouse, Keyboard and Gamepad now cohabitate without changing the settings. If you want to use the mouse or gamepad, just start moving it. Keyboard controls resume if you stop moving the mouse or gamepad stick. If automatic mouse aim detection is interfering (or you have a track pad) you can disable it in settings with "Disable Mouse Aim Detection"
  • You may now cancel an upgrade at any time. If you do, you will be offered the same mods as the last time when you do upgrade
  • If you do not cancel your upgrade, rerolls and successive levels will never show you the same mods in a row if it can be avoided
  • Added new sfx for big bosses approaching, the player's launch, Dart, caustic Barrier, Venom Strike, and Siphon

Minor Features
  • The score menu now accepts up to 16 characters, like its 1990
  • Calibrate has new artwork
  • Added a colorful, more noticeable aim-scope
  • Mouse controls now uses a proportional derivative controller
  • Lowered the base friction of the player about 5%
  • Updated the pause readout. It now shows your DPS, which also has a section for the DPS assuming all projectiles hit. It also calculates doubled projectiles (Torrent and Blaster) and burst fire in the equation. It does not consider secondary
  • effects or projectiles from weapons, such as Dart's burn or Grenade's cluster munitions
  • You can now hold control to add larger increments in the debug wave interface. Hold Ctrl for +/- 10 waves at a time. Hold Alt for +/- 100 waves at a time

Balance Change:
  • Sanctuary's recovery now scales with shield durability. The result is about 30% better at very high durabilities, and about half of what it was at the lowest durabilities
  • Hullbreaker now must face its target to penetrate (Just as Viper must face its target to deliver Caustic Barrier)
  • The sub-ability of Omnishield which enables a partial shield cooldown when you've taken damage during an existing shield cooldown has been made a core ability, at a lesser power level. Taking Omnishield now doubles the effectiveness of this
  • ability
  • Shield Size now scales visually with both your base ship size and ship size modifiers, including Bastion size and distance from your nose
  • -15 -> -10% body size modifier for Streamline (in light of the addition of Regression)
  • Purge has been reworked. The formula has been adjusted to properly consider the individual duration and potency of each burn instead of multiplying everything together. Purge's size now uses a square root value to prevent it from growing
  • out of control. Using purge now results in 75% of the damage you would have dealt, had the damage over time been allowed to run its full course
  • Warp Strike continues to have far too much sway over the balance of the game, so I've dealt with it in a different way. Its damage penalty now applies only to projectiles which have screen wrapped. These projectiles deal -35% damage. It is
  • still very powerful
  • Warp Strike penalty now deals you 5 flat damage to hull and shields in addition to 15%. This cannot reduce you to below 1 hull and shields
  • -10% -> -12% rate of fire for Warp Strike
  • Barrier has been reworked. The new rules are: Barrier removes damage to your shields exceeding 35% of your maximum shield durability, up to a limit of your maximum shield durability
  • -50% -> -30% Rocket Drones fire rate penalty
  • +25% -> +30% drone hull from Reinforced Drones
  • 7 -> 6s Drone Assembly time
  • -90% -> -85% Omnishield hull penalty (this might limit the insanity of self-triggered retribution mines builds)
  • +50% -> +45% architect bonuses
  • 1s -> .75s Emergency Systems duration
  • 10 -> 12 iFrames for collision on Non-hullbreaker bodies
  • -10% -> -15% projectile size for Convergence
  • Burst Fire has been reworked. It now adds a flat delay between burst fires (.04 seconds) and a general +20% increase to rate of fire. The result is that mod has different values for different loadouts. Generally speaking, it is now slightly
  • detrimental for very fast firing weapons, and efficient for very slow weapons. Middling weapons like Dart benefit reasonably well from it. The rate of fire increase also benefits things like Charged Shot, Salvo, and Loaded Mines, etc. The
  • pause readout will show you the effect on your DPS for your particular set up. I realize this has strange implications for a few things, which can be addressed moving forward
  • Incendiary Strike no longer has a rate of fire penalty
  • Blink is now a prerequisite to Warp Strike instead of Guidance (This seems more thematic to me, and adds an effective higher mod count requirement for builds that really want to push weapons to the limit)
  • Calibrate rate increased slightly
  • 15 -> 18 Antimatter Rounds damage bonus
  • Antimatter rounds deals 5% less self-damage
  • Antimatter Rounds self-knockback reduced considerably
  • Corrosion deals +10% base damage
  • -15% -> -10% weapon damage for Corrosion
  • Saturation Fire is now considerably better at reducing weapon spread

Bug Fixes and Optimizations
  • Myriad syntax, text, and UI improvements
  • Optimized texture atlas
  • Optimized homing code
  • Optimized discharge code
  • Optimized trails, it is also now possible to taper and use multiple colors in jet trails
  • Fixed Scion projectile origins
  • Fixed a bug with splinter strike where it was improperly inheriting size modifiers from whence it came
  • Fixed a bug where you couldn't detonate your Bastion with Hidden Power Architect on gamepad
  • Fixed a freeze with the gamepad with Architect Bastion under weird settings circumstances
  • Fixed another gamepad freeze related to construct selection
  • Fixed a bug with Volatile Shields excluding the initial target
  • Fixed a problem where partial cooldowns didn't work at all with Omnishield
  • Fixed a problem with reroll powerups being deleted
  • Split shot now degenerates properly
  • Fixed a bug where Turret utilized Rocket Drones explosions
  • Fixed a bug where parts of Station Omega could be Terminated
  • Fixed Antimatter Rounds text exceeding its bounding box
  • Overseer now properly displays itself as a prerequisite to construct Super Mods
  • Fixed a crash with Blade's artwork
  • Clarified and corrected a few achievements
  • Fixed Stealth jet stream alignment
  • Fixed a crash relating to trails and Blade Drone
  • Fixed a bug with infinitely wrapping Warp-Strike Railgun projectiles
  • Fixed some incorrect tags on descriptions.
  • Elite chance is now correct if you teleport using debug cheats




0.20.11
May 8 2019

We've successfully migrated the game from GameMaker Studio to GameMaker 2! This is a huge leap forward in stability, portability, support, and performance. Additionally, we can now compile to Linux and OSX using the native compiler, and its a step closer to console ports!

Construct Balance Changes
  • Made a large revision to how construct rate of fire and assembly speed modifiers are applied.
  • Modifiers now actually do what they say they do. Previously, a large amount of this was misleading and resulted in the critical mass of construct power we saw in the previous patch
  • Constructs now aim at targets using a PD (proportional-derivative) controller. It gives aiming some ease in and ease out (Its smoother in appearance)
  • The Engineer and the Architect have been further balanced. While there may appear to be a huge defensive gap between them, this comes as a result of the comparatively huge "effective defense" increase of spamming constructs everywhere. Additionally, Architect's overlarge size has been considered
  • 90 -> 85 Engineer base hull strength
  • -10% -> -15% Engineer shield durability
  • 40% -> 50% Architect construct bonuses
  • 115 -> 120 Architect base hull strength
  • Overclock now ramps up-- and back down-- more gradually
  • +50% -> +40% total rate of fire increase from Overclock
  • 180 -> 150 Ally hull, back to their original hull values (to compensate for their enhanced functionality)
  • Ally basic weapon rate of fire 3/s -> 2/s
  • Overseer has lost its generic 10% increase to assembly speed, but retains the scaling aspect
  • Shielded Constructs +10 to base hull becomes +5 to base hull and +5% hull strength
  • Amp shield's effect now fully benefits shielded constructs, gaining additional benefits from being near hazards. Note that this works for Blade Drone
  • 25 -> 22s Turret assembly time
  • 32 -> 30 Ally assembly time
  • 8 -> 7s Drone assembly time
  • Turret hull strength 70 -> 100
  • Pursuit formation drone speed 2.5 -> 5

Gear Balance Changes
  • Research has been overhauled, and no longer provides an experience bonus. It turns out this benefit was mostly illusory anyway, due to the nature of the exp curve. Instead:
  • Research now allows you to banish mods from the mod pool by spending a reroll
  • Research no longer gives you double rerolls
  • 70 -> 85 Research base hull strength
  • -30% -> -15% Research shield durability
  • Added a banish tutorial element / button
  • Torrent has been overhauled, and is now handled as a "twin" projectile, like the default Blaster.
  • The following changes make it less "spammy" and more performant, while remaining effective with greater damage and more useful bullet positioning
  • Torrent spread now affects pairs of Torrent projectiles, and not individual projectiles. This results in a more aesthetic and useful spread, especially at very high projectile counts, or when used with spread-reducing mods
  • 8 -> 3 x 2 Torrent projectiles
  • 16 -> 20 Torrent damage per projectile
  • 5.25 -> 4.25 Torrent velocity
  • Torrent projectiles degrade more slowly, but also start slightly less large. They are overall more persistent.
  • Targeting rate has been accelerated for fleeting projectiles which degrade (Torrent, Flak, and especially Pulse secondary projectiles)
  • 65 -> 75 Grenade base damage
  • 10% slower Grenade base fire rate
  • Grenade proximity detonate radius 25 -> 20 (trying to find the right balance between utility and allowing the enemy inside the blast radius)
  • Grenade clusters have ~5% more range
  • 16 -> 17 Split Shot base damage
  • 11 -> 13 base spread / projectile for Railgun
  • 6.75s -> 7s Amp shield cooldown (Still tier 1, but tied with Warp)
  • 7s -> 7.5s Default shield cooldown (Still tier 2, now tied with Halo)
  • 18% -> 15% velocity and spread improvement for the Assault body

Balance Changes
  • Changed the way Blast Radius works for non-blast innate weaponry. The added splash damage now ignores the original target (As a result, Blast Radius no longer results in Corrosion getting double the stacks for such weapons)
  • Blast Radius no longer decreases the damage of the initial hit at all
  • Splinter projectiles now exclude the original target as well. Screen wrapping projectiles are able to hit once again. This also helps with Torrent's corrosive tyranny
  • Corrosion spread works differently now. When an enemy with corrosion stacks dies, it adds stacks equal to its hull times .02, and then divides the stacks evenly across all targets in its radius
  • Corrosion radius increased 160 -> 175
  • Corrosion base damage per stack .02 -> .035
  • Corrosion decay rate factor per duration .92 -> .85
  • TL;DR Corrosion changes: It's less extreme with spammy weapons, and less bad with heavy weapons. Blast radius matters far less for optimizing it. Its worse at single target damage and better at proliferation and clearing, though it no longer proliferates out of control
  • Hidden power, regenerative shields, and several upcoming Wild Mods now use a new percentile modifier to regeneration rate instead of adding a flat rate like other regeneration mods
  • 12 -> 15% Convergence velocity and rate of fire penalty
  • +50% -> +75 weapon spread increase from Convergence
  • 0 -> +10% weapon spread from Homing Strike
  • Rancor's charge boost has been reduced considerably
  • 25% -> 20% total damage boost for Blitz
  • -18% -> -20% hull and shields for Apotheosis
  • 4 -> 3 base rerolls
  • 35% -> 30% of your shield cooldown for Emergency Systems' minimum duration
  • 9000 -> 9001 singularity damage per second to enemies, as per request
  • Seraph boss warp blast radius increased
  • Scion boss accelerates after spawning a black hole
  • Scion are now immune to the pull of black holes
  • Scion spawns Beamcasters slightly more often
  • More hull for Pulsar, Spitfire, Scion, Tesla Mine, and some Warbringer parts
  • Pulsars and Wardens enter with less speed
  • Less hull for Constructor Barrier-Drones
  • Champion Serpents turn less quickly while firing their laser
  • Enemy speeds and chances to become elite or champion above wave 100 advance faster. This is a temporary solution until stronger enemies and uber bosses are added
  • Set a new, more consistent precedent for Splinter Shot's projectile count and power levels

Additional Changes
  • The game settings now have a new toggle for controls style: Analog and digital. Digital is how it previously worked. Analog lets you get a little ramp up on keyboard, and on Gamepad it utilizes the stick sensitivity. Analog controls allow finer aiming, but take some getting used to
  • Added a few more tips to the game over screen
  • The Warbringer music "Ares" has been updated
  • Random asteroid adds are 10% more frequent
  • Comets spawn with greater position variance
  • Dozens of optimizations and improved game structure
  • Toned down the brightness of the red sun background element which was causing visibility problems
  • Hidden Power and Mastery now have more useful descriptions

Bug Fixes:
  • Thanks to the engine migration, the game no longer crashes at restart or game end!
    Interceptor's bonuses were accidentally applied in Integrated Weaponry instead of Interceptor, this has been fixed
  • Turret no longer cease fires at very high rates of fire
  • Fixed a Blade blast radius interaction crash
  • Fixed a problem with Scion and the temporal effect
  • Fixed a problem with Terminate proccing over and over on Station Omega (and actually potentially healing it!)
  • Rapid Reconstruction no longer blocks Emergency Systems from being selected
  • Fixed a crash with emergency systems being unable to find a dead player
  • Retribution no longer bypasses Architect's one construct limit rule
  • Fixed a bug with Railgun blast radius scaling from damage for both the base size and the growth rate
  • Fixed a problem with Splinter and Homing Strike projectiles escaping the screen boundaries
  • Fixed massive slowdown encountered at very low fire rates with Discharge. This is also a general optimization to Discharge
  • Blade splinters can no longer be an emitter for discharge using Shielded Constructs
  • Rewrote the high score save system, fixing a problem with saved scores being scrambled or misrepresented. Unfortunately, we cannot restore previously corrupted scores
  • Removed the Early Access buttons until we can prevent the game from being flagged by antiviruses for opening links
  • Fixed a problem where the player could be deleted if you paused during a certain time inside a black hole (!)
  • Fixed a problem with the pause menu being invisible at a certain time while inside a black hole
  • Players inside a black hole are invulnerable to further damage from other sources once they've entirely lost control
  • Hives should no longer get stuck off screen
  • Fixed dozens more caused by the transition from GameMaker 1 to 2. Too many to list

Progress Update:
  • Nearly completed the upcoming changes in the following mod trees: Movement, Energy Manipulation (formerly Efficiency), and a new tree, Kinetics. This change includes restructuring of these trees, and four new mods: Kinetic Boost, Blink, Regression, and Conversion. These changes are coming soon
  • Made some progress on the upcoming Wild Metamorphosis game mode and Dart weapon. 7 Wild Mods have been completed.
  • Created an upcoming Super Mod: Barrage
  • Coming soon™: Directional facing controls as a third option for Analog and Digital control styles


0.19.2
April 11 2019

This is a very aggressive patch! It mainly focuses on quality-of-life changes, balance, and raising the power level of several formerly uncompetitive loadouts such as engineer and architect construct builds, shielded construct builds, and Siege Weaponry / Saturation Fire builds.

General and Quality of Life Changes
  • The game has been zoomed out 5%, providing more room to maneuver. This feels right to me, but the change has a lot of subtle effects on game balance, so overall difficulty is something to observe moving forward. (Dynamic zoom is planned for the future.)
  • The Settings menu now asks for confirmation before wiping your progress or high scores.
  • Some of the faster enemies enter the arena with less initial speed. This, combined with the previous change, should make getting blitzed from off-screen somewhat less of a concern.
  • Added an early access popup menu to the game providing useful links and information for new players.
  • Burn damage numbers will display your burn damage over 1 second if you have "Show Damage Numbers" turned on in the settings.
  • Salvo missile stockpiles now have a graphical HUD element.
  • Experience orbs from enemies scatter a bit depending on the size of what spawned them.
  • The default values for settings have been changed, defaulting to "Auto Deploy Drones" and "Show Enemy Hull Bars".
  • Windowed mode, when toggled from the Settings menu, sets the window to a 16:9 aspect ratio instead of scaling from your monitor dimensions. More dynamic options are planned for the future.
  • Added a better "finder" for when you screen wrap. There is much more work to do regarding player visibility.
  • You won't lose your experience orbs as easily during the Scion boss fight.
  • The Warbringer now has its own boss music: "Ares."
  • Salvo jet trails have been optimized, and now are also included on Salvo Splinters. Drone Rockets also now have jet trails.
  • The OSX version of the game can now enter debug mode.
  • Game controls are now displayed longer.
  • The Game End menu now displays your damage taken and highest damage dealt.
  • Confirming your Upgrade with "fire" no longer fires your weapon.
  • Continued to reduce the most excessive screen flash and blending cases.
  • Further preparations for the engine switch to GameMaker 2 have been made.
  • Various optimizations, particularly to jet trails, projectile targeting, Essense Sap, and constructs.

Game Balance: Constructs
  • Drones and Allies now lead targets with their weapons, and are far more accurate as a result.
  • Drones and Allies try to stay outside of the radius of their targets.
  • Drones and Allies attempt to avoid hazards slightly.
  • Allies with Integrated Weaponry have a less severe rate of fire penalty for your weapon, (potentially achieving very high values with Overclock, Architect, and other construct rate of fire boosts).
  • Drones and Allies are better at multitasking. Defense Drones can target in Rampart formation, and Guardians can fight while approaching a healing target.
  • Constructs have smoother transitions when moving between formations and targets.
  • Elegant Construction now has +.4% total construct assembly speed per your level.
  • Overseer now has +10% faster construct assembly speed in addition to its construct count scaling element. Additionally, its slowing debuff has been increased from -2% -> -2.5% per standard and advanced construct assembly total.
  • +18% -> 20% hull damage resistance for Shielded Constructs. It now also has +10 base hull.
  • Apex Machinery now has +15% shield effect power.
  • 110 -> 115 architect hull.
  • In light of changes to assembly speed, 12 -> 14s Bastion Shield base assembly time.


Game Balance: Self Damage
  • Siege Weaponry has been revamped. It no longer damages you until you've fired twice in succession. It now uses a different formula for dealing self-damage independent of when you fire, meaning it is equally aggressive regardless of your rate of fire or chosen weapon. Additionally, the rate of fire curve has been reworked, providing large increases up-front and tapering off over time.
  • Saturation Fire now fully replaces the calibrate effect, calibrating while you're ramping up siege weaponry and granting reduced spread, increased velocity, and increased targeting at a reduced value compared to standard calibrate.
  • Antimatter Rounds has been adjusted. The flat self-damage it deals has been increased. This mod is potentially extremely strong, and was designed to be a balancing act of value between rate of fire, projectile count, and DPS. As a result, its less "safe" on very rapid fire weapons.
  • Antimatter Rounds is less exploitable by Salvo, which now uses a modified formula to compensate for the fact that its base cost is almost entirely circumvented by the stockpile mechanic.
  • Weapon self-damage that scaled with your adjusted rate of fire now scales with your weapon base rate of fire.
  • Previously, a bug existed where your self-damage resistance didn't work on Siege Weaponry and Antimatter Rounds. This has been fixed.
  • +5% self-damage taken from Celestial Lance.
  • 25% -> 20% self-damage resistance for the Stealth body gear.
  • Self-damage resistance for hull and shields are now displayed on the pause menu.
  • Drones with your shield receiving self-shield-damage hits (discharge) now properly create Helix orbs on them instead of you.

General Game Balance
  • Temporal Shield's shield effect has been reworked. It is now integrated better with the global enemy speed increases over high waves. Additionally, Elites, Champions, and Bosses resist the effects in more consistent ways.
  • The Stealth body gear now gains +20% total weapon damage from breaking stealth.
  • Channeling 2% -> 1% total shield effect per armor stack. As a multiplicative effect with a max stack of 50, this was way over tuned.
  • Knockback Resistance now also resists any recoil from weapons and mods.
  • Certain enemy powers were hit too hard by the inclusion of i-frames. To compensate, Scatterdrone, Pulsar, and Seraph bullet damage has been slightly increased.
  • -15% -> -18% hull and shields from Apotheosis.
  • -80% -> -75% hull and shields from Last Stand's reincarnation. The explosion damage has been increased greatly, and you have three seconds if i-frames after being reborn.
  • 15% -> 12% Terminate "cull" threshold.
  • 20% -> 25% Blitz bonus on full hull.
  • -10% -> -15% rate of fire for Splinter. Splinters deal slightly more damage. This change was made to improve performance and reduce screen clutter.
  • Splinter is now more generous with submunitions, for instance allowing Grenade more clusters per splinter.
  • Hullbreaker's recovery rate bonus now works on Sanctuary, as it should (hooray?) And text describing this bonus has been made more consistent.
  • 115 -> 120 base hull for Battery.
  • Vortex is now able to trigger Terminate.
  • Rancor has been toned down considerably. It's still very potent.
  • Warp Strike no longer reduces your hull and shields. Instead, it has a new drawback: Screen wrapping yourself removes 15% of your current hull and shields. Removal can't be mitigated and doesn't count as a hit. Warp Strike is incredibly powerful; My hope is that this change makes choosing it more situational and less of an auto-choose for weapons like Salvo.
  • Singularities pull harder (affects everyone), and the player is slightly less resistant to the effect than they were.


Bug Fixes
  • Windowed mode should now properly center on game start.
  • Improved various syntax to be more accurate and consistent.
  • Fixed a crash relating to Blade and Splinter Shot.
  • Fixed a crash relating to Architect detonating Bastion Shield.
  • Fixed a crash while toggling constructs with Architect and Shielded Constructs while using a gamepad.
  • Smarter selector system for selecting constructs on gamepads.
  • Fixed several instances of the mods claiming they unlocked the wrong mod next.
  • Gamepads can now be detected being plugged in or unplugged if the game is paused.
  • Fixed the broken link to the Leaderboards from the Settings menu.
  • Fixed several cases of songs playing mono when they should be stereo.
  • Fixed some memory leaks relating to jet trails.
  • Fixed a bug where your self-damage resistance didn't work on Siege Weaponry and Antimatter Rounds.

Hotfix #1
  • Siege Weaponry has been further revised from 0.19.0. It has a ceiling closer to its previous incarnation and the self-damage ramps up less violently
  • Saturation Fire has been changed. Now, you calibrate while using Siege Weaponry instead of over time. As such, it also applies velocity and targeting at a reduced value, relative to your Siege Weaponry bonus
  • Fixed the broken left directional on the early access menu
  • Fixed some out of proportion / redundant glows (Serpents, Saucers)
  • Reduced Last Stand damage, such that it doesn't grant the achievement from Planet Buster without considerable investment in global damage boosts
  • The wording on the "I Regret Everything" achievement has been adjusted so that it doesn't apply to Bastion
  • Jet and missile trails have been optimized further

Hotfix #2
  • Fixed a problem with gamepad / keyboard selection of constructs relating to automines
  • Fixed a crash and a visual artefact involving Railgun and Salvo trails and Splinter / Warp Strike
  • Warp Strike now "soft triggers" your shield cooldown
  • Pulse secondary projectiles now benefit from the new Saturation Fire behavior
  • Helix Orbs properly orbit your constructs if you discharge with shielded constructs
  • Fixed a bug with Tactical Link's cap
  • Weaponized Shield's radius now properly displays with Bastion Shield




0.18.3
March 21 2019


Minor Changes
-Added the finishing touches on the new mouse-over boxes, including better screen "clamping"
-Reduced some of the more intense, repeating sources of screen flash
-Improved Discharge's targeting behavior and vibrancy
-Fixed some text inconsistencies


Balance Changes
-Reduced the self-damage from Antimatter Rounds and Siege Weaponry
-Saturation Fire modifier to Siege Weaponry self-damage +25% -> +15%
-Corrosion proliferation range 125 - > 160
-Corrosion decay factor .9 -> .925. (Stacks decay less rapidly)
-Corrosion proliferates more stacks. Instead of dividing the stacks by all nearby targets, it divides them by the mean of 1 and the number of nearby targets
-Salvo base damage 48 - > 45 (This weapon benefits from just about every weapon upgrade there is, it becomes a bit much)
-Blade base damage 45 - > 48 (Affects secondary projectiles, too)
-Battery thrust and top speed 66 -> 75 (just a little something until I rework this guy)
-Self-Destruct base damage 20 -> 25 (An indirect buff to Blade, too)
-Shielded Constructs player hull damage reduction 15% -> 18%
-Reflect boosted damage to enemy projectiles +700% -> +900%
-Sanctuary mobility penalty 40% -> 30%
-OmniShield base shield durability 50 -> 55 (as strong as it once was)
-Celestial "bombs" have a longer fuse of .25 seconds


Optimizations
-Improved the performance of Discharge considerably


0.18.2
March 19 2019


Minor Changes
-The game now displays the large, full descriptions on mouse-over for your unlocks, owned mods, and mod tree previews
-Did some future-proofing. Your Rank is now capped at level 50, so that when new unlocks are added to the game, you will be able to earn them by playing
-I understand that some of you were enjoying pumping up that figure, so I have replaced it with a feature called "Lifetime Score", which you will see once your Rank is 50. This tracks and saves the total points you earn accross all games... but you will need to begin from 0. It does begin tracking your score from Rank 0, it just doesn't display it
-Practice Mode has been enabled again
-While cheating or in practice mode, score cannot be saved or submitted to steam, achievements cannot be earned, and life time score cannot be earned (some cases were previously missing)
-The Game End screen now has a message informing you of the above if you have practice mode enabled or have used cheats


Optimizations
-Added more garbage collection for data structures


0.18.1
March 14 2019


Minor Changes
-Added the track "Seraphim" to the game. It plays during the wave 100 battle with the Seraph
-The Battery body will display Blade Drones, Vortexes, and Charged Shots appropriately on its flanks
-Powerups in your magnetic pull will now accelerate the longer they are held there, and are allowed to move slightly faster. This helps with speedy builds and screen clutter
-The exp curve during the very early stages of the game has been adjusted to be more gradual and steady. Baseline exp for a levelup 10 -> 15. Large Orbs cannot appear until wave 11, and Mega Orbs cannot appear until wave 21. This has no significant effect on your mid-longterm progression.


Bug Fixes
-Fixed the broken Spitfires from the previous beta build
-Charged Shot sfx playing when you aren't charging resolved


0.17.7
- BETA BRANCH
March 13 2019

Minor Changes
-The high score save system has been rewritten. While this will not fix previously corrupted values, it should prevent new values from being corrupted
-Tempest Break now works with Shielded Constructs (Large amounts of constructs will reduce the effect and proc chance)
-Discharge now works with Shielded Constructs (Large amounts of constructs will reduce the effect and proc chance)
-Larger, stronger enemies burn more and vice-versa. Enemies taking more burn damage burn more. The burn distribution more evenly covers the enemy body
-Snapper tentacles have been optimized (especially considering the above change)
-Minor optimizations to targeting code for enemies and powers such as Discharge
-Steam: Achievement artwork
-Steam: Unplugging the controller pauses the game
-Steam: Opening the overlay pauses the game


Balance Changes
-Discharge: +15% damage to targets
-Warp Strike: Rate of Fire -5% -> -10%
-Dying Star: Base damage to targets reduced, half-way between its last two incarnations
-Emergency Systems is nolonger blocked by Rapid Reconstruction (Because it is required for Apotheosis)
-Hidden Power: Reverted its last defensive buff. Values generally 7.5% -> 5%


Bug Fixes
-Fixed a problem with Temporal Shield + Shielded Constructs double-dipping the drone penalty. This is a buff
-Fixed black hole darkness coverage on retina monitors
-Fixed a problem with the pause menu transparency
-Fixed a memory leak involving the old high score system




0.17.6
- DEFAULT BRANCH
March 7 2019


Minor Changes
-Expert mode is gone. Instead, you are now able to decline the first 3 gear upgrades you are presented with by using "escape" or "start"
-For super mods that require a pair of mods to unlock, the recipe is shown when you select either mod or the super mod itself
-Added a new setting: Display Enemy Hull Bars. This will show the hull of the last enemy you damaged where the boss bar usually is. This is meant to be subdued to avoid screen clutter, but now you don't have to worry just how healthy that juggernaut is
-Added a new setting: Auto Drones
-Better behavior for Gamepad construct selection. If you aren't using the Architect gear, you can't select any constructs that automatically deploy
-Added a new setting: Restrained Mouse Aiming. For people who don't like the mouse being allowed in the "nega-space" outside of the game window
-Added a new setting: Disable Shake. If you're a streamer, I'll ask that you please leave this setting at default while showcasing the game
-Added a new setting: Disable Screen Flash. If you're a streamer, I'll ask that you please leave this setting at default while showcasing the game
-Added a placeholder setting for Assist Mode which will become available during the early access

Balance And Mechanics Changes
-If you're using the Stealth gear and Bastion Shield, the Bastion shield cloaks with you, no longer becoming a target for enemies
-You can now charge Blade Drone(!) if you have Charged Shot
-Blade Drone's secondary projectiles now partially scale with its size modifer
-Blade Drones now "ease" into their designated size after being deployed, instead of appearing larger or smaller while attached to you
-Blade Drone size uses a median value to prevent it from looking ridiculous at very high charge values. It's still getting the same size-scaling modifiers
-The Battery can now fire odd numbers of blades (but not one blade)
-The Scion now uses the smoother turning logic that Eclipses use, and turns faster.
-The Scion thermal lance has been enlongated and has a longer duration
-Snappers have 25% more hull strength


Bug Fixes
-Rounded the value of the window to avoid "pixel trash" displaying on the edges
-Fixed two Ally mods appearing if you used Rebirth
-Fixed a typo allowing "wild" Scions to spawn early
-Adjusted Scion's proclivity for getting itself killed in its own singularity
-Turret description has been corrected to display 1 assembly limit
-Fixed a rare crash involving shielded constructs are warp
-Fixed unlock mod inconsistencies with in-game trees
-Fixed inconsistant behavior with Bastion Shield and Architect while using Shielded Constructs. This is now as calamitous as you would expect





0.17.5
- MAIN BRANCH
Mar 5 2019

Minor Changes
-The Scion (wave 60 boss) has been made a bit more fierce, turning and moving slightly faster
-The Scion now enhances any black holes present, causing them to draw in more asteroids
-The Scion now occasionally spawns 1-2 Beamcasters
-The Scion's black hole now lasts several seconds longer
-Windowed Mode is no longer borderless
-Damage numbers now have a slight gradiant to differentiate them from the explosions and from eachother
-Practice Mode has been disabled until Early Access begins
-Ramming with Bastion Shield now counts as a "crash" for the purposes of proccing Skirmish's buff
-Modifiers to generic crash damage now increase the ramming damage from Bastion (not Hullbreaker's body buff)
-Enemies that create other enemies or targets don't bother if you've already died
-Tweaked charged shot so projectile sizes aren't scaled linearly, preventing goofy-large artwork
-Further prep work for transitioning to GameMaker 2


Balance Changes
-The way Salvo interacted with Splinter Shot has been adjusted. Splinter Shot uses the size modifier and the projectile count to determine how many splinters are created. Multiple projectiles decrease the splinter count, and greater sizes increase it. Because Salvo is technically "one" projectile according to the code, it was disproportionately benefiting from Splinter Shot, especially when considering the likes of Charged Shot and Rancor. As a trial, Splinter Shot now considers Salvo to have a base projectile shot of 10 for the purposes of Splinter Shot, which means it almost always creates the floor value of 3 splinters. This may change to work more like Antimatter Rounds later, where it considers the missile barrage in the equation, but I wanted to try a solution that didn't include constantly refactoring the value, first
-Splinter Shot has been made more even across the board, resulting in slight nerfs in splinter count for most weapons and a minor buff for Blade
-Dying Star has a bit more range and damage, but not as much as it used to have. Determined the self-damage was acceptable after all, especially with the buffs to Hidden Power and Omni-Shield
-Rupture uses a square root value to determine its blast radius, preventing run-away sizes on tough enemies
-Ally's Double Team mod now provides it with an extra drone projectile to make it more of a worthwhile pick
-Ally base hull 150 -> 180
-Ally is now available at level 1
-Slightly reduced Rocket Drones blast radius


Bug Fixes
-Fixed a bug with Rancor dividing by a decimal at very low charge values, resulting in massive weaponry. I'm sorry
-Blade can now be fired if you switch to it after buying Overseer
-Singularities now properly drain Bastion Shield's hull
-Torrent uses its SFX and effects again
-Fixed the double music bug (again)


Known Issues
-Sometimes the game crashes on the High Score screen, game quit, or game restart. Hoping the engine migration solves these problems
-There may be issues with the software mouse and dual monitors. If you are experiencing this, it is possibly the culprit
-Sometimes saved high scores misrepresent your weapon. If this happens to you, send a screenshot, please

Up Next
-Showing Super Mod combos on the upgrade menu
-An auto deploy setting for Drones and Allies
-More mods that work together, like Charged Shot + Blade, Discharge / Tempest Break + Shielded Constructs, and Stealth cloaking + Bastion Shield
-Experimental branch for testing the GameMaker 2 build, which improves performance!




0.17.4
Feb 28 2019


Minor Changes
-Falling into a singularity no longer kills you, but will deal % damage to your remaining shield and hull until fading to black. After a few moments, you will warp into the scene again. Doing so also disables the singularity
-The player has slightly less Singularity pull resistance and Singularities pull all things slightly harder
-Gear and Basic mods have been given short descriptions for mouse over
-Volatile Shields has been given a rainbow effect for Hyperboost
-Continued changes made to facilitate the migration from GameMaker: Studio to GameMaker: 2
-The Scion is no longer allowed to spawn within 5 waves of its boss encounter


Balance Changes
-Hidden Power's defensive boosts have been slightly increased

Bug Fixes
-Fixed a bug where you could mouse over two hexes at once
-Mouse over boxes can nolonger be off-screen
-The Sonic Rainboom achievement is now possible (and 20% cooler)
-Fixed a bug where black holes could destroy your Vortex charge, leaving you with no way to release the weapon (and a violent death)
-Possibly fixed the notorious double music bug (once again)
-Fixed a bug where Railgun could splinter off of Scion orbs without killing them
-Fixed some errant text on the Assault Drones description

Known Issues
-Sometimes the game crashes on the High Score screen, game quit, or game restart. Hoping the engine migration solves these problems
-There may be issues with the software mouse and dual monitors. If you are experiencing this, it is possibly the culprit
-Sometimes saved high scores misrepresent your weapon. If this happens to you, send a screenshot, please




0.17.3
Feb 24 2019

Major Changes
-Steam achievements are now enabled
-Steam scores are now enabled (though they may be impossible to access before launch)
-Added a box behind mouseover mod descriptions
-Implemented software cursor. (Thanks for the clutch support @Ultraken)
What this means for mouse users:
-You will no longer be able to accidentally click outside of the game
-You can aim in the magical area outside of the game space, even in windowed mode
-The aim jitter is gone
-Bastion will now auto-deploy, like a standard shield. It can no longer be selected on Gamepad. Only Architect can trigger it manually, to detonate. Note that with architect, this shield will automatically bust your other constructs when it deploys

Minor Changes
-Added more cases where Hyperboost makes rainbows
-Further adjusted flashing lights

Balance Changes
-Architect general construct buffs +45% -> +40%
-Architect hull strength 100 -> 110 (This change was made to encourage its "ranger" play-style, reflect its large size, support shielded constructs, compensate for its relative lack of defense from constructs)
-Battery hull strength 115 -> 120
-Tempest Break cooldown +20% -> +15%
-Emergency Systems duration can no longer exceed 35% of your shield cooldown
-Overseer has been reworked such that its construct assembly speed % is per construct limit, making it require investment in constructs for both of its benefits
-Champion beamcasters deal slightly less damage (though its still enough to melt you)

Bug Fixes
-Mines were counting against Support Specialist and Overseer, which was not intended
-Hidden Power no longer considers the construct count of things you can't build
-Fixed some problems with construct selection on Gamepad
-Various spelling errors




0.17.1
Feb 16 2019

This build focus toning down player-hostile mechanic and easing the difficulty curve for new players.

Minor Changes
-In addition to the 3 invincibility frames that are granted when you take a projectile or blast hit, I have added 10 invincibility frames on shield break. The two effects do not stack, nor does it stack with Emergency Systems
-Reduced the high end of enemy mine knockback, most notably the mines that the Warbringer creates
-Fixed various spelling and grammar errors

Balance Changes
-Overseer speed penalty per construct is once again 2%. This is to prevent Blade from being a mandatory choice, and was also a decision made in light of how many thrust boosts are in the game now

Bug Fixes
-Fixed an edge case where Overseer / Blade didn't work with mouse controls
-Fixed other edge cases with Overseer when whether or not you have a weapon is in question
-Made it less likely for Railgun to be able to warp multiple times
-Removed those pesky elipses on Core Shielding




0.17.0
Feb 15 2019

This build focus toning down player-hostile mechanic and easing the difficulty curve for new players.

Minor Changes
-Added 3 invincibility frames following being hit by a projectile or explosion. This could have a larger impact on balance than I realize, so please share your findings
-As this makes enemies with very fast fire rates miss more than intended, increased the damage slightly of certain such enemies
-Doubled the texture atlas size, should improve performance. Possible side effects on old machines, or OSX?
-Added health bar flashing for low hull
-Reduced the frequency that the Minelayer shield's damaging pulse can trigger
-Warp Strike is nolonger offered with weapons that possess it innately
-Reworked the Regenerative Shields description to be clearer
-Improved various description syntax
-Updated the Learn menu with more tips

Balance Changes
-Turrets have been made more intelligent, nolonger firing at nothing
-Turrets now use an ammo count instead of a timer to decide when to reload (they have 64 rounds)
-Integrated Weaponry AI has been made more reliable and less wasteful, especially when used with Burst Fire
-Omni Shield now grants "hardened-subsystems": If your shield is in cooldown, taking additional damage does not incur a full cooldown reset
-Omni Shield grants less base shield durability to compensate 60 -> 40
-Overseer now only prevents non-weapon constructs from being used. The speed penalty still applies to Blade
-The Research body has been given power up and reroll buffs
-The Research body's exp bonus 15% -> 20%
-The Battery body now combines a much smaller flat rate of fire penalty and a -10% penalty rate of fire (nolonger totally hosing all fast firing weapons)
-The Battery body now adds +25% to projectile size
-The Stealth body self-damage resistance 20% -> 25%
-The Hullbreaker body has had its crash reduction nerf rolled back 60% -> 65% crash damage reduction
-The Charged Shot bonus lasts slightly longer (Salvo & Burst Fire rejoice)
-Charged Shot can now enhance charge-innate weapons, increasing the speed of both their charge rate and costs
-For weapons with innate multiple projectiles, Charged Shot now adds additional projectiles scaling with rate of fire and projectile count
-Siege Weaponry allows a slightly faster ceiling for rate of fire
-Essence Sap has been reworked to allow 10 stacks, and only caps the recovery value after the sum of the total stacks. Values have been made more generous
-Vortex nolonger penalizes degeneration for the number of Vortexes that exist on screen, and instead for your Vortex projectile count
-Various targetting mods have had their targeting values slightly decreased
-Split Shot has had its damage reduced 18 -> 16, and has been given slight size degredation over time, effectively limiting its range at small sizes
-Corrosion has had its burn damage reduced ~20% (This was causing one of the highest DPS in the game on top of being great crowd control)
-Corrosion weapon damage penalty -20% -> -15%
-Temporal Shield durability 70 -> 65
-Temporal Shield Cooldown 7s -> 8s
-Slightly reduced the damage of early enemy damage over time: Spitfire, Station Omega, Champion Serpent

Bug Fixes
-Fixed a problem with Integrated Weaponry failing when used with burst fire
-Fixed a bug involving Siege Weaponry and Burst Fire not applying spool up on all three shots
-Fixed a bug where Adrenal Module and Dying Star always considered the shield down for Bastion and Rapid Reconstruction
Last edited by Pixeljam Games; Aug 26 @ 7:13am
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Fellow Steam dev here. Keep up the good work, changelogs (and changelings) are awesome.
Shredder Mines?
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