PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 30.3 is now out! This is a hotfix focused on a few reported issues we wanted to get fixed quickly. The most critical is a fix for an ironman mode issue that can result in improperly losing saves.

Fixes
- Fixed ironman mode issue that caused false save deletions when the ship wasn’t actually destroyed
- Bounty Hunters should always be flagged and no longer cause reputation loss when attacked or destroyed

Additions (Lost Colony)
- Added an additional log page at the Lost Colony with a hint on how to complete the Free For All ending

Fixes (Lost Colony)
- Fixed an issue that allowed players to skip to the containment room through a hole in the level

Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 30.2 is now out! This update mostly contains more changes to help with clarity as well as addresses some of the bigger issues that have been reported regarding the new Lost Colony content.

Changes
- We’ve reverted an earlier change to how Neutral stores react to AOG rep. They no longer take any faction rep into consideration. The only exception being shopkeepers and the new general store in the Estate sector.

Fixes
- Fixed a few broken pickup items on the Bulb Tree Planet
- Fixed an issue involving exiting warp where the Ship’s Exterior would collide with it’s interior causing it to explode.
- Fixed an issue that could potentially create Bounty Hunters for factions you’re friendly with.
- We believe we have fixed an issue involving the Fluffy Biscuit Leaderboard not properly updating
- Fixed a few broken pickup items on the Bulb Tree Planet
- Fixed a missing collider on the Caustic Corsair Ship
- Fixed an issue with the ironman save system that prevented it from deleting the active save upon ship destruction. It could be loaded in-game before the game deleted it.
- Made tweaks to the ironman save system to help prevent any false deletions of save files on a game over, if anyone else has an issue like this in Beta 30.2, we’d love to see your player log! It should include more information about what might be happening. Instructions here: https://www.pulsarthegame.com/sending-an-output-log-file
- Fixed a minor issue with Viruses regarding destroyed ships

Additions (Lost Colony)
- Added an Alert UI to help guide non-captain players during the Neural Calibration sequence, it lists the number of errors and what to do to help the captain.

Changes (Lost Colony)
- Tweaked the error generation rate on the Containment Screen, it’s speed should not scale as high when playing with more human players
- Changed the size of the numbers in the Neural Calibration sequence, as well as how they scale based on resolution to increase readability at certain screen resolutions
- Incorrect options are eliminated faster when fixing / clearing errors during the Neural Calibration sequence
- Removed the final “Layer” to the neural calibration sequence making it slightly easier to complete
- Made a special case for the scenario when a single captain (no crew at all) tries to perform the Neural Calibration sequence, they’ll have around 50% more time before the “layer” reverts.
- Tweaked the lighting for the screens connected to the containment system, the previous lights were blowing out the name of certain screens making the process of finding a specific screen much harder
- Tweaked when the Grand Warp Gate appears in the game. It now appears immediately rather than waiting for the player crew to acquire at least 1 Data Fragment


Fixes (Lost Colony)
- Fixed a minor visual issue on the Lost Colony
- Fixed an issue that could prevent the Grand Warp Gate from properly appearing
- Fixed a save issue that wouldn’t properly store the contents of the “Hatch” in the final room of the Lost Colony
-Fixed an internal issue relating AI bots and the Neural Calibration sequence


Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 30.1 is now out! It is focused on fixing bugs reported by the community. This hotfix should also help with the reported issues involving the HOTAS bindings. We still plan to do more, but we figured it was worth getting a fix out for this sooner rather than later.

Changes
-Updated a locked door in the Lost Colony to make it clearer how to open it
-Tweaked the security containment screen to allow for the Ultramagnetized Enclosure property to be toggled from either the screen or the lever next to it. It wasn’t very clear that the lever was related to this property which led to some confusion

Fixes
-Starting a new game in offline mode should no longer cause an endless loading loop
-Fixed a mission bug that could cause duplicate missions when reloading in certain situations
-Fixed an issue with HOTAS-style controllers that caused their axis-based input to be ignored
-Fixed an issue preventing the new Military-Grade Shield Boosting program from appearing in general shops and the program shop
-Fixed an internal error causing minor performance issues during the Lost Colony sequence
-Fixed an issue with missiles that could cause them to incorrectly deal damage to distant targets

Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Devlog 88: https://youtu.be/RSHZntKJYvk

Beta 30 is now out! This update adds the Lost Colony, which is the ending sequence of the game! Once your crew collects four data fragments, you will be able to use the Grand Warp Gate to reach the Lost Colony itself. Make sure you’re prepared; once you warp, there’s no going back.

In addition to the Lost Colony, we’ve also added a boost ability for piloting. This allows for a short burst of thrust for both maneuvering and directional thrusters, helping pilots dodge incoming projectiles or obstacles. You can access this by double-tapping the desired input for thrust.

We really appreciate your patience with us on this update. We ended up doing a few iterations on the ending sequences in order to improve them, and we also ran into some considerable snags with a new game mode that this update adds. It’s been a challenging update, but we hope you all enjoy it and we look forward to getting your feedback! Just to let you know, there has been some speculation that this is the last beta update, but that is not the case. We still have a bit more planned before version 1.0. We discuss this in a bit more detail in Devlog #88. As always, a big thanks to everyone’s reports and suggestions!

Below you’ll see two lists of release notes. The lower list contains possible spoilers, so read at your own risk!

***Non Spoiler Notes***

Additions
-The Lost Colony - Ending Sequence - This piece of content will allow players to finish a run of the game.
-New Sector - Grand Warp Gate
-Ship boosting system that allows pilots to trigger a burst of speed to help in combat
-New Program: Military-Grade Shield Boosting
-New Cutscene: Intro - This cutscene plays when the game starts and sets up the story of the game.
-New Mission: Find the Lost Colony
- Added General Store to The Estate sector
- Added the Lost Colony transmission - This message will appear on the hailing screen when you start a new game and acts as an inciting incident for the galaxy
-New Game System: Ship Unlocks - Certain ship classes are now locked behind progress milestones (such as gaining a certain number of levels in a specific faction or completing the Lost Colony mission line)
-New basic turret slot for the Fluffy One starship - The control station is by the main turret, near the bridge. The new control station on the bottom floor near biscuit storage now controls the turret on the underside of the ship (which now starts as an empty slot).
-Added a way to view start ship components from the start game menu


Changes
-Some ships now require certain achievements or conditions to unlock and start a game with
-Updated AI priorities for EngBot and PiBot to better handle cloaked ships
-Emer. Shield Boosting Program - Reduced charge rate boost (from 45 to 15)
-Resetting the galaxy after a ship death now allows you to select a different ship or change the galaxy settings in-game
-Edited mission objective text of nearly all missions to make it more consistent. Some missions also had objectives and rewards tweaked.
-Nukes should now be able to damage DSOs (damageable space objects)
-AI Pilots should have the ability to use the new ship boosting system, to dodge projectiles and use during the ship races
-We’ve drastically changed the size of the Roland's exterior. We’re interested to get feedback on how this feels, as we pushed it pretty far.
-Tweaked screen placement: Lowered the ship comms screens on the Interceptor to account for the name of the dialogue actor
-Tweaked screen placement: Added a cloned comms screen near the captain’s chair on the Stargazer
-Tweaked the default AI priorities for Engbot and Pibot allowing them to better manage power while cloaked.
-Tweaked the Sylvassi Cypher Lab planet texture
-Improved the lighting in the ant colony caves
-Tweaked the exit hole on the crashed Roland to help players find it
-Tweaked the look of the start game menu


Fixes
-Fixed an issue with the join game menu that could prevent a player from joining a crew with an available slot. It would also sometimes allow players to join a full crew.
-Fixed EngBot power allocation issue in which they could get stuck in a cooling loop, constantly cooling off the reactor when it didn’t need to be cooled
-Removed some languages from the profanity filter that were causing too many false positives
-Fixed some issues with the starmap that could cause the ship to invisibly collide and act strange while the starmap was open
-Fixed some warp timing issues that could cause desync in ship location between players
-Fixed a missing material issue in the AOG Hideout sector
-Fixed a broken teleporter location on one of the cave planets
-Fixed an issue with shop inventories not properly displaying during a galaxy reset or reload
-Removed Super Inertia thrusters from the traders in the racing sectors - These ship components aren’t really meant to be used by player ships
-Fixed save loading issue where bot and player talents would inadvertently reset
-Fixed a minor lighting issue with one of the random space obstacles
-Fixed a minor visual bug found on Mueva 7
-Fixed a mission bug that would inadvertently lower chaos level
-Added credit rewards to the W.D. Forsaken Flagship missions
-Fixed an issue that may slightly improve performance across the game



***Potential Spoiler Notes***

Additions
-New Sector: The Lost Colony
-New “Sector”: Warp
-New Mission: Investigate the Lost Colony
-New Space Enemy: Warp Guardian
-New Enemy: Domesticated Crawler
-New Enemy: “Ghosts”
-New Enemy Ship Ability: Phase Transporter - Teleporter can bypass quantum shields.
-New Game System: Quantum Reflection
-Relic Hunters: New challenging space encounters with deadly ships hunting you for your data fragments. The more data fragments your crew holds, the more likely relic hunters will spawn
-New readable logs and screens at the Lost Colony
-New Screen: Biology Research - Found at the Lost Colony
-New Screen: Life Support - Found at the Lost Colony
-New Screen: Power - Found at the Lost Colony
-New Screen: Computer - Found at the Lost Colony
-New Screen: Security - Found at the Lost Colony
-New Screen: Water - Found at the Lost Colony
-New Screen: Material Research - Found at the Lost Colony
-New Screen: Coolant - Found at the Lost Colony
-New Screen: Containment Screen - Found at the Lost Colony
-New Screen Effect: Broken
-New Game System: Neural Calibration
-New Inventory Item: Poison Capsule
-New Inventory Item: Facility Keycard
-New Inventory Item: Lower Facilities keycard
-New Inventory Item: Storage Room Keycard
-Game Endings: There are seven different game endings available. Certain ones depend on which faction you start as.
-New Cutscenes: Each ending has a unique cutscene
-5 New music tracks related to the Lost Colony
-New Achievement: Unexpected Guest - discover the Warp Guardian
-New Achievement: Colony Found - Find the Lost Colony
-New Achievement: Together We Survive - Colonial Union ending completed
-New Achievement: Progress Above All - W.D. Corporation ending completed
-New Achievement: Never Trust A Gentleman - Alliance of Gentlemen ending completed
-New Achievement: Eat Biscuits Feel Butter - Fluffy Biscuit Co. ending completed
-New Achievement: Intergalactic Overlords - alternate ending completed
-New Achievement: Take No Chances - alternate ending completed
-New Achievement: Free For All - alternate ending completed
-New Achievement: Completionist - all Lost Colony endings completed
-New Achievement: True Mettle - complete the game in ironman mode
-New Game Mode: Reflected Galaxy - Quantum reflection is inverted, and you begin the game in the reflection


Changes
-Infected health regeneration can now be hampered by blocking long range comms
-Pibot can fly through the Grand Warp Gate when four data fragments have been collected


Thank you for your time!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

This update is mostly focused on addressing some of the feedback we’ve gotten regarding the recent scrap changes. Hopefully these help balance out the issue.

Changes
  • Reduced the amount of scrap available at scrap yards (removed Level 7 scrap options)
  • Increased the price of scrap purchased at scrap yards by 50%.
  • Slightly increased the scalar determining the amount of processed scrap required to upgrade ship components and items
  • Updated input system to add better support for non-US keyboard layouts

Fixes
  • Fixed an missing material issue found in the AOG hideout sector
  • Fixed some intermittent errors caught by analytics in various systems


UPDATE: We've released a small hotfix for Mac users. This may help with some issues reported with the voice chat system / microphone not working

Thanks for your reports and feedback!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!



Beta 29.95 is now available! While the majority of our time is still going to Beta 30, we’ve been setting time aside for some additional polish passes and bug fixes which have formed this update. Some of the bigger additions, changes and fixes include:

-A new way to fight viruses: Manually decrypting a virus can allow a crewmember to remove a hostile virus without restarting the ship or enabling a program. You can do this at the virus screen by clicking on the red box to the right of the virus. You’ll see a series of numbers in a pattern, and you’ll need to figure out the pattern and find the number that doesn’t belong in the group.
-New gamepad support: We’ve redone the gamepad and HOTAS support. Gamepads now use a virtual cursor system and can enable/disable themselves when plugged in and used. (PS4 and Xbox One controllers). The game will prompt you to reset your default bindings and we recommend doing so, especially if you like using gamepads.
-Warp input bug: For long-time players, you’ve no doubt experienced this input hitch during warp. It’s been a tricky thing to tackle and probably the oldest bug in the game, but it should be fixed now!
-Bounty Hunters: We’ve drastically changed the timing of these (it was a little too much before this update). We’ve also added crewed ships as potential bounty hunters. These ships can actually warp away and return, and continue to chase your ship to additional sectors if you manage to slip away.

-New programs: Active Reset is a pretty interesting program that we think could be powerful under the right circumstances.
-Program timers: You can now see how long a specific effect will last instead of counting in your head.
-Bots dying during warp: Another long-time issue we finally managed to track down, this one has been pretty elusive on our end, but it should be fixed now.
-Flashlight self-shadows: This was a lower priority issue, but feels a lot nicer now that it’s been handled!

Additions
  • Bounty Hunter Upgrades: Can now spawn powerful crewed ships that will pursue your crew through the galaxy
  • Virus Manual Decrypt: Can now use the Virus Screen to manually remove active viruses on your ship
  • Added CyberAttack ship stat that increases virus broadcast rate
  • New Processor: ARX-CWR (Increases CyberAttack)
  • New Program: Active Reset (Reset all active program timers)
  • New Program: SyberWar (+50% CyberAttack for 30 seconds)
  • Cinematic health bar for Sector Commander has been added
  • Ship Name Labels: This appears above the ship name labels include Sector Commanders and Bounty Hunters

Changes
  • Upgrades to our internal input systems to add polish and better controller / joystick support
  • Switching items with mouse scrollwheel is smoother and can handle non-sequential items without resetting to hands
  • Tweaks to bot’s combat movement / pathfinding
  • Timing / spawn rate of bounty hunters has been tweaked, bounty hunter travel speed increased while overall spawn rate over time has been decreased
  • Tweaked some of the environment fog conditions on the Forsaken Flagship and tweaked a mistakenly offset teleporter screen
  • Scrap found in the galaxy or purchased at Scrapyards can now provide multiple processed scrap when processed. The level of the scrap determines the amount of scrap it can produce.
  • Warp drives no longer ‘lock in’ at 100% charge. Hull damage will now always reduce the warp drive charge amount
  • Added camera shake to piloting / turret / sensor dish camera modes
  • Tweaked background loading thread priority: warp travel (level loading) should be a little smoother overall
  • Enemy AI crewed ships: warp travel now has to be initiated by their engineer at the warp drive screen, instead of automatically activating
  • New default AI priorities that adds more default overrides for viruses / new programs
  • Player flashlights no longer cast shadows for your own items
  • SteamVR bindings are no longer automatically opened in the controls menu. Click the “SteamVR” controller to trigger it now
  • Tweaks to game UI, added more info to the controls text on the right of the screen
  • Paladin mini-boss in the Wasted Wing no longer respawns
  • Game name / ping time label in the tab menu could get cut off
  • Moved Windows builds to 64-bit for increased support and performance with modern software / hardware

Fixes
  • Fixed a few missing material issues on the Forsaken Flagship
  • Fixed a missing material found in the Command Center at Outpost 448
  • Fixed an issue with bots that could cause them to be killed during warp
  • Fixed an AI issue that caused bots to not use certain ship screens
  • Fixed a ship screen input issue that caused some virus screens to not react to input
  • New Bindings: Fixed issue with the firing of main turrets on controllers that made it impossible to control the timing circles
  • Fixed issue with bots / bandits that caused them to lose accuracy over time
  • Fixed issue with enemy ships never using their warp drive
  • Warp travel (level loading) should no longer ‘reset’ active inputs
  • Pawn damage - effect of armor reduced
  • Enemy crews don’t always capture screen properly when boarding your ship
  • Cloned screens no longer show up as locked for clients
  • Fixed issue that caused some missions / dialogue to not load properly on certain systems
  • Fixed issue with crew bots that could cause them to get stuck on the wrong ship on some clients, especially after a new ship has been claimed
  • Fixed issue with sell biscuits priority that could cause bots to die during warp
  • Fixed internal issue with internal bot pathfinding that could cause Captains to be unable to issue a move order to bots




Beta 29.96 Release Notes

Fixes
  • Fixed an issue with the upper right ship UI when non-ship targets were displayed
  • Made some changes related to SteamVR input to prevent an error reported by the analytics system

Thanks for your reports and feedback!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 29.9 is now available! It is primarily a bug fixing update but we’ve also done some polish to the ships and some game systems.

Additions
  • Updated many ships with a polish pass to add some additional color to their interiors
  • Alarm lights now appear on all ships, these turn on when the ship’s hull integrity and shields are both low.

Changes
  • Stop asteroid crash mission: updated moon visuals
  • In-game manual updated
  • Shops in neutral / A.O.G. space will provide price hikes/discounts based on A.O.G. reputation
  • Oxygen damage for ships / planets / stations is now using a shared system and should cause damage exactly the same (ignores armor)
  • Minor tweaks to some visuals / feedback for scrap processing minigame
  • Changed the hidden stash planet, added a few more clues to help players finish the mission

Fixes
  • Item upgrader: upgrade button no longer turns greys when an upgrade is still available
  • Fixed issue with auto targeting after claiming a new ship. It should be able to be changed easily without reloading the game
  • Stop asteroid crash mission: Fixed galaxy visuals, fixed desynced countdown for newly joined players, fixed lose cinematic issues
  • Fixed blind jump so it can’t bypass certain sector restrictions
  • Fixed issue that allowed players to buy multiple of an item from shops
  • Swap component menu can no longer stay active between warps
  • Added new default SciBot AI priorities for the Shock The System program
  • Fixed issue with new players not able to teleport to the Forsaken Flagship
  • Fixed issue with damageable objects in space not saving correctly
  • Fixed issue with damageable objects on planets not saving correctly
  • Fixed saving issue Forsaken Flagship encounter that caused the Infected Fighters to not be destroyed after loading a save
  • Fixed issue that caused mines and scrap in graveyards to spawn duplicates
  • Bots no longer flag an unclaimed ship as hostile. They should now be able to switch ships automatically when a new ship is claimed
  • Text boxes and input fields no longer cause other keybinds / actions to trigger (for example editing Captain’s orders or submitting a bug report)
  • Scrapyard space station moved from warp in location
  • Fixed issue that could cause players to get stuck if revived while in an arena
  • Fixed AI teleportation issue that could cause them to appear in active arenas when using move orders
  • Mission / special components should no longer show “Equip Component” button if not equippable
  • Fixed dialogue issue with accepting the third mission from Tilmur in the Colonial Hub
  • Fixed a few material issues found in the abandoned Carrier-class ship
  • Fixed window material issues found on all the abandoned ships
  • Fixed a temperature issue found on the abandoned Destroyer
  • Fixed a collision issue found while flying around the Forsaken Flagship
  • Fixed a minor issue with the galaxy visuals in some conditions

Thanks for your reports and feedback!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 29.85 is out now! We don’t normally do this many releases between major updates, but we wanted to make a bit more room for updates before releasing Beta 30. This update primarily focuses on fixes, but there are some other tweaks and a new feature for the Captain’s Chair!

Additions
  • The Captain’s chair now has the ability to enter a more strategic view of the ship’s surroundings (essentially the piloting camera, without the piloting UI).
  • Added a new keybinding that governs the toggle for the strategic view in the Captain's chair.

Changes
  • Moderately increased chance for some special encounters at higher chaos levels (phase drones, shock drones and deathseekers)
  • Default controller input bindings (for Xbox / Playstation) have lowered look sensitivity
  • Joystick view sensitivity now adjusted for frame timing for smoother / more consistent input across all frame rates

Fixes
  • Fixed an issue involving the elevator on Mueva 7
  • Fixed a flight AI issue with Deathseeker Drones and Death Wardens
  • Fixed an issue that would register your character model (during class selection) as combat target
  • Fixed an issue with the Second Wind Processor incorrectly granting a +1 bonus to max upgrade level of Ship Components
  • Fixed an issue with the new Teleport To: processors that would allow players to enter arenas after the fight was flagged as a loss
  • Made some changes to the Scanner Screen to try and help prevent a UI issue that’s been reported. We haven’t been able to replicate this issue since, so please let us know if you see anything strange with it!

Thanks for your reports and feedback!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 29.8 is now available. While we are working on the Lost Colony, we wanted to take some time and make a smaller content update for the game. This update adds what we think is a fun secret as well as a nice handful of new processors, some of which allow you to teleport to other crew members! We think these new processors will add a nice level of convenience for some crews if they are willing to use up a processor slot.

Additions
  • New Data Fragment: ███████████████
  • Added ███████████████
  • New Processor: Second Wind - This processor activates when the ship would have taken a killing blow from an enemy. Instead the processor is destroyed and it restores hull to 15% integrity.
  • New Processor: Scrapper Processor - This processor generates a new processed scrap for each warp to an unvisited sector
  • New Processor: Combo Processor - Adds a bonus to both Cyberdefense and to Jump Computation Speed
  • New Processor: PWR-48 - Increases Reactor Output by 5% and adds 1 to the max level limit of Ship Component Upgrades
  • New Processor: SHD-28 - Increases max shield integrity by 5% and adds 1 to the max level limit of Item Upgrades
  • New Processor: QCK-90 - Increases ship startup speed and adds 1 to the max level limit of Ship Component Upgrades
  • New Processor: Teleport to: Captain - Enables teleportation to the Captain
  • New Processor: Teleport to: Engineer - Enables teleportation to the Engineer
  • New Processor: Teleport to: Pilot - Enables teleportation to the Pilot
  • New Processor: Teleport to: Scientist - Enables teleportation to the Scientist
  • New Processor: Teleport to: Weapon’s Specialist - Enables teleportation to the Weapons Specialist
  • New topics have been added to the Academy, discussing some newer changes to the game (enemy distress signals, enemy warping, pulse laser for the main turret)
  • The teleporter screen will now illuminate new options if some of the new processors are installed
  • Added a Force Respawn option to the Z-menu, this should help players get back to the ship quickly or if they find themselves stuck somewhere.

Changes
  • Tweaked the difficulty of the scrap processing mini-game, it’s a little more forgiving
  • Shields now charge 10x faster while in warp
  • AI can understand the new Processors as new teleportation targets and consider them when making decisions about where to teleport to.
  • Battle arenas in the game (like the Sandscar Arena) now support players and bots teleporting back into the fight (using the new crew teleportation options).

VR
  • Changed how some game UI elements appear. Rotating the motion controllers 90 degrees will show the UI.
  • Using the virtual keyboard now shouldn’t activate an equipped weapon
  • VR motion vignette is now off by default
  • Tweaked the size and alignment of the TAB menu and Dialogue / Shop menus in VR
  • Polished some of the controller visuals in VR
  • Polished some of the UI in VR

Fixes
  • Fixed a collision bug that could result in a player getting stuck on the Outrider-class Starship
  • Fixed a store networking issue that could occur when loading saves
  • Fixed a store issue wouldn’t properly update items in shops when they were sold to the seller


Thanks for your reports and feedback!

Best,
The Leafy Games Team
PULSAR: Lost Colony - leafygamesdev
Hey everyone!

Beta 29.7 is now available. It’s a small update focused on fixing bugs that have been reported and a few VR improvements.

VR Changes
  • Pointing and clicking at the chat will now open the virtual keyboard allowing you to type into chat
  • Tooltips can now show up
  • Oculus: new default custom offsets for Touch controllers

Changes
  • Can now change your region via the join game menu
  • Change region menu now highlights your current region
  • Default video settings tweaked to ensure various post-processing / lighting effects are on by default
  • Less chance for player teleportation when cargo is added / moved
  • Moved to an incremental garbage collector which should offer some increased performance

Fixes
  • Fixed connection issue with player kicks / bans that could cause the kicked player to enter an unending loading loop
  • Molten Biscuit damage effect should now work properly
  • Grenade Dmg. Biscuit replaced with Molten Biscuit (Grenade Dmg. Biscuit wasn’t meant to be available)
  • Emergency Biscuit should now reduce oxygen damage in addition to fire damage
  • Infected mines now deal Infected damage instead of physical
  • Armor piercing and system damage missiles now deal physical damage


Thanks for your reports and feedback!

Best,
The Leafy Games Team
...