A balance update in the BETA branch to keep you busy while you wait for the first round of enemy improvements and additions. With this update, we have switched to the new enemy "engine", so there may be some growing pains to iron out.
Don't worry! We've already made huge progress toward the enemy updates you've been waiting for.
Minor Features and Improvements
Speedrun Mode has been added to the Settings menu! While this is toggled, you'll always see your game time and wave. Additionally, the game will display your splits for each boss you defeat
Since we're supporting speedrunning, the game now uses "real time" instead of game time. As a result, your time at game end is accurate regardless of your hardware
Comets now shatter on enemies they can't one shot, creating a spray of rock and ice. This helps make comets less swingy on boss fights and more interesting during encounters
Added a unique FX and SFX for the player death! The higher your level when you die, the more spectacular it is (up to level 50). The SFX you hear will be a little different, each time, too
Added a new setting: Auto deploy Turrets
Added a new setting: Auto deploy Mines
Added a new BGM Track: "Parallelism"
Added a new BGM Track: "Parallelism Freed", the remix to Parallellism, that plays in Wild Metamorphosis
BGM Tracks: Zeroed, Recursor, and NoGrav now play in both Wild Metamorphosis and standard as they have no remix
Auto deploy will no longer behave differently for Architect. If you do not want architect to auto deploy, you can leave these settings off
Constructs will now attempt to avoid impending blasts, such as Celestial bombs
"Centering" enemies on screen now works better with various monitor aspect ratios
Grenades, Grenade submunitions, and Salvo missiles are no longer removed from the game if you level up while they are present
The player won't take damage from enemies or celestial hazards while touching a singularity until 3 seconds after they come out
Reroll drops in the Wild Metamorphosis challenge mode are consistent with the reroll penalty at game start, which is 50% fewer rerolls. Previously this rate was reduced, but not consistently
Improved the accuracy of measuring various shield radii
Balance and Mechanical Changes
Super Mod: Singular Strike has been reworked. New rules: Your weapon behaves as though your projectile count is 1. Your projectile count beyond 1 is fused into your single projectile, strengthening it. Up to 25 projectiles can be fused. +15% damage, size, and blast radius. Each projectile fused adds an additional 50% of its damage to your projectile. Each projectile fused further increases the size and blast radius of your projectile, with diminishing returns. +.1-second rate of fire delay
Warp Shield has been reworked, and given updated visuals. The warp destination no longer automatically rotates around you, and is instead forward facing. It has gained a new power: If your shield protects you when it breaks, you will be intangible for .75s while teleporting. In this state, you may steer the position of the destination point around your shield radius
Salvo has been reworked. Salvo now stockpiles 4 missiles per .5 second interval. Modifiers to projectile count affect the number of missiles stockpiled per interval while modifiers to rate of fire affect the interval duration. It still has diminishing returns as the stockpile becomes larger. Salvo is considered a 4-base-projectile weapon
As a result of the above changes, Salvo begins weaker, but scales much more powerfully from many weapon mods. Also, Salvo always fires 1 missile and ignores burst fire. However, for the purposes of barrage, it still behaves as it previously did
Salvo seeking begins to decay after being in existence for too long (this is only noticeable with really, really slow projectiles)
Salvo-Loaded Mines now calculate their projectile count based on a stockpile of one second
Vortex has been reworked, with the goal of making it easier to use at low levels, and less out of control when pushed to the maximum. Vortex charges faster at small sizes, and has a lower base cost of self-damage. However, to compensate, the self-damage costs scale more exponentially with the size of the vortex. You may need to release your Vortex sooner at very high sizes!
Vortex scaling has been made generally more sensible and consistent under the hood. Singular Strike now applies its size bonus during the charge rather than on release
Vortex has been given new visuals that are less blinding and occlusive. Also, the Vortex is held slightly farther away from the player so you are less likely to collide with your target
18 -> 12 base projectile count for Flak. Flak has gained a new power: Doubles added projectiles gained from upgrades. Slightly reduced Flak spread and projectile size
Made Grenade's cluster count less prolific at high size modifiers. Shouldn't affect much at low values
Blade used to deal "area" damage if it was in contact with a target. Blade now does this all the time, making it more reliable and generally more destructive, especially at larger sizes. Its area hitbox has been made more accurate
Blades have a new hidden ability: They now take -50% less total damage from all sources (except self-damage)
1.75s -> 1.5s Blade assembly time
Blades no longer trigger so much player self-damage from mods that scale with your rate of fire
Overseer will now only add additional blades from base construct count and added constructs, not from projectile mods
180 -> 220 base damage for Pulse
Pulse projectiles now work with all projectile mods!
50% -> 35% Pulse base damage for Pulse shards
Thermal Lance base beam damage has been increased by 15%
Cloak rate for Spectre is now 1% faster per your level
+200% -> +250% cloak max stealth bonus
Shockwave shield small pulses have a 22% longer delay between pulses. Shockwave shield now only releases its large shockwave on shield reset if the shield has broken Orbital Shield now gains less magnitude based on how much magnitude it already has, resulting in a soft cap on size and damage. To compensate, the base magnitude gain from damage has been increased ~21%. (Orbital was reaching potentially screen-sized sizes, shutting down enemies completely)
Firefly thruster size now also scales with sources of "total" thrust, such as Amp and Ataraxia
25% -> 15% Firefly self-damage resistance
25% -> 15% Firefly crash damage resistance (Firefly was already the whole package with no drawbacks on top of being capable of massive area burn damage)
Body power multipliers now affect Battery projectile size modifier
600% -> 400% for Leviathan max crash damage bonus
Banishing any Wild Mod using the Research body gear now costs 2 rerolls, however Research now gains its defensive buff for spending rerolls by banishing, not for the amount of mods banished. (Research has become a staple of truly busted Wild Metamorphosis builds to the point of becoming practically mandatory in the highest scoring builds. Something had to be done)
Overseer has been reworked. It now provides +1 to advanced constructs instead of doubling them. It still doubles basic and standard construct assembly limits. Overseer's assembly speed buff has been increased 1% to 2% to match its thrust malus. (Overseer's explosive power when combined with Engineer was negatively impacting game balance. Without making this change, advanced constructs would need to be made weaker, which negatively impacts all other ship bodies). As a result of this change, some constructs have been adjusted to help compensate for the loss of power to Engineer via Overseer:
30 -> 25 second assembly time for Allies
35 -> 30 second assembly time for Turrets
125 -> 150 hull for Turrets
25 -> 30 damage for Drones
.04% -> .05% assembly speed per your level for Elegant Construction
-30% -> -40% drone rate of fire for Rocket Drones
+25% -> +60% damage for Rocket Drones
+30% -> +40% drone hull for Reinforced Drones
Weapon movement and turn rate modifiers now apply to Interceptor Ally
Interceptor Allies will not fire a number of Blade Drones exceeding your Blade assembly limit
Barrage will now only scale additional projectiles for Blades from projectile modifiers, not construct assembly limit modifiers
Splinter Shot projectile count has been made less prolific at very high size values
Super Mod: Tempest Break now requires Deadly Wake and Flash Shielding instead of Streamline and Flash Shielding. (Shieldbreaker builds couldn't afford to be this fragile)
+8 -> +10 base damage for Super Mod: Barrage, which now grants base damage instead of flat damage
25% -> 30% maximum hull or shields converted for Conversion
Siege Weaponry now works with Charged Shot, Thermal Lance, and Vortex. This applies self-damage continuously while charging, and the rate of fire multiplier from Siege-Weaponry applies to the charge rate
Siege Weaponry + Charged Shot now boosts Salvo stockpile rate while charging
Siege Weaponry + Interceptor Ally now applies construct fire rate multiplier
Weapon total thrust while firing malus are now multiplicative with each other. Base maluses of this type have been adjusted: Thermal Lance, Torrent, and Vortex -35% -> -30%
-90% -> -80% total thrust while firing for Siege Weaponry. Siege Weaponry's ramping self damage has been made less severe
Charged Shot minimum bonus value is now +0%, instead of +15%
-80% -> -90% for Calibrate max spread reduction
Splinter shot velocity now has a floor. This helps things like Blade bursts stay relevant when the projectile is at the apex of boomeranging
Rare Wild Mod: Twin Strike spread reduction is now a "total" modifier to your spread
-15% -> -10% for rare Wild Mod: Twin Strike total spread modifier
-5% -> -7% for rare Wild Mod: Twin Strike cooldown and recovery
+10% -> +7% weapon damage and projectile size for Heavy Caliber
-10% -> -7% weapon velocity for Heavy Caliber
Wild Mod: Maelstrom scaling has been adjusted similarly to how Orbital Shield was
Wild Mod: Scorching Wake fireballs now offset more the more you have, causing them to be less clumped-up
Wild Mod: Solar Heart has been made more impactful. It's bonuses have been doubled and it's malus has been more than doubled
+50% -> +40% global damage for Hidden Power (This massive bonus was from an older time, where there were fewer ways to deal "secondary damage")
Firing Array has been reworked. New Rules: +15% total projectile damage and blast radius for your central projectile. Other projectiles also receive adjustments to projectile damage and blast radius, incrementally decreasing to 0% for your outermost projectiles. +30% total projectile size for your central projectile. Your other projectiles also receive adjustments to projectile size, incrementally decreasing to -30% for your outermost projectiles
Gemini Protocol now works for shielded constructs
Rare Wild Mod: Obsession has been reworked. It now only applies the malus for recursive mods added by Obsession, not for your total Wild Mods owned. As a result, the malus has been increased from 1 % to 3% of your total hull and shields
Wild Mod: Spontaneous Generation no longer self-destructs Architect's constructs.
+3% -> +2% maximum hull and shields for Wild Mod: Rampage
Hull threshold triggers have been reworked. This affects Retribution and Outrage Module. They now trigger based on the original damage dealt, and not the damage taken. Since this is more damage, the trigger threshold has been increased from 10% to 15% of your maximum hull (This change was primarily made so that "Minebreaker" builds could work again, now that Retribution has limitations)
Armor stack quantity gained by taking damage has been reduced by 37.5%. To compensate, Rebuke damage has been increased 60%. (Adaptive Armor was insane value for one point, and pretty much a mandate for any very high scoring build. It still provides a lot of defense when needed, but it's now more in line with other defensive mods)
Self damage "hits" no longer always give at least one armor stack, but Self-damage now generates armor stacks at a more favorable rate. 50% -> 75% efficiency
35 -> 40 base hull from Rapid Reconstruction
+80% -> +100% regeneration from Rapid Reconstruction
25 -> 100 damage for Blink (This change was primarily made so that the Super Mod: Displacement deals more relevant damage
Super Mod: Burnout Reactors + Gemini Protocol now behaves as you'd expect
Each type of damage resistance is now additive with other sources of the same type instead of either additive or multiplicative. Fixed several inconsistencies with how damage resistance is calculated
Stacking burn damage from enemy orbs, especially from Seraph, takes longer to ramp up to its full damage, starting from 0. This effect has been applied to enemy deadly wakes, as well. My hope is that these are less of a hard counter to Leviathan as a result, as well as making Seraph and Spitfire less of an "insta-kill" at very high waves
Regeneration and shield cooldown no longer occurs if the player is invulnerable (except during Emergency Systems)
Made knockback from the player less extreme at high values
Localization Changes
For strings that were changed this update, and new strings moving forward, tool-tip numbers now reflect in-game variables. This means that changes which only affect numbers will not require re-translation
Improved dozens of upgrade descriptions
Fixes and Under The Hood
Removed the requirement that you first orb come from an enemy if you're skipping waves using the Danger Zone challenge mod
Previously, "flat" damage and "base" damage behaved inconsistently, scaling from some things they should not, in order of operations different than what you'd expect. This has been corrected. All instances of flat damage are now base damage, and base damage is simply added to the weapon base damage before modifiers. This affects: Wild Mod: Solar Heart, Super Mod: Antimatter Rounds, and Super Mod: Barrage
Fixed some hitboxes that were slowly and invisibly rotating, causing some unintended behavior
Fixed Corrosion's wildly inaccurate tool tip damage
Rewrote Bastion code to try to be less of an error-prone special snowflake
Windowed Mode: For window sizes that fit vertically but not horizontally, we now clamp the width to the maximum and allow it to be used
Leviathan tries harder to keep its segments together
Leviathan, at extreme sizes, now doesn't show its seams while wrapping
Crates outside the edge of the screen are allowed to generate loot normally when destroyed
Charged Mines now correctly reduces your mine assembly limit, as it claims it does
Fixed Constructs using Siege Weaponry automatically having Saturation Fire
Fixed reflected projectiles not getting handled properly in a few places
Fixed recoil resistance not affecting player recoil from Heavy Caliber
Fixed Calibrate applying in a few cases it shouldn't have
Fixed some inconsistencies with Blade assembly limit being misreported
Fixed Turret Specialist not reducing Turret self-damage
Fixed the Construct Swarm rate of fire boost only applying to a single advanced Swarm Construct
Fixed Venom Strike not scaling with body power multipliers
Warp Strike now wraps wider, allowing the weapon to hit off-screen enemies more reliably
Railgun and crash damage now can't reach quite such extreme values of screen shake and has a cap
Fixed a silly bug where one half of Eclipse chassis had their rarity bonuses applied twice, and the other had none
Fixed the possibility of Retribution occurring if you can't assemble and deploy constructs
Fixed some strange scaling with some blast radii
Fixed several cases where weird things could apply Essense Sap
Fixed Hives being trapped off-screen
Dart projectiles now disable wrapping and destroy-outside behavior while lodged in something
Made the knockback modifier from Polar Inversion work on a case by case basis so things like enemy recoil and comets aren't affected
Things that worked in a circular range have been made more accurate, using real pixel values
Included some missing Simplified Chinese characters
Wild Mod: Winnow can no longer banish THE VOID and does not grant rerolls or size reduction for them
Come hang out with me (Miles), who is not the lead dev by any means, who will be video hosting Jeffrey, who by all means IS the lead dev.
Miles will be fiddling with the new Visual FX Generator, working with Jeffrey to find interesting and beautiful presets to plug into the game. Jeffrey will be answering all your questions, provided they are about the game and not random life advice, which Miles will answer because he has more bandwidth for that type of thing.
Work continues on the upcoming update. Here is what you can expect when it drops in a few weeks:
Massive balance adjustments
Gear & Mod reworks
Improved visual effects (more on that below)
A new music track & expanded pool of musical options for Wild Meta mode
Speedrun Mode!
Leave a Review
Reviews by existing players make the game more discoverable to new potential players, which results in wonderful outcomes for everyone involved! Here's a quick link if you are feeling like leaving one right now: https://store.steampowered.com/recommended/recommendgame/858210/
One of the big features of the next update is improved visual effects, aided by a nifty mini-program created by one of the coders at Pixeljam. One week from today, on Wednesday night, March 17 at 9:30 PM EST, we'll be doing a twitch stream showing off the capabilities of the FX generator and chatting with lead dev Jeffrey Neilson (Chimeric) as well! Stream will be at https://www.twitch.tv/pixeljamgames. We also have regular Music Production streams every Wednesday at 3 PM EST at that same URL.
That's all for now... thanks for the continued patience and support!
The last month has seen a lot of new players enter the arena, so we'd like to welcome you and make sure you know what's coming up:
ROADMAP
First, let's look at the big picture:
ENEMIES 2.0
This is a massive overhaul & update to the types of enemies that you encounter and how they behave. Nova Drift usually gets a significant content update every 2-3 months, but Enemies 2.0 is *so very big* that it may be a while before the final iteration is available to all players. We are still trying to figure out if it's possible to release Enemies 2.0 in multiple updates, or if it just needs to be one massive patch. More info on it can be found here, in the second half of this blog post.
Almost all of the new work being done on the game is Enemies 2.0, so expect more info about it soon!
Got a question about the game? It's probably answered in the #frequently-asked-questions channel of our Discord Server, which is the main community hub for the game outside of Steam.
SOUNDTRACK (DISCOUNT & STREAMING)
Did you know that the OST currently has 27 tracks and grows with every major content update? Check out the OST on Steam if you haven't yet, it's currently 45% off for the next 2 weeks. If you'd like to see how the music gets made, follow the Pixeljam Twitch Account to be notified when music production streams go live.
LOCALIZATION
If Nova Drift is not available in your native language yet, head on over to Localizor and see if you'd like to contribute. German and Korean seem to be the languages that might get implemented next.
GLOBAL SCOREBOARD
Being able to track scores and share and import builds(!) across all platforms is something that has not been talked about much, but it's also in the works, and ties into the upcoming Draft Mode. More info on that as it develops :)
Thanks for reading... and here's to much more drifting in 2021!
If you are enjoying the game, we'd like for you to consider nominating Nova Drift for the "Labor Of Love" award - we've been working on the game for the past 6 or 7 years, with many more to come! Make sure you actually click and highlight the "Labor Of Love" text when you nominate it, else you will see an error screen. Nominate it here if the link doesn't appear above: https://store.steampowered.com/app/858210/Nova_Drift/
ROADMAP
Here is what's still planned for the final launch and beyond:
NEW BETA
If you are feeling adventurous, check out some brand new tweaks and features in the BETA branch:
Features * Outrage Module fires in the direction of the incoming hit! * Evolutionary Niche & Bravado now scale Research's power-up duration bonus * Upgrades and Rerolls numbers are blue again for visibility * Player Mines can now show damage floaters * Guardian Ally now wants to be further away from the player ship when it has Decoy Signal * With Leviathan: - Deadly Wake emits from the tail body segment - 2/3 of Scorching Wake emits from random body segments
Fixes * Continued making Bastion and Blades less of "special snowflakes", hopefully removing some bugs in the process * Fixed Bastion taking too little damage from Burnout Reactors * Fixed a strange interaction between Bastion and Stealth * Fixed Bastion triggering shield break effects when its down and you gain a level * Fixed Volatile Shields from triggering too many times with Bastion and Shielded Constructs * Homing Strike Blade projectiles return to their launcher * Fixed a typo that was preventing the custom banish keybinding from being saved * Fixed many cases of upgrades not applying until your next upgrade * Fixed the formatting of end-of-game unlock messages * Fixed several problems with Interceptor Ally configurations * Adjusted position and size of construct count numbers so they're more legible (especially double-digit counts) * Reduced depth of player-related objects by 100 so they're less likely to get obscured * Improved translations: Brazilian Portuguese * Improved translations: Simplified Chinese
We have another group of exciting updates to share with everyone, shortly after last month's update. Here is what just went live:
NEW LOCALIZATIONS
Brazilian Portuguese, Japanese, and Polish languages are now supported.
ENEMIES 2.0 STATUS UPDATE:
Over the last few months, we've been working on the exciting tech needed for Enemies 2.0, which includes enemy behaviors and formations. While the tech is finished, we haven't had the time to implement it yet. This will be a big design challenge, and any change to enemies this large is certain to incur a lot of rebalance needs. Additionally, it'd be nice to have new enemies and bosses ready to take full advantage of the tech. For these reasons, this will be included in a later update. That said, there are plenty of improvements in this update that are ready for you!
REVISED ROADMAP
NEW FEATURES
Enemy Entrances Certain enemies can now enter anywhere on the battlefield via emerging from the background or utilizing portal technology.
Enemy Overhaul: Celestials These feared creatures now boast improved visuals and revamped attacks to match their ferocity!
Construct Improvements Allies can now utilize Charged Shot and Siege Weaponry. Additionally, several constructs have refined movement.
BOOOOST! Rainbow cycling improves everything, right? Added about a dozen new instances of rainbow cycling for the BOOST power up and improved existing effects.
We know it's been a while since the last new content, so we are extra excited to announce the OUROBOROS Update, live as of today!
FEATURES
- New Body Gear: Leviathan (Nova Drift's most requested feature!)
Yes, that's the player in the middle of the screen
- 5 New Wild Mods, plus significant adjustments to older ones.
- You gain additional gear choices at account level 25 and 50, to a maximum of 7. This means that with 7 choices, it will never cost more than 1 reroll to get the gear you want.
- Major reworks to certain shields and bodies.
- Major improvements to construct AI
- A new music track - RECURSOR - has been added to the game and OST
- Balancing, Quality-Of-Life Updates, Bugfixes and Optimizations
UPCOMING LINUX PORT
In the past, Steam Proton ran the game just fine, but for unknown reasons this is no longer the case. In light of that, we will be working on an official Linux port, that is planned to be ready by November. Linux users can play on the Proton branch for now, which contains the last major update (0.28.13) that worked.
UPCOMING LOCALIZATIONS
Simplified Chinese and Russian are currently not 100% supported in this latest update, but will be soon. English phrases will appear where translations are not yet implemented. We are also working on adding Japanese, Brazilian Portuguese and Polish by Mid-November.
UPCOMING UPDATES
A good deal of progress has been made for the first wave of Enemies 2.0, but it isn't ready yet. We expect this content to be available by Mid-November.
Something is coming...
PATCH NOTES
Major Features
Added a new Body Gear: Leviathan (Nova Drift's most requested feature!)
Major rework: Helix Shield has been replaced with Orbital Shield, and has been given entirely new mechanics and visuals (Nova Drift's second most requested feature!)
Rework: Assault Body has been granted new power: There is an 8% chance for weapons fired by you to be "empowered", greatly increasing the stats of the attack. As with all unique body powers, certain mods can scale this power
Rework: Assault Body now resists mobility-reducing effects from weaponry by 15%
You gain additional gear choices at account level 25 and 50, to a maximum of 7. This means that with 7 choices, it will never cost more than 1 reroll to get the gear you want
Added the above "Empower" mechanic to a few Wild Mods: Outrage Module & Phantom Strike. More mods will gain this keyword later
Added a new BGM, "Recursor", to both Standard and Wild Metamorphosis modes
Added the game credits to the main menu. If I missed anyone, please don't hesitate to mention it
Wild Metamorphosis Adjusments
Added a new Wild Mod: Evolutionary Niche
Added a new Wild Mod: Grandeur
Added a new Wild Mod: Maelstrom
Added a new Wild Mod: Quantum Decoherence
Added a new Wild Mod: Spontaneous Generation
Rare Wild Mods are now slightly more common (1 in 4 -> 1 in 3.5)
If Chaotic Ambition increases your maximum Wild Mods per level by more than 7 it will begin to increase your minimum Wild Mods per level instead
Transmogrification now grants +1 level
Obsession penalties -1.25% / level -> -1% / level
Phantom Strike is now an empowered attack
Outrage Module is now an empowered attack
Improvements & Balance
Research hull 90 -> 85
Research shields -10% -> -15%
Research can no longer banish THE VOID (Void banishes you)
Research must now pay 2 rerolls in order to banish a rare Wild Mod
Rare Wild Mods now say "RARE" in their titles
Added shake and sound feedback for failing a Banish
110 -> 115 shields for Reflect Shield
There is now a hard level cap of 100. If you manage to somehow reach this, we've got a problem, please report it
Homing projectiles now seek enemies and targets equally
You can now toggle healing numbers in settings for you and your constructs, off by default
You can now toggle self-damage numbers in settings for you and your constructs, off by default
Drones now spread out their firing sequence evenly
If you have an old corrupted save file, the game will attempt to fix it
Experience orbs now scatter a bit from enemies
Experience orb probabilities change as waves progress, resulting in less but more valuable orbs for the same value. This reduces visual clutter
Increased base exp needed per level a touch. This only really impacts the first dozen waves or so
Increasing your level by a mod no longer affects the EXP curve at all. You will be treated as though you are your base level
Added a border and some breathing room to owned mod displays
Retribution gained a new rule: If Retribution causes your mines to exceed your mine construct limit, an existing mine is detonated
Charged Mines gained a new rule: -1 to mine construct limit
Antimatter Rounds is now stronger but only affects weapons fired by you. This change was made because it enabled insane shenanigans with mines, especially when charged. Additionally, the game could use more incentives for self-firing builds
Since it is now possible to achieve +50%, or even +100%, for unique body powers, Engineer's added construct limits now respects this modifier (rounded down)
Courser & Battery now scale their added projectiles with modifiers to body unique powers (rounded down)
Warp Strike total damage -35% -> -30%
Homing Strike has been given a more informative description
Homing Strike total projectile damage -80% -> -70%
Homing Strike grace degeneration time extended from .6667 -> 1 seconds
Changed how targeting affects various weapons. Most notably, very fast projectiles are now better at targeting
Modifiers to thrust now have a minimum value of 0%
Rampage now scales with modifiers to thrust, and the text has been changed to "You gain constant added thrust power"
The pause menu now reports your size modifier
The pause menu now reports your plating
Construct Improvements:
Interceptor allies with Salvo now build up stockpile count and fire a spray of missiles of at least 10
Improved construct targeting behavior, especially for Guardian Allies:
Guardian targets the objects closest to the player
Guardian tries to stay between the player and its combat target
Turret with Counter-Artillery tries to shoot down projectiles heading toward the player
Construct aiming rotation now has more damping so they don't overshoot
Swarm Constructs now deal 6 -> 7 damage
Swarm Constructs cap their firing range at 240 units so they don't fire out of range
Swarm Construct attack scaling based on their target's distance is now more likely to hit
Swarm Constructs consider the average of sprite width and height for the purpose of range, instead of the larger
Swarm Constructs are allowed to clump up a bit closer
Swarm Construct target range is now slightly shorter
Enemy Changes
Triangle mines, from Pulsars, now spray projectiles 3 at a time with wider spacing (Because triangles)
Enemy serpents use degrees for sinusoidal movement and reduce sinusoidal movement when near a screen edge to avoid leaving the screen. If they do leave the screen, they now wrap
Bolt-Throwers linger a bit longer after firing
Interceptor Champion charge speed ramps up more slowly, and they spend more time "charging". They drop mines less frequently for longer. As a result, mines are dropped farther apart, and you have more time to react to the charge
Saucers now require wave 10 to be elite and wave 15 to be champion
Saucers now screen-wrap more tightly
Spitfire grants you an extra half-second to react to its arrival and deal with other waves before charging its orb
Saucers give +25% orbs
Fixes
Fixed a silly bug where enemy knockback would apply twice from collisions, resulting in about +25% more effective knockback from all crashes than intended (I'm so sorry)
Interceptor Ally aim now takes firing direction modifier from Propulsive Munitions into account
Fixed a crash with Ally
Overseer's movement penalty now works properly
Blades created by allies can no longer take blast or beam damage to their non-existent shields
Made global damage calculations more sensible
Fixed a bug where Scion wouldn't drop its rewards
Fixed a bug where Settings would become stuck if you tried to go to the online leaderboards, but they aren't available on that game version
Having both Overseer, a construct that can use your weapon, and Rapid Reconstruction no longer results in no Weapon Gear being offered
Removed an exploit where you could enable Mayhem mode and disable the other modes by editing your save file
Fixed a bug that would cause certain effects and objects to be deleted if you pause while the player is in a black hole
Jeffrey has created a large and detailed blog post about major upcoming changes and additions to Nova Drift, and you can read it here. Highlights include Enemies 2.0, the new Serpent Body Gear, the Bestiary and thoughts on the upcoming narrative / story.
Upcoming Localization
We're incredibly close to finalizing Brazilian Portuguese, Japanese, and German. While we have 100% of these strings translated, we need more eyeballs on them to have full confidence in their quality, consistency, and correct use of game terminology. Please visit https://www.localizor.com/nova-drift if you can help with these languages!
Gamemaker Award Voting
If you didn't know, Nova Drift is created using Gamemaker Studio 2.0 and we've recently found out that we're one of the top 5 finalists for their Game Of The Year Award! Voting has opened up today so please help us out by {LINK REMOVED}CLICKING RIGHT HERE TO VOTE!
{LINK REMOVED}
Fatherhood
Jeffrey, the lead developer, is going to become a new father any day now! If you don't see him around the Discord Server or as active on the forums, just know that he is probably attending to the baby drifter who just entered the world or catching up on sleep :)
Today we launch 0.28.12, which includes many interface and quality of life improvements as well as full support for French, Russian, Traditional Chinese, and Simplified Chinese!
Also, we just launched a 35% discount for the next week - this is a great time to get your friends on board! :)
Our upcoming major update, Enemies 2.0, includes a sweeping overhaul to the wave system and existing foes, many new bosses and enemies, all new game modes, and a new array of powers. We're excited to share with you what's in the works, so please join the Discord group to hang out with the Nova Drift community and to see previews from the developers: https://discord.gg/Zp2MkPJ
Finally, please leave a review for the game if you have not yet! This really helps the game reach new players.