The culmination of a year of engine tweaks, bug fixes, and game play balancing, topped off with support for Valve Index and controller mapping with Steam VR 2.0.
Valve Index support
The most obvious change for Space Pirate cadets will be the SteamVR2 hands for most controllers (You can toggle them in the options menu).
Steam VR 2.0
Oculus Rift, Oculus Rift S and Windows Mixed Reality owners no longer have to jump through hoops to get Space Pirate Trainer working with their Touch controllers, just fire up the game and Steam VR 2.0 will get your controllers mapped out lickity split. Begone days of launch options!
If you have any issues though please let us know in our Steam forums.
Tips & Tricks
We've thrown in a tips & tricks video screen to help show off some of the core game mechanics. Check it out right there on the platform! Shoot grenades at it if you want.
Bug fixes and optimization
While porting Space Pirate Trainer to PlayStation VR and Oculus Quest, we squished *hundreds* of bugs of all proportions, and got the game running smokingly fast on even the lowest end of PC VR hardware.
In the coming months we hope to show off a little more of our work on a secret project from the past year, but in the meantime - charge up your lasers, strap on your sneakers and dance your way up the leaderboard hall of fame ;)
Join the weekly community events and win the prize!
1. Looking For Players Event
Are you looking for a friend, couple or fam? Post on a new sub-forum and find them! Click here to visit the forum. - Event Period: June 27 - July 4 (Pacific Daylight Time) - Winners Announcement: July 5 (Pacific Daylight Time) - Prize: 100% Off Coupon to 3 users who post on the forum.
2. Perfect Timing Event
Perfect Timing? Go online in the following event time below and submit your screenshot as a proof! - Event Period: June 27 - July 4 (Pacific Daylight Time) - Winners Announcement: July 5 (Pacific Daylight Time) - Prize: 7-Day Set Coupon to 5 users - How to Enter: Go online at midnight, 6AM or 6PM (Pacific Daylight Time) and take a screenshot. The screenshot should contain the current in-game time which displays by entering #type, and its caption contains hashtag #perfecttiming and your in-game name. You need to post the screenshot in Public here. - The current in-game time displays as follows: Year-Month-Day Hour:Minute:Second
Tracking down lots of issues can prove to be a difficult task, but with the support of all of you we are back with an update to some of the features which will improve your experience. You can expect small changes regarding the QoL in the party HUD, more balanced boss fights, and to have your rewards from slaying monsters and finishing missions in your inventory at the end of it.
The complete list of all the changes can be seen below. Gear up, as this patch has plenty of fixes that will help you become a threat that all of the Shroud will learn to fear.
Jovana Dubaić, QA team
Hero Power Balance
Fixed a bug where: • Critical damage was not applying • Anya’s Spinning Slash (RMB) was not reflecting projectiles • Dameer’s Berserk during Kablar boss fight was permanent • Vavvan was hitting too fast • Abomination of Chernobog jumped on Kingewitch and floated above the ground or got stuck in the ground • Morokh passive was not stacking.
Tweaked: • Vavvan’s stat calculation.
What awaits in the Pantheon
Fixed a bug where: • It was possible to suggest campaign boss fight maps while in the party • It wasn’t possible to exit party on Pantheon HUD widget • Friends disappeared on refresh.
Crafting and Pantheon Improvements
Fixed a bug where: • Hover of material cards displayed a different number than the one in the crafted item • Hover description of Blueprint lacked tier line and diamond • Item stats didn’t match crafting bench stats • Incorrect amount of materials was spent on crafting • Placeholder text was in hover of material cards in the crafting machine • Wrong stats were displayed on Morokh’s weapon “Memento Mori” • There was an issue with Valeria’s base weapon.
Tweaked: • Stats for legendary wards.
Added: • Tier mark to Blueprints and Recipe hovers.
NPCs
Fixed a bug where: • In Igman 5 (Siege Survival campaign), soldier was not interactable at the end of the run • Ballistas were not slowing Kablar • Usud got stuck in the dome phase • Multipliers for HP and damage of the enemies were too high on higher difficulties.
Battling in the Arena
Fixed a bug where: • Barrier didn’t spawn at the beginning of the encounter in Desperate Measures - Patrol (Vladar Burial Grounds) • Enemy was not responding (Mladen the Half-Elbow) • Defense at Igman didn’t end • Players were not receiving credit for completing master difficulty missions to unlock Power Overwhelming (Valeria) assassinations • There was an incomplete encounter barrier - Entropy Ruins.
Improved Options
Fixed a bug where: • It was possible to bind the same mouse click on two different spells • There was an issue with key binding widget on changing focus.
Audio
Fixed a bug where: • Voiceover was different from text.
Thank you to everyone waiting for Malicious Payload. Currently, the development process and optimizations for Scenario 1 are ongoing. Game story improvements and adjustments are available. For Scenario 2, the map adjustments are in progress. In a short time you will have more information about the game.
Pyramid should now always appear properly 4 New Ships 6 New enemy attack patterns
More Artifact Qualities after Stage 1,000,000 New Enemy/Boss Art New Neo Colors Explosions for enemies and bosses with random colors (High Graphics Only) 12 New areas & Stages List redone so more areas can added easily
New Blue Coin and Crimson Artifact Upgrades! Blue Coin upgrades unlock after highest stage 1,000, 10,000, 250,000, and 1m
Blue Coins now drop one per portal completed (stage 1000+) and from each boss defeated after stage 1m. Crimson Artifact Upgrades unlock after reaching stage 1m.
New Ships require buying the first 24 ships. They are unlocked by the number of achievement stars you have. The new 4 ships require 10, 20, 30, and 40 stars to unlock. However they only require 6, 12, 18 or 24 stars to show up in the rotation when you have random ship selected (Requires unlocking ships 1-24). These numbers will decrease in the future as more ships are added over time.
Vaporspace by Shreeps/Nocturnal Sheep Most art made in GIMP. Photos by Shreeps L.A./Florida Trees from Pixelsphere Explosions from floatvoid, helpcomputer Some new upgrade art by mattWalkden New Ship art by Dylestorm
MOAH POLISH! This week, as we’re gearing up to focus on Closed Beta (ooh, shiny!) we’re basically handling a fair amount of infrastructure/polish/cleanup type tasks. Enjoy!
NPC -- Added a more forward "hazardous pathfinding" area in front of the spike roller to help convince the ai to avoid it a bit more -- Fixed an issue caused by push cones not interacting with flying creatures -- Champ and Rocket Gladiator now RocketJump based on the new FlyUp system -- Set the spawn cage to no longer let flying creatures pass through unhindered -- Many small behavior cleanups on Champ -- Da Champ now will teleport to safety with high priority if hit by the spike roller -- Major productization of Champ and The Show. Should fix many minor bugs (and will likely create a few since it's a substantial cleanup) -- Champ now properly handles overlapping cases of retreating from shredder damage, opening new rooms, switching weapons, pouncing, etc. -- Gladiator/Champ rocket barrages fire larger rockets -- Sword Gladiator Power Attack moved to new system
Combat: -- Dashing towards where your character is facing vs dashing towards where your character is moving is now a game option you can set -- Fixed potential for the Viral Spread mutation to unintentionally and unironically spread itself to those you attacked, cool as that accidentally was. -- Formation projectiles are no longer deflectable/convertible (fixes issue with Dr. Death syringes misbehaving with wallops) -- If you escape a room as it is entering combat and end up on the other side of the red door gates, you will now be moved back into the room
UI: -- Announcement cleanup -- Announcements can now properly interrupt each other -- Announcer head no longer pops up for a frame or two mid-bossroom -- Fan Gift widgets are cleaned up properly (no longer rarely reappear for a few frames) -- Created a new, easier to see cursor to use throughout the game -- Improved our application icon in an unsuccessful attempt to fix our Windows start bar icon issues -- You can now skip tutorial text consistently with any input -- Twitch options are now in their own panel -- Death Summary now properly shows the name of the thing that killed you. I'm sure there's some weirdly named things, let us know in #bugs please!
Content: -- Slightly increased the amount of wallop done by hitting enemies with your dash -- Added a player specific time dilation increase to the Dash Time mutation -- Fixed the direction enemies are walloped with the FTL dash mutation -- FTL dashing over a pickupable object will now pick it up
Polish: -- Flyup/down now happens in a new way. This may change behavior of NPCs leaving the pits, the Champ, Stompers, etc. Keep an eye out for issues! -- Added cosmetic plug to fill the end of the Rocket Gladiator's missile launcher -- Hooking up the functional portion of allowing you to dash toward the direction you are moving instead of the direction you are facing -- Champ AI/room opening/etc. now handled through Action system -- Champ animates properly during leaping -- Changed warning involving applying redirectors multiple times to a log message -- Fixed bug with mutation 2Fer warning after being reapplied post-save or changing levels -- Fixed potential rare crasher in mutation Tracking Shots -- Cleaned up issues involving replicating projectiles via Viral Spread -- Fixed more edge cases with Viral Spread. You can't tell at all how dangerous "doubling" mutations are, can ya? -- Spinning blade traps no longer float above the ground -- Updated Gone Viral to use Unreal 4.22.x -- Fixed potential missing tag issue with Achievement.Level.Bosskill -- Wallbouncers no longer have decor overlapping them -- Fixed some holes in walls for SpikeballBouncyHell room -- Added the twitch options menu to the game -- Health consumables are now moved by bomb blasts like other consumables are. The bugfix everyone has been waiting for! -- Fixed up some of the focus flow and control issues with the new text input frame for the options menu -- A bunch of little material, rendering, and helper function cleanups for translucent sand piles -- Fixed some issues with sand translucency appearing black the cooked build -- Fixed an issue where killing Da Champ in the first room would cause the exit elevator to spawn in a strange place
So, it's shaping up it seems! We start this update with our first developer let's play of the game campaign, 90 minutes without having even finished chapter one, but with the designer (that'd be me :D ) talking about design, gameplay, lore and whatever else.
And, not a single bug in all that time!
But a lot is happend in general, and we're nearing our Early Access release. Here's the roadmap, and you can also now read on the page our full "Why Early Access?" set of answers.
Ping us anytime, with anything you want to know, and, if you want a real time interaction, join our Discord too.
This has been one of the most anticipated request. In a replay, you now have the control to pause the replay instantly. You can also control the replay's playback speed. Check out these features by loading-up a replay!
Indines Cup
The first official BattleCON Online Tournament is here! Test your mettle in this fight of the ages! Find out more by clicking the "Signup" button in the main menu.
With each patch, we are constantly updating the balance and playability of fighters in BattleCON Online.
Kimbhe:
Expulsion: Can place staff in occupied space (revert of old change).
While the Expulsion change had the right power level effect, many players felt that it made Kimbhe less fun to play. We'll continue to monitor her power level to see if a compensation nerf elsewhere is needed, but you can once again regain the staff with Expulsion.
Kehrolyn:
Hydra Fork: After Activating heal reduced from 5 to 3
Hydra Fork is probably the best finisher in the game at the moment, and a lot of that is how reliable the heal is on a meaty Stun Immune attack. Reducing it to 9 effective Power should make it a bit more reasonable to play against for opponents that manage to dodge the Fork.
MAJOR NOTE
Next patch, we will be overhauling the economy for runes and coins. This means potentially having fighters only purchasable via coins or as DLC. Runes will remain, however, and you will be able to spend them on a new feature. This is an early warning for those sitting on runes, we highly recommend that you buy your fighters now! This may apply to avatars in the shop as well.
MINOR NOTES AND BUGFIXES
Fixed:
Opening the Request bar in game should no longer crash the game.
Getting a packet error now checks whether the error is game-related before kicking you back to the main menu.
Marmelee's music should no longer load into RAM, increasing speed.