Hey Ravens, we've got something special for you! Delve into the imaginative minds behind the creation of Undawn's universe and immerse yourself in the game's unique experience. Check out our latest video from our Art Director, Feng, and how he brought our vision into the game
Fixed being able to interact with menus while game is paused
Balancing
Lowered the base xp gained from Rest from 20% to 10%
Lowered Rest xp gained from enhancing from 10% to 5%
Riled Up debuff now scales with difficulty. Normal = 25%, Hard = 50%, and Extreme = 75% bonus damage taken. Was previously 50% across all difficulties
Seeing Red debuff now scales with difficulty. Normal = 10%, Hard = 20%, and Extreme = 30% chance to pierce. Was previously 50% chance across all difficulties
Decreased enemy spawn rates and interval in Normal mode. Hard and Extreme are unaffected
Before WarpVector's release tomorrow, we wanted to share one of the key game mechanics: shipboard combat.
Players have the opportunity to board enemy craft in order to gain control of their ship. One way to initiate a boarding aciton is to matching the position and velocity of an enemy ship, as shown in the screenshot below. There are also some items, such as the Quantum Breach Gateway, that can be used to initiate a boarding action from afar once a ship's shields are down.
Once the boarding party reaches the enemy ship, they will engage in shipboard combat with the enemy crew. Each turn, the progress of the battle will be printed in the combat log at the bottom of the screen. The player's boarding party must either kill or force the crew to surrender in order to commandeer the ship. Once commandeered, a ship can be given orders using a Comlink just like any other ally. However, in order to warp a commandeered ship out of the system, you will need to pay a fee representing the costs of refitting the ship for long-term use.
But the danger doesn't stop there: enemy ships might also attempt to board the player's ship, forcing the player to defend their own crew in a battle for survival!
We're excited to see how players will approach this new system and use it in combination with other weapons like tractor beams, ion cannons, and the Precursor purification ray.
This is a teensy tiny little beta update to balance a few headaches at the start of the game and fix some bugs.
Purchasing items is about 25% cheaper
The price of food and drink items have been reduced even further
The duration of a day has been increased to around 20 minutes
Players can now choose between 3 different day durations when creating a character (20, 25, 30 min)
Reduced the Fuel cost to produce Coke, so it will always yield more Fuel than you put in
A new Paper item can be found in the first level of the Ruins
A new fish can be caught in the pond on your property, it can also be caught by using one of Pete's Basic Lures
Optimized the way items are added to the Researchler, which can prevent lock ups when adding lots of items
Fixed a bug that caused Theseus to get stuck in a wall when loading a saved game
Special thanks to everyone on the discussion board for these bug reports and suggestions! This update will sit on the beta branch for a few days for additional testing and then will be merged into the main game.
"Battleship boss" will now turn to face the player with the main turret.
"Guard" ship can now alert drone ships, except for repair drones.
New enemy missile variant and behaviour.
Enemy missile speed has been rebalanced.
Ammo, health and shield icons added to the "pickup numbers".
A flash effect has been added to the escape pod event to show what to interact with.
New tips regarding points of interest added to the tutorial.
The generation on the first 2 levels has been tweaked to make them easier and add more enemy variety.
"Stranded ship" event has been modified to make it more clear what to do.
"Double bullet" separation distance is now dynamically controlled with the distance between the turret and the mouse, before it was tied to the accuracy level.
New visuals added to the hud to represent the expected bullet separation when shooting "double bullets".
Bug Fixes:
A bug on the unlock save progress for some of the ship variants has been fixed.
Sometimes enemy ships that were wandering would teleport if they couldn't reach their next destination.
Sometimes the "double bullets" would not connect and shoot in the wrong direction.