Galactic Glitch: Prologue - Max | Crunchy Leaf Games
Hey Space Adventurers,
We hope you've been enjoying your journey through Galactic Glitch: Prologue! Today, we've implemented a hotfix update to address some bugs and improve your gameplay experience.
Here's what we've fixed:
Secondary icon: No longer remains visible after a jump.
Grab icon: Now properly disables when grabbing an enemy and a survival wave ends.
Rare power duplicates in shops: These should no longer occur.
Bargaining Skills Power: This now affects the current room correctly.
Shield and certain powers: These now reset properly when leaving the Challenge arena.
Item pickup from Random Shop: The issue preventing item pickup has been fixed.
Stuck in Jump Gates: We've added another fix to address this issue.
"High Roller" achievement: This should now unlock correctly.
Your feedback is incredibly valuable to us, and we encourage you to continue submitting information about any bugs you find through the game's main menu or on our Discord! Your input helps us improve Galactic Glitch: Prologue and craft an even better space journey.
Haven't added Galactic Glitch: Infinity’s Edge to your wishlists on Steam yet? Now's the perfect time!
Hope everyone is having a great spring and good start to the summer!
I just wanted to provide a quick update on a few things as we continue to build out WoD. As you know we've been pretty quiet and that is because we are making significant progress toward launching our beta. We still have quite a ways to go, but we're making such great strides in every area of the game. Do not mistake our lack of communication over the last few months and in the coming months as lack of progress, but rather as a sign that our energy, effort and sweat is going into building WoD. Over the last few months we have built out and progressed in the following areas:
Two Fully Completed Dungeon Builds
Built out our entire leveling process
Fixing bugs with looting corpse issues
Built out the entire inventory system and crafting components
Built out our server infrastructure and queue system for entering the game and hosting the game across multiple servers and regions.
Completed all functionality related to armor display and stats.
Fixed issues with trade
Built out our "Operation" prototype. More to come about this in the future.
Finished deploying our DM system to internal systems.
Anyway, as you can see we're making great progress and again, when the time is right, we're really excited to show everything off. We're still relatively unknown and that's ok for the moment. We know that when the time comes, we think we'll shock people with some of the unique systems and gameplay we've built. Thank you to everyone who has talked about us with your friends, streamers and people who you game with. Every little bit help us progress forward.
In the meantime, if you have any questions, don't hesitate to jump into our discord. We try to communicate as much as possible along the way.
A huge round of applause to all who made the Top 100 for Chapter 78-Crackdown:
That does it for this month. Chapter 79 is now live!
As always, thanks for your continued support! Don't forget to sign up for the Dire Wolf Newsletter to earn free Eternal packs and stay up-to-date on the latest news!
-New/Change: Your total earned lifetime achievement points is now tracked.
-New: Achievement Tower added to the Legacy Hall. Based on how many lifetime achievement points you've earned you can travel up the tower and collect a unique trophy items.
You can then take these to your Guild Hall or Home and put them on display.
Guild Halls have 9 pedestals for your trophies. Homes only have 4.
Other than new content, this update focuses on polishing and addressing issues that have accumulated over time, as well as some requested features
New Track: Happogahara
As part of our collaboration with 90's DSP, we bring you Happogahara, a beautiful, long and technical course!
New Car: Kosei
The Kosei is a decently balanced RWD car, in terms of handling, power and drifting.
Changes and Improvements
- Added individual best sector times recording, with theoretical best records available in "Profile" section in main menu - Added undo and redo functionality to livery editor - Greatly optimised rendering speed of decals in livery editor - Optimised track rendering culling, potentially up to 20% fps improvement observed - Added more aftermarket rim options - Added rewards on premature Cat and Mouse disconnection - Added profanity filter (option to disable in settings) - Added car image preview for garage car selector - Added XP gain for multiplayer freeroam - Optimised trackside light rendering at night time - Added more Achievements - Added private kickstarter backers (for those that has provided us your Steam ID)
Fixes
- Fixed replay cameras for uphill direction - Fixed pause menu in Tutorials - Fixed massive memory usage and long black screen on startup
We are introducing a new patch today to improve game systems related to our future carrier update. Radial menus have received a polish pass, with a new design and description details, and should now properly reflect the state of each sub system or weapon (like cooldowns). Abilities have been reworked and integrated to the loadout/weapons MFD and can now be used with their group number keys instead of their own dedicated keys. This allowed us to clean some obsolete keybinds and introduce a few new ones for targetting primary or secondary mission objectives, or auto-targetting sub-systems on the target (this should massively improve the value of interceptors vs capital ships).
We've also been experimenting with voice-overs for incoming transmissions and computer alerts. They are currently disabled by default, so if you want to give them a try, make sure to turn the options on in the audio settings. Some of the abilities have been tweaked or reworked to make use of the new ability system.
Coming next, we'll probably release another intermediary patch by the end of June with tweaks and improvements (mostly ability-related) before the main carrier update (likely in July). After that we'll pretty much be done with core gameplay and move on to the rewards system (medals, achievements, skins, cross-server persistency etc..).
We aren't sure yet how the single player mission editor, tutorials or modding will fit in terms of development priorities, but they'll probably keep us busy at least until the end of the year. After that we'll have to do a final polish/optimizations pass and we should be good to go for the release. It's been long coming (better late than never) but it seems like we're finally seeing some light at the end of the tunnel. We appreciate your patience and support in that adventure.
-Flavien Brebion
Radial menus / Controls
New visual design
Info details displayed at center of the wheel
State are better displayed, including cooldown/requirements notifications, associated hotkey etc..
Radial menus can now be opened/closed by tapping a key and clicking on one of many items (holding and selecting an item is still possible though)
When hovering over a weapon group on the weapons radial menu, the corresponding group is now highlighted in the loadout/weapons MFD
Added a new targetting radial menu (accessible through holding T, G or H keys). Mostly convenience for people that do not want to learn all hotkeys (or on gamepads with limited buttons)
Added a new targetting keybind: auto-target best sub-system/hardpoint on target (will automatically choose a hardpoint to destroy, and switch to the next one upon destroyed). Default hotkey: Y
Added a new targetting event: target closest primary objective. Default hotkey: U
Added a new targetting event: target closest secondary objective. Default hotkey: I
Removed hotkeys from unused targetting modes: cycle through previous/next targets (default hotkeys on Y and U, now been replaced by the new targetting events)
Removed hotkey to deploy a mine (default: M)
Added a dedicated overcharge radial menu (default: holding B)
Added a dedicated formations radial menu (default: holding N)
Abilities / Upgrades
Abilities are now bound to weapon groups and will be accessible through the 1-9 keys like weapons. Their state is also displayed in the loadout/weapons MFD as well as the weapons radial menu (default: RMB)
Ship/loadout menu now displays the ability type in the preview card (if any)
Removed targetting assist upgrade (Note: you can still toggle the assist option in the gameplay settings)
Fixed repairing hardpoints on an ally using a repair-field, not providing repair notifications or rewards
Revamped Stealth upgrade to be a toggle (now depleting energy over time)
Fixed being able to engage Stealth while in warp
Stealth no longer gets disengaged while turbo boosting
Warp jam no longer affects allies in standard (Note: removed Warp Jammer II upgrade as that's what it provided)
Warp jam now costs 150 energy points for every use
Introduced a new warp jam boost upgrade that increases the jam duration (at the cost of a small range reduction)
Introduced a new energy regen rate upgrade that increases the regen rate at the cost of max energy (Note: not available on bombers and cruisers, and incompabile with the capacitors upgrades)
Improved reliability (mobility + slight hitpoints buff) of proximity mines (this should make them more of a threat)
Improved AI usage of mines (they will no longer waste mines at large distances, or if the enemy isn't a cap ship, and increase the mines drop frequency when fighting against a nearby capital ship target)
Increased mines launch speed, so that they get away from the source ship more quickly before they're fully activated
Unactivated mines without a target no longer get shot at by turrets
Voice-overs (experimental)
Added a male and female officer voice over for HQ transmissions (Note: some of the female transmissions are not complete yet, so it is possible that not all transmissions will have a proper voice over)
Added a synthetic female computer voice for alerts and warnings
Both of those options are turned off by default. We need to evaluate if they're too spammy and cause audio fatigue before we promote them to be the standard. Feedback here is appreciated
If you want to give them a try, turn the settings on in the audio menu
Renormalized audio volume (Note: this will reset the volume settings other than general volume)
General Balance changes
Hardpoints now have a min repair time of 3 minutes
HUD / Menus
Added an option in controls settings to toggle the keyboard helper screen on first deploy
Fix for extended MFD title name
Empty MFD pages no longer show their title on the HUD (exemple: an empty squad will no longer show "squad" floating on top of the MFD on the HUD)
Fixed formatting of text in loadout/weapons MFD (not properly aligned to bottom MFDs, and could not fit 10 groups before)
Removed beeping sound when lock is sub-optimal
Locking HUD's circle now gets bigger as target is aligned and differencial velocity is minimized (note: the logic also got swapped, previously the circle was getting bigger when the aim was inaccurate)
Fixed guided weapons (missiles/torps/mines) indicators not properly highlighted on HUD when they're targetting the player (their color/brightness should've been increased)
Improved reactivity of "incoming" missile alert: there was up to 1/4th of a second of network delay for the alert to trigger after a guided weapon got activated/detected. There is no delay anymore
New notification added to depleting ammo on a weapon (+chaffs, mines etc..)
Tweaks to alerts/warnings priorities
Volume levels are now locked behind a "customize" checkbox in the audio settings (the goal here is to have players avoid touching them by accident unless they really want to)
Tweaks to HUD color themes
Updated help screen (F9)
Bug fixes
Fixed crash bug when loading old/obsolete input profile XML files (Note: this could have affected old returning players)
Fixed a bug that caused the locking HUD to disappear while the ship is being repaired/resupplied by an ally
Fixed guided weapons triggering "incoming" beeping alert despite not being detected by the player target (note: the alert text did not show up, but the alert beeping sound did, which wasn't coherent)
Fixed incorrect welcome transmission being sent when selecting Scoria instead of Havok upon first joining a match
[Occult] Inflict Pain now reduces the targets resistance to death damage, stacks three times Entropy, scales better and has a shorter duration (so does its damage quicker) Chaos Nova Scales better Corrupted Ground Scales Better
[Fencing] Reworked and drastically increased the effectiveness of bleed attacks
[Events] Removed some of the Orc Hunter's Fort's wooden Defences to enable better pathfinding.
[Misc] Reduced the value of low quality gems Auras now correctly follow the caster (Axe Whirlwind / Flame Aura) Increased the range you can see monsters health bars at by 20% Increased the distance summons can be before teleporting to their master You can no longer fast travel with cargo (rather than dropping the cargo when fast travelling) Cargo (and items) dropped or unable to be picked up in the Ocean should no longer sink to the seabed Dismantling an item with an affix also returns magic dust