Controller support is in! Give it a try and let me know how it feels (and if there's any bugs). The controls are in the options menu under "Gamepad Controls".
NEW STUFF
new relic: Dissociation
added portraits to more events
controller support is in!
TWEAKS
in deeper levels bad events are more common and good events are less common
most event rewards spawn in the center of the room
added element to active ability UI to remind player how to swap actives
toned down enemy life scaling
opening chests no longer start combat encounters
interactable items like chests no longer overlap with the floor exit
NPCs have a different interactable sprite
destructable walls are a slightly different color
boss skull difficulty no longer enhances guns (sorry dave)
FIXES
fixed bug with rapid fire and aura gem relic creating infinity bullets
fixed mr. pick-one (NPC you see in treasure rooms) appearing when you get certain relics
mr. pick-one doesn't vanish if you leave and re-enter rooms
fixed moer typos
tooltips don't block the level up screen
fixed tutorial counting card uses when E was pressed with no card
Your enemies will never see it coming! In today’s Build of the Week we explore Guitaraholic’s Hidden Blade Corrupting Fever Ascendant. Check out the showcase below!
For more information about Guitaraholic’s build, you can find their forum guide here.
If you’re keen to get your build featured in Build of the Week, make sure you post your build in our Classes/Builds sub-forum, which you can find on our forum homepage, or post a video build guide on YouTube!
Added: ~ Freeze Tag Map Hex. ~ You can now view a players' ping in the social tab.
Bug Fixes: ~ Fixed a bug where a player could spectate and start a game by themselves to which the room would freeze up. ~ Players no longer get a free win or loss if you join an on-going game. ~ Removed a race exploit. ~ Fixed a Bug where a spectator could be it in infection. ~ Fixed an issue where a player would have no team and could walk around in a match.
Raiders, we hear your response to the latest changes over the past month & have an announcement to make regarding some changes.
As most of you can tell from our testing, we have found it very difficult to balance all aspects of PvP, PvE, Extraction and Progression into a single cohesive design. One of the core issues is that progression and fair PvP are inherently in conflict with each other (most players dislike geared higher level players killing lower level ungeared players).
Based on your feedback, and to accommodate the various playstyles we decided to move back to some of our original design.
Starsiege: Deadzone will be branching into two different games:
Starsiege: Deadzone - will focus on short rounds of PvP gameplay.
Starsiege: Raiders - will focus on a larger scale extraction and progression gameplay.
Starsiege: Deadzone (PvPvE) will have the following features:
Free to Play.
Release expected in October.
All players enter a match with minimal equipment (basic weapons).
Players will find various loot (Weapons, Armor, Consumables) in match from crates and bot drops.
Bots are relatively easy and the focus is on PvP, with only a few bot types in the match.
Maps are the current ships and will once more break apart from the outside in using the fog system.
There are no classes.
Progression will unlock Abilities and Perks, all players start with 2 abilities and 4 perks so all progression is for alternative playstyles.
There is no extraction, no stash, no merchants, no missions, no crafting.
Reputation system will return along with matchmaking.
Solo and Team Queues will be available.
Starsiege: Raiders (PvPvE) will have the following features:
Paid access (requires a Founders Pack).
Test sessions will take place over the next few months to fully develop the game.
Expected release is estimated to be January 2024 (not guaranteed).
Large maps with outdoor/indoor space.
Large variety of PvE Bots including Bosses.
Large variety of missions.
Crafting and Merchants similar to the current system.
Classes (determined by testing).
Extraction, Inventory, and Loot will be similar to the current systems.
Solo and Team Queues will be available.
FAQ:
Players who purchased the Founders Packs (and Season Pass) will get the Founders packs for both games, and the Season Pass for both games. This offer will be available until the release of both games which will then have separate Founder Packs and Season passes.
All cosmetics bought or earned in one game will be available automatically and for free in the other game through cross-game progression.
We plan on testing the newest update to Starsiege: Deadzone soon and we aim to do some more testing this weekend.
Erez will be available for a Q&A to go over these changes and the roadmap soon.
Buildings can now have a demolish award. Demolishing a Triplex will now award 200 Nanites. This gives you a method to convert 225 energy into 150 nanites on demand.
Added display area for subscribed map pack author name and icon in the play menu.
[Community Feedback] Added "Capture Mouse" option to general options
Tweaks and Fixes
[Community Feedback] Fixed Float parser so that typing ".2" turns into "0.2" instead of incorrectly becoming "2".
Fixed a bug whereby setting a map icon wouldn't work the second time.
Fixed Capture Energy/Nanite Award action modifiers not properly applying.
Notice: The Creator Contest will close in less than two weeks on September 30th!
If you are interested in keeping up to date with more information you can join the discord I have setup. https://discord.gg/Tw2cF9w.
This list does not include all the changes to the game. I have not kept track of all the subtle changes but here are most of the ones that matter.
- When entering property you now how a notification to press H to enter/exit house editor mode.
- When in house editor mode anything you interact with move and when out of house editor mode anything you interact with will do their normal action if any.
- Updated the house controls legend.
- Added 15+ new house items that can drop from any enemy.
- Added the first buff gem. When placed and interacted with it gives you a strength buff. There will be several of these to find soon.
- When placing a house on your property it will now place it in the center and you just have to adjust height and rotation if needed.
Version 1.1.0 (2024091801), 9/18/23 - Fixed the CTD in FA and Waiver drafts - Fixed the nameplate color changing after going to the studio - Fixed bug where the injury list wasn't being cleared in Single Season play if user clicked 'start with random schedule' - Fixed bug where the AI would accept a non-first down penalty on a successful fieldgoal - Improved schedule loading and updated the readme file - Changed the fonts/text on the Season Weekly screen. No team name is grayed out now unless the game is revealed and that team lost. - Improved the 'auto scroll' on the draft screen and added a new user option to turn it off - Added a new Sim Timer option named 'Fastest' (1 second)
When a Bounty Hunter chases the player off of a Space Port or Merchant Fleet, the Bounty Hunter's hull will be fully recovered.
• Docking:
When using a gamepad, the Repair and Depart Buttons are instead now labels, and show the inputs used to Toggle Repairs and Depart.
When using a gamepad, the Toggle Main/Info input now works while docked.
• Mid-Jump:
When using a gamepad, the Save and Quit Button and the Crew Journal Button are instead now labels, and show the inputs used to Save & Quit and Open the Crew Journal (Not yet available).
• Options:
Changed some of the gamepad control's input names to better match different types of controllers.
Added D-Pad icons that will now be shown instead of text for gamepad controls that use the D-Pad.
• Ship UI:
Info Panel:
The Info button is no longer intractable while choosing a client.
While using a gamepad, the Main, Info, Autopilot, and Comms buttons now show the input to activate them when they are usable.
• Bug Fixes:
When the player enters the custom control menu after their gamepad gets disconnected while customizing the controls, the Custom Gamepad Controls will now properly be the previously saved controls.
The Keyboard controls should no longer be incorrectly active when opening up the options menu while using a gamepad.
The A Button on the Nintendo Switch Controller now properly works with menus.
Customizing gamepad controls will no longer change the default gamepad controls as well. (To reset the default gamepad controls to normal, use the "Reset Defaults" button in the "Gamepad Options" menu in options.)
When using a gamepad, the Next and Previous alerts on the Repair and Auxiliary Prompts in the Tutorial will now always be activated by pressing Right and Left on the D-Pad respectively, regardless of the player's custom controls.
The Tutorial Prompts will now display the default gamepad instructions instead of keyboard instructions when the player has custom gamepad controls on.
The input for Space Jump on Custom Gamepad Controls will now properly be set when restoring the defaults.
The Increase Power and Decrease Power arrows in Remaining Power will now animate smoothly when Autopilot is enabled.
When the Info Screen is showing the Comm Info, the Comm Button will now correctly have the Selector lit up.
Bounty Hunters chasing the player off of a Merchant Fleet should now work correctly.
Bounty Hunters should now fire their weapons properly after chasing the player off of a Space Port or Merchant Fleet.
The de-docking animation that plays after a Bounty Hunter chases the player off of a Space Port or Merchant Fleet will no longer be cut off.
Merchant Ships will no longer spawn in the middle of the screen after docking with the fleet.
The Jump sound will only play one time when fleets jump while Autopilot is enabled.
In Voyager Mode, restarting an encounter where the player died to a Bounty Hunter that chased them off of docking will no longer result in Null Reference errors.
Missiles now use the correct explosion sprite again.
Fixed a Missing Reference Error that would occur after the player destroyed a Pirate or Bounty Hunter and then died via Hull Depletion or destroyed a Bounty Hunter in the same encounter.