
A lengthy multiplayer playtest revealed some NASTY scaling issues just before the floor 21 change up. I have done a larger rework here and some other goodies:
- lengthy scaling rebalance
- Dergen fire doesn't stun anymore (get out of the fire)
- Items in chests have been improved and easier to unlock (A key or two now oughtta do it)
- Removed Skele mages in the floors 20-40, you have plenty to worry about
- Added descriptions of the passives your character unlocks to the library, but currently they aren't displaying correctly... The balance rework is important enough to get out I will have to address this in the next small patch.
- Nothing is ever free, everything sells for at least 1g, the item details plate now shows this
- Also moved the critical hit UI to the center of the screen. Good idea? Who knows! I feel like this is something I should allow the player to place where the want it, feedback is ALWAYS appreciated.
Next priorities:
- Some key binds have changed overtime and now some are double booked
- Been a hot minute since the floor algorithm got some upgrades...
- Making floor checkpoints set to the account, rather than the character.
- Will make floors 30&40 bosses not broken soon!
- Floors 16 and 36 (if chosen as starting point) have a delayed pitfall spawn. These floors aren't the only floors with the bug, but they are the most prevalent. Be careful and let the maze algorithm do its thing until I fix plz
- The chest on the surface needs a few seconds to initialize, I don't have a clean way to help with that right now. Take a sec and then try to interact with it again.
Should something be higher priority on my list? Let me know! :)
Ranked Points Optimization: Climbing ranks is now smoother in higher tiers.
Early Exit Penalty Adjustment: Improved handling of ranked points when players quit mid-match.
Low-Tier Matchmaking: Enhanced gameplay experience for entry-level ranks.
Shop Relic Preview: Fixed display bugs during pre-purchase.
Progress Loss Prevention: Resolved Steam save corruption upon abnormal game closure.
Fame System: Fame progress now persists between matches (no longer reset).
Story Unlocks: Character and faction stories can now be properly unlocked.
Ranked Points Optimization: Climbing ranks is now smoother in higher tiers.
Early Exit Penalty Adjustment: Improved handling of ranked points when players quit mid-match.
Low-Tier Matchmaking: Enhanced gameplay experience for entry-level ranks.
Shop Relic Preview: Fixed display bugs during pre-purchase.
Progress Loss Prevention: Resolved Steam save corruption upon abnormal game closure.
Fame System: Fame progress now persists between matches (no longer reset).
Story Unlocks: Character and faction stories can now be properly unlocked.
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Ship Hangar (Captain Feature)
• Your shipyard has been expanded to support multiple hangars
• Switch between ship slots to edit or launch different vessels with ease
• For example: keep a dedicated exploration ship and a mining rig ready to go
• Makes it easier to jump back into your Spacecraft
• More enhancements are planned for future updates
Marketplace
• New in-game currency introduced: Credits
• Buy and sell resources and materials at the Marketplace, located inside the Flagship
• Play your preferred gamestyle—trade, craft, or fight—with more freedom and flexibility
• This is also the foundation for the upcoming Crafting Class, planned in the future
• More marketplace features are upcoming
New Server Technology
• Added dynamic server scaling to handle large numbers of concurrent players
• Stress-tested with 20,000 simulated players connecting from global servers
• This lays the groundwork for setting up regional proxies to improve ping and connectivity across the globe
Gameplay & UI Tuning
• \[tune] Asteroids are now less likely to drop Nanomesh and Fragments (they were placeholders until the Marketplace was ready). Asteroids still provide raw resources, and enemies now drop materials.
• \[tune] Self-use skills are no longer greyed out. @Tobsucht
• \[tune] Clicking on empty, locked skill slots now opens the Store. @Tobsucht
• \[tune] Empty hull slots in the Shipyard no longer display a white square
• \[tune] Fixed bug with Subspace names showing odd characters. @Steel, @Cycnnk
• \[tune] Loot is now easier to click and collect. @Henry
• \[tune] Shield Absorber no longer requires a blueprint (which didn’t exist), and class restrictions have been removed. @Henry
• \[tune] Added pre-movement visualization—makes movement feel smoother, especially with high ping. @Henry
• \[tune] Fixed visual glitch in cloud rendering. @Henry
• \[tune] The Flagship's Subspace now correctly displays its name. @--__--
• \[tune] When upgrading from Pioneer to Captain, the Store now shows the original Captain price. @Vesperion
• \[tune] POI markers are no longer stuck in the center of the screen when group tech is pinned. @Henry