
This week I've improved on the cinematic camera behavior, added new projectile visuals and worked on the audio mix. There has also been some balancing I've also done the following:
- Added Agressor, Terroriser and Avimimus ships
- Added Plasma Barreler, Plasma Repeater, Blossomer, Tracer, Streamer weapons
- FIXED DOUBLE CLICKING ON ICONS (only took my tired brain about 5 hours in total)
- Worked on audio mix
- Set audio default volumes
- Lowered Smartlaser volume
- Removed destroyer MK2 and other weapon testers from the scene
- Researching early access release requirements on steam
- Learned some stuff about game release. Implementing into plans now.
- Compressed 4 soundtracks and added them to the game
- Modified more sound volumes for background tracks
- Changed fire sound of the wrecker because it stood out too much
Changed damage multipliers for weapon/armor types. This is used to determine how much damage a weapon does against a certain armor type. The less suitable it is for the role the less the damage modifier is.
Old modifiers:
damage_exactMatch = 1f;
damage_offByOne = .75f;
damage_offByTwo = .5f;
damage_offByThree = .25f;
New modifiers:
damage_exactMatch = 1;
damage_offByOne = .5f;
damage_offByTwo = .25f;
damage_offByThree = .12f;

- Re-imported 9 tracks and compressed them all in Audacity because the volumes were still off/incorrect. Removed old audio files from the project to decrease project folder size
- When in combat you now get a combat track. not really crossfaded though but yeah
- Modified damage modifiers based on suggestions
- All friendly units should now die when you've lost
- When you're dead your power and metal value will become 0
- Might have fixed both jump bugs + move bug (at the cost of possibly some optimization)
- After unlocking medium or heavy ships you now cant build ships for .3 seconds, fixing the 'click once buy twice' bug
- Increased shipyard base health from 2500 to 3500 )
- Custom weapons fire sound overrides now also use the position of the object thats firing to indicate if it should be audible or not
- Fixed missile rotation
- Modified missile particles
- Updated flak
- Added long blue, long orange, orange trail and blue trail projectile visuals
- Cinematic camera prioritizes ships that are in combat over ships that are not in combat. This did not work in multiplayer, now it does
- Cinematic camera will now pick both enemy and friendly units as a target if there is no combat going on
Thats it for this week. Trying to prioritize early access so that I can release it for you guys asap. Also might have to start working an extra job again or start a kickstarter or something since I'm almost out of money. Either way the early access should be on steam in a month. I want to announce the official date hopefully next week!

