Version 1.0 is finally here! It was a long and interesting ride. A huge thanks to all our Early Access players!
We are very excited to enter this new phase!
Note: This version is incompatible with saves from previous versions!
Gameplay
- Added Galatic Treasury: - New final level - A new anomaly signature has been detected...
- Gauntlet mode option added: - No resurrectors - No saves - More relics
- New game menu reworked: - Added additional details for difficulty options
- Mission end and run end screens reworked: - Displays individual stats for all players - Added additional feedback - Looks cooler
- Rebalanced rivals: - Increased health - Slightly lowered overall damage - Reduced secondary reload rate - Dodging pattern is now less jittery and more predictable - Removed bonus move speed and turn rate on Hazard 4/5 - Rival spawning now has a short delay (similar to other enemies)
- Enemies health scaling now also reduces knockback they receive from damage
- Enemies reaction time is more forgiving for players entering rooms
- Reduced health of all Chamo enemies
- Stingers are now more aggresive when player has low health or when attacking from behind
- Increased Mega Mine Layer pickup drop count
- Turrets are now less likely to spawn near room entrances
- Multi-tile room entrances can now be fitted with doors and projectile traps
- Phantom Walls now sometimes have a random activation delay
- Enemies are now doubly affected by meltdown shake forces
- Duplicate weapon pickups can now increase ammo above normal limit
- Weapon upgrades can now be previewed when player does not have enough credits
Weapons
- Weapon slots reworked: - Can no longer be purchased with credits - Now instead uses 'weapon slot' points - Weapon slot points can be found as pickups in levels - Increased max weapon slots 3 -> 4
- Bubblebomb is now proximity fused (projectile will detonate when close to enemies)
- Pillager now disarms and destroys mines on impact (kills mines without detonating them)
- Enemies now always drop max number of pickups when pillagede
- Bladder Mine fragments are now hydrodynamic (less affeced by underwater friction)
- Reduced Banshee fire rate and move speed
- Reduced Beehive fragment turn rate 200 -> 170
- Increased Impulse ammo cost 5/7/9 -> 5/8/11
- Increased Autopulser ammo cost 5/5.5/6 -> 5.5/6/6.5
- Increased Ack-Am damage 66/74/82 -> 70/80/90
- Increased Foamphase damage 60/66/72 -> 60/70/80
- Reduced Foamphase projectile speed 240 -> 230
- Reduced Ack-Am projectile speed 300 -> 250
Graphics
- Reworked view animations: - Update all weapon recoil animations - Adjusted weapon movement sway animation - Improved weapon knockback animation - Remastered all screenshake effects
- Added new move animations for Orca
- Improved player and rival engine FX
- Updated Thermo model
- Removed Halloween main menu decorations
- Improved graphics for HUD lock indicators
- Improved enemy spawning FX
- Adjusted Kraken, Autopulser and Multipine impact FX for better visibility
Audio
- Reworked underwater sound mixing: - Increased audible range of all sounds - Improved mixing for occluded sounds - Underwater-specific are now less muffled
- Improved Bubblebomb firing sound
- Improved Multipine firing sound
- Improved Pyro and Plasma firing sounds
- Improved Mega Mine detonation sound
- Improved breakable destruction sounds
- Added audio feedback for Exopod loss
- Added activation sound for enemy generators
Fixes
- Added missing Exopod Swarm database description
- Fixed some enemy database descriptions still referencing Mine Ammo pickups
- Fixed Pillager autoselect priority being higher than intended
- Fixed weapon wheel being able to stay open during dropship sequences
- Fixed rare game freeze that could occur when a respawning player triggered a phantom wall
- Fixed player not being able to use exopod pickups to repair existing pods when ship was at max number of exopods
- Fixed weapon ammo bars sometimes getting stuck
- Fixed Smartbomb shockwave sometimes not dealing damage
