We've been working on the next major update but in the meantime we wanted to get a little update out that addresses some balance changes we've made as well as some quality of life improvements we've made. Details below
- Health bars on armoury targets and enemies! This should make it much easier to understand the damage you're dealing to enemies as well as what enemies are low and just need a few more shots to finish off.
- New ground and flight enemy participation system Enemies now will only ever fire from their designated participation area. This means no more enemies incorrectly firing at you from behind / above / extreme left or right
- Adding more information for splash damage kills on explosive shots You'll now see the pop-up text recognise a kill from the explosive shot splash damage
- Balance changes to projectiles Non-explosive shots now deal more direct damage than explosive shots. Explosive shots now deal better splash damage and do so in a larger area. This makes the trade off of strong against ground enemies vs flying enemies a little more distinct for the player
- Balance to the multiplier system There is now a hard cap at 35 multiplier and the punishment for being hit has been revamped. You only only lose 25% of your current multiplier amount when you get hit instead of a complete reset. This returns the focus of the game back to more sustained play instead of extreme multiplier chasing
- Balance to the shields Float shields have been buffed to give them more health and earn more points on a block. Reflective shields point rewards from blocking / reflecting have been reduced.
- New in-game UI options We've added a gaze triggered UI option for players that want to see their score in their view a little easier. Score is also displayed on the gun hand. Health can now be displayed on the shield hand / around feet / in-view. All of these options can be turned off or on based on your personal preference in the options menu
- Option to restart level from menu during gameplay No more having to go back to the armoury or waiting for death if you want to cancel a round and start again with the same loadout.
- Balance to number of laser enemies in later difficulty during endless mode We know we probably over did it with the laser enemies in the late difficulty. We've dialled that back at your request.
- Anti-Cheating measures + maximum play space limit We've added some inside geometry detection as well as some maximum play-space limits. The limit is very large, 3.2m x 3.2m, but we wanted to make sure some players with extremely large play-spaces don't gain a huge advantage during play. This change shouldn't effect most players but it should help to make this a little more fair when chasing that high score
- Tons of other little improvements here and there We've fix a bunch of under the hood bugs and done some major low level work to support the next few months of development. We're working to make sure the base game is as good as it possibly can be for the full release of the game this summer.
Did we miss something you wanted? Let us know in the community forums!