This updated started (with v0.98G) as a simple tweaking pass and later become a rework of the missile system and a final pass on the new scoring
New Missile System
- Missiles are now refilled by gun kills: adds a new tactical layer to the gameplay
- Missile count is now carried over stages: no more free-lunches
- Premium upgrades have been adjusted accordingly
- Tweaked capacity of all missile types: 12 for Base and PRDTR-4, 24 for SWRM-6
- Known issue: SWRM-6 should be refilled at twice the rate of PRDTR-4
Final Scoring
- Nuked the accuracy bonus: it's an all you can shoot buffet now
- Added back a time-based bonus ('Stage Bonus') but much more contained than the old combo system: it is given at the end of each stage and you'll briefly see it under the score before the stage ends
- Stage bonus is scaled with stage total wave(s) size
Structures & Pickups
- Pickups from Ground Outpost, Space Station and Space Elevator will spawn before complete destruction
- All structures will now block the next wave until their pickup is spawned
- Removed 'Repair & Reload' from the pickup random pool: it is now a simple coin-toss between 'Extra Life' and 'Extra Upgrade'
General Tweaking & Controls
- Elites damage reduced by 16%
- Frigate (engines), Sky Tower and Heavy Turrets health reduced by 33%: made consistent with the other capital ship weakpoints
- Base regen bumped from 4% to 5% per scrap
- 'Mechanic' regen bumped from 8% to 10% per scrap
- 'Mechanic+' regen bumped from 12% to 15% per scrap
- Added 'Stick Strafe Assist' option (Menu > Controls): on by default (current behaviour)
Changed files in this update