As is normal immediately after a big update there are smaller patches to address issue that the community has found. I'm very grateful to everybody who submitted bug reports and gave feedback on the forums and in the Discord.
There were some bugs that were causing the game to be much harder than intended plus a few minor balance changes.
EDIT: I've also switched from Unreals default Deferred Renderer to their Forward Renderer because in my tests it gives a massive performance increase.
BugFixes
- Bugfix: Administrator AI was getting 1 mana a turn too much (Rounding error).
- Bugfix: Red Slimes killed by a Cubes death explosion were harming the player with their resulting explosion and not awarding credit for any kills to the player.
- Bugfix: Followers were starting off at maximum speed when they first spawned (this has actually been around for 3 years)
- Bugfix: Datavaults should no longer spawn outside the arena.
It's amazing the havoc a simple rounding error can cause and how much difference 1 extra mana a turn can make to the Administrator. Small changes over time add up to huge imbalances.
Changes
- Changed: Some Ambush Tactics have been re-costed to better reflect how difficult they are.
- Changed: Shard speeds reduced slightly.
- Changed: Boids are now brighter.
- Changed: Losing your last shield no longer kills you. The next hit from any enemy while your shields are down will.
- Changed: Added "Shields Lost" voice line to announcers.
- Changed: Reduced intensity of near-death glitch effect.
- Changed: Moved and re-coloured the Energy and Adrenaline bars on the HUD to be more obvious.
- Changed: Made the Burst Ready effect to be easier to see.
Changed files in this update