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MAJOR ASTROKILL update for 5 January 2022

Update 0.9.8.1 - Engine upgrade, redesigned HUD, optimized core, joystick fixes

Share · View all patches · Build 7967120 · Last edited 23 February 2024 – 12:07:08 UTC by Wendy

Patchnotes via Steam Community

This update marks a fundamental shift in how the game works under the hood. There are a slew of improvements that increase performance, improve joystick & controller support, optimize HUD space, and future-proof the game. Besides a beefed up architecture, the HUD has been redesigned to improve the 3rd person experience and minimize on-screen clutter. I did a visual polish on all the environments to depict a harsher, brighter atmosphere. A new fixed turret-system is now present in several missions. I'm very happy with the visual style of this new asset and want it to carry over into a new, playable faction.

HUD

  • Thinned out many reticles and gauges to reduce visual clutter & obstructions
  • Rearranged gauges so that no gauge is obscured in 3rd person
  • Implemented an animated leading crosshair to emphasize the location to aim at
  • Added a flashing dot that is placed on the origin of the selected target
  • Fixed the orientation of holograms displayed for the selected target
  • Fixed an issue with target-reticles becoming gimbal-locked


[url=https://clan.cloudflare.steamstatic.com/images//11892863/a4047de5a46aa9576ea6c51eeffaf964c716da99.png]![](https://clan.cloudflare.steamstatic.com/images//11892863/14fb077d57d7ed56a5c6ccf8353c689945aa3ef9.png)[/url][url=https://clan.cloudflare.steamstatic.com/images//11892863/9aa207ff6bbb88b2c4462b930f2e0952efb13249.png]![](https://clan.cloudflare.steamstatic.com/images//11892863/d2b8bc018651b5446af0d880fc2630b9f92a2783.png)[/url][url=https://clan.cloudflare.steamstatic.com/images//11892863/20267798f5f65da878395bd33254a3464d6a56b7.png]![](https://clan.cloudflare.steamstatic.com/images//11892863/80cccd5d74178b3dd08c7c74711828e964da272a.png)[/url]

Graphics

  • Increased the brightness of star-light in all levels to better match a real space-environment
  • Added a post-processing effect to over-expose highlights
  • Optimized how skyboxes are drawn
  • Fixed an issue with tracers being far too oversized at long distances
  • Modeled and textured the new Phalanx turret-system
  • Overhauled the "3D asset studio" accessible from the Graphics menu (assets are now only loaded one at a time and camera-controls are more intuitive)


[url=https://clan.cloudflare.steamstatic.com/images//11892863/2f701b537c799957a6774c78b6ce93e9b63e4330.png]![](https://clan.cloudflare.steamstatic.com/images//11892863/879db3113d1433fd11bae75f7b6fcb3cac90117c.png)[/url][url=https://clan.cloudflare.steamstatic.com/images//11892863/b03321e60603389e57c7d5597f606a5f79ec0cab.png]![](https://clan.cloudflare.steamstatic.com/images//11892863/51db7c440aa0aeba4745da0bbdae0f6dc6b43693.png)[/url]

Gameplay

  • Replaced many static turrets with a new "Phalanx" turret that is mounted on a floating platform (older turrets were mounted on broken debris)
  • Moved the 3rd person camera back significantly on all fighters to reduce the screen space taken by the player's ship
  • Reduced the difficulty of some particularly hard levels
  • Overhauled the objective-system to make level-scripting much more streamlined


[url=https://clan.cloudflare.steamstatic.com/images//11892863/4a3c401d875cdcbfa49deda1acdbcafdd66fe8c2.png]![](https://clan.cloudflare.steamstatic.com/images//11892863/5f45acfed5986749b1c5e763d86db3a54f810ede.png)[/url][url=https://clan.cloudflare.steamstatic.com/images//11892863/b3069e54d601941bc3ea69848050f0df52d8c639.png]![](https://clan.cloudflare.steamstatic.com/images//11892863/47079df2b3f5e7116de6dcc212f2fe00235f841c.png)[/url]

Joysticks

  • Overhauled the entire system that feeds joystick-input to the player's ship
  • Mapping-presets are now read-only, while the "custom" mapping is always writable
  • Replaced the "bypass" option with a "none" option in the mapping-dropdown
  • Added a mapping for the Thrustermaster Airbus Sidestick
  • Fixed an issue with some fields not being writable
  • Offsets are now zero in most cases and multipliers are usually 1 or -1 (inverted)

IO

  • Added a mouse-sensitivity slider to control the speed of the menu-cursor without affecting gameplay
  • Wrote a new axis-input system to manage simultaneous input from multiple controllers (may have PTSD from this one)
  • Eliminated a slight lag from all controllers (keyboard, mice, joysticks, gamepads)
  • Rewrote/simplified internal timers responsible for mouse-movement and processing input in general (game should "feel" the same even at 500 fps!)
  • Tested VR with the Oculus Rift S (rather glorious)
  • Tested the Logitech F310 gamepad and the Thrustmaster Hotas X joystick

Core

  • Upgraded to UE4.22 (still behind, but I can get it caught up to 4.27 quickly)
  • Replaced many, many Blueprints with C++
  • Faster overall load-times (both running the game and opening levels)
  • Internal objects are now initialized in the correct order and destroyed when no longer needed
  • Level-bounds can now be defined as any combination of spheres, boxes, and cylinders
  • Added support for altering level-bounds as gameplay-conditions change
  • Added support for prohibited zones within valid level-bounds (a restricted area)

UI

  • Menus are now placed in front of the camera in a much more reliable & accurate way
  • Improved accuracy of cursor-alignment with buttons & dropdowns
Windows ASTROKILL Windows Depot Depot 376881
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