Beta 14 Release Notes

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cptslog
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Beta 14 Release Notes

Post by cptslog » Tue Apr 25, 2017 12:41 pm

Hey everyone!

Devlog #70: https://www.youtube.com/watch?v=hCs4G9w_XVw

Beta 14 is focused on improving the balance, pacing and variety of space combat. It includes a collection of new components and nearly every component in the game has been tweaked in some way.

Because of many large changes to nearly every component in the game, saves made on previous versions will not be compatible in Beta 14.

If you want to continue your current saved game, you’ll need to join a separate beta branch (beta_13_6) that will let you continue on the previous version of the game.

Beta 14 includes new content in Cornelia Station and six more W.D. missions.

One new feature of Beta 14 is Drone Modifiers which will start appearing at higher chaos levels. These give additional stats and behaviors to drones you encounter. Drones are also no longer locked to specific component layouts and can be seen with a variety of turrets, shields, hulls, CPUs, etc. In fact nearly all enemy ships (including crewed ships) can now spawn a larger variety of component types, so they aren’t always using the same builds.

Many existing components have been renamed, and we are removing most numerical characters from the names themselves to avoid potential confusion with the component’s level. Beta 14 also renames the old ‘Railgun Turret’ to ‘Plasma Turret’ and creates a new railgun turret that matches the name a bit better (much faster projectiles).

Additions
-New planet (part of a new W.D. mission)
-New mesh used for flame lance turret
-79 new NPCs have been added to Cornelia Station

New Components

New Turrets:
-Defender Turret: Fires a small barrage of homing rockets
-Phase Turret: Phase damage is extremely effective against ship systems
-Flamelance: Strike at enemy ships with the power of flame! Starts fires and heats reactors!
-Railgun Turret: Very fast projectile-based weapon with longer range than Plasma Turret
-BioHazard Turret: Fires an acidic stream that poisons onboard crew and reduces effective hull armor for a short time

New CPUs:
-ARX-TGT: +5% Turret Damage
-QDI-FIX-ENG: Slightly repair Engineering system whenever a program is run
-QDI-FIX-SCI: Slightly repair Science Lab whenever a program is run
-QDI-FIX-WPN: Slightly repair Weapons whenever a program is run
-QDI-FIX-LIFE: Slightly repair Life Support whenever a program is run
-BKP-HEAT: -10% Reactor Heat Generation when Hull < 30%
-BKP-WARP: +20% Warp Charge Rate when Hull < 30%
-BKP-THRUST: +10% Thrust when Hull < 30%
-BKP-WPN-POWER: +10% Turret Charge Rate when Hull < 30%

New Shields:
-Corbin's Wall: An unusual choice for sure, this shield has an extremely high integrity, but the downside is its almost equally as high minimum integrity and slow charge rate
-Fortified Holoscreen: The fastest charge rate of any shield in the game as of this update.
-Dense Particle Shield: Uniquely built to withstand physical damage, this shield can resist 20% of physical damage
-Tetragonal Surface Projector: A fast charge rate coupled with the lowest quantum integrity and a whopping 15% resist of every damage type makes this one of the most advanced shield generators you can buy

New Warp Drives:
-Explorer’s United Jump Drive: Built for scientists and explorers, this drive can bring you great distances
-W.D. Jump Drive: The standard now installed on all W.D. ships, decent charge speed with good range
-W.D. Military Jump Drive: Fast charge speed and long range
-"Dark Drive" (Contraband): Warp drive with zero signature
-"The Snap Drive": Very fast jump drive that comes with a very large signature

New Programs:
-Armor Flaw (Virus): Reduces armor effectiveness by 50% for 30 seconds
-Shutdown Defenses(Virus): Disables defensive systems for 10 seconds

-Various New Thrusters

New W.D. Missions
-2 given by NPC ‘Haush Drahvix’ in W.D. hub
-1 given at W.D. Rep 6 by NPC ‘Enid Ultarin’ in W.D. hub
-1 given at W.D. Rep 6 by NPC ‘Bakul Faros’ in W.D. hub
-1 given via long range comms in neutral space
-1 given via long range comms within vicinity of Cornelia Station

New Drone System
-Can now have drone modifiers which grant various buffs and behavior tweaks
-Armored: Increases effective armor of hull
-Swift: Increases effective thrust
-Brutal: Increases effective damage
-Elite: Increases nearly all effective stats. Be careful of these!
-Silent: Increases the difficulty of detecting the drone
-These modifiers will be extremely rare at low chaos levels but will become more common as chaos increases. We hope these modifiers help add some variation and unique challenges that drive crews to strategize more

General Balance Tweaks
-Player ships now start slightly upgraded relative to enemy ships
-Components typically don’t get to as high of levels (stores typically spawn components no more than Level 3)
-Overall damage is lower for most tracker missiles
-Carrier no longer starts with nuclear device
-Most reactor outputs have been increased
-Starting ship component and program layouts have been tweaked
-Crews start with 5000 credits instead of 10000
-CyberDefense is slightly less effective overall
-Tracker missiles have improved tracking ability
-Most missile components start containing more than the previous builds.
-Drones now start with a variety of CPUs
-Added more virus options for Tactical Drones
-A.O.G. crews now start with upgraded pistols

Starting Intrepid
-Shield generator integrity increased by 500
-Intrepid now starts with a military-grade fusion reactor (5000 MW Increase)
-C.C.G Hull component has had a decrease in integrity (352 decrease)
-Hull armor decrease of 14
-Number of processor slots has been decreased by 2
-No longer starts with any viruses installed
-New starting programs include: Detector and Barrage

Starting Roland
-Shield generator integrity decreased by 150
-Roland Reactor output has been decreased by 5000 MW
-Now starts with a basic laser turret instead of a focused laser turret
-Hull armor decrease of 7
-Number of processor slots has been decreased by 3
-Additional program is installed: Detector
-No longer starts with auto turrets - but the ship still contains the slots for them
-Improved flight handling and maneuverability (easier to rotate while piloting)
-No longer starts with nuclear device
-Shield recharge attribute lowered to 25%

Starting Outrider
-Reactor output has been increased by 3000 MW
-Number of basic turret slots has been reduced by 1
-The Outrider retains all 8 processor slots
-No longer starts with any basic turrets
-Mass has been slightly increased which should slightly affect maneuverability.
-Weapons system health is now 10
-Science system health is now 30

Starting W.D. Cruiser
-Reactor output has been increased by 4,200 MW
-Jump range has been increased by 2
-Hull integrity has been decreased by 400
-Number of processor slots has been decreased by 4
-The Backdoor virus is no longer installed
-Engineering system health is now 25 (+5)
-Weapons system health is now 25 (+5)
-Science system health is now 15 (-5)
-Life support system health is now 15 (-5)

Starting W.D. Destroyer
-Reactor output has been decreased by 1,200 MW
-No longer starts with auto turrets - but the ship still contains the slots for them
-Jump range has been increased by 2
-Hull armor has been decreased by 13
-Number of processor slots has been decreased by 4
-Weapons system health is now 30 (+10)
-Science system health is now 15 (-5)
-Life support system health is now 15 (-5)

Starting AOG Stargazer
-Reactor output has been decreased by 4,840 MW
-Number of processor slots has been decreased by 3
-Additional program is installed: Block Long Range Comms
-Engineering system health is now 21 (+1)
-Weapons system health is now 13 (-7)
-Science system health is now 27 (+7)
-Life support system health is now 23 (+3)

Starting AOG Carrier
-Shield generator integrity decreased by 60
-Reactor output has been decreased by 720 MW
-Hull integrity has been increased by 300
-Hull armor has been increased by 3
-Number of processor slots has been decreased by 3
-Replaced one of the emergency shield boosting programs with Block Long Range Comms
-Engineering system health is now 27 (+7)
-Weapons system health is now 16 (-4)
-Science system health is now 24 (+4)
-Life support system health is now 17 (-3)

Changes
-Turrets now show range in tooltips. This indicates effective range and how close unmanned turrets will automatically fire
-Memory optimizations throughout the game. Allocations during gameplay is less than half what it was before but more work is still needed
-CPU optimizations for planet /station sectors
-Shield Co-Processors can now use power to increase the effective shield recharge rate
-Science Lab power conduit now allows modification of shield processor power usage
-The Warp disable virus now prevents blind jumps
-Clarified and corrected how turrets report damage types in tooltips
-Fire extinguisher can slightly cool the reactor
-System used to determine if a fire starts at a ship system now looks at a percentage of its health rather than a flat number
-Phase drones no longer ‘phase’ when they are infected with the Sitting Duck virus
-Missions given via long range comms should begin within range of appropriate sector types
-Some more difficult W.D. missions have been changed to be assigned at higher crew levels
-Added more information to the ship selection menus

Fixes
-Fixed bug with chat when setting the max lines to a higher value
-Turret auto-aiming math tweaked to improve accuracy in various situations
-No longer closes the expanded ship component view when a comp is dragged to another slot
-Ship Log menu now properly closes when you close the tab menu
-Fixed issue with main turret that caused incorrect results in the ship log
-Ant Drone attack range fixed
-SSAO post processing rendering bug fixed
-SMAA post processing anti-aliasing bug fixed
-Fixed issue that caused video settings menu to sometimes ignore resolution settings and show the current screen resolution as the active resolution even when it isn’t
-Fixed a small collision issue on the cube cave planet
-Fixed visual issues with the virus screen and an internal issue that caused viruses to be ineffective in some situations
-Improved a number of AI navmeshes on various planets


Thank you for your time!

Best,
The Leafy Games Team

bcrab
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Re: Beta 14 Release Notes

Post by bcrab » Tue Apr 25, 2017 1:45 pm

Awesome! Can't wait to try out the new stuff. Thanks for working hard!

Question: Will there ever be a way for single players to use the handheld scanner to locate items and research samples or are we dreaming?

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Edinstein
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Re: Beta 14 Release Notes

Post by Edinstein » Tue Apr 25, 2017 1:53 pm

bcrab wrote:Awesome! Can't wait to try out the new stuff. Thanks for working hard!

Question: Will there ever be a way for single players to use the handheld scanner to locate items and research samples or are we dreaming?
As the captain of the ship you should be able to take the scanner from the scientist's locker. You can also buy scanners in certain stores!

Hope this answers your question!

Calladium
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Re: Beta 14 Release Notes

Post by Calladium » Tue Apr 25, 2017 3:04 pm

CyberDefense is slightly less effective overall
Added more virus options for Tactical Drones
I haven't seen any NPC-Controlled ships USING virus' for a very long time, am I right in thinking that NPC virus use will be more common now?

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Edinstein
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Re: Beta 14 Release Notes

Post by Edinstein » Tue Apr 25, 2017 3:31 pm

Calladium wrote:
CyberDefense is slightly less effective overall
Added more virus options for Tactical Drones
I haven't seen any NPC-Controlled ships USING virus' for a very long time, am I right in thinking that NPC virus use will be more common now?
Tactical drones come equipped with viruses, as well as the AOG ships. They should occasionally be using them. We can look at increasing those odds though!

bcrab
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Re: Beta 14 Release Notes

Post by bcrab » Tue Apr 25, 2017 3:33 pm

Edinstein wrote: As the captain of the ship you should be able to take the scanner from the scientist's locker. You can also buy scanners in certain stores!

Hope this answers your question!
Not quite. I know the Capt can use scanners (in general). I am referring to the research upgrades that allow the science officer to find additional items and samples with the scanner. When playing as a single player, the capt's scanner only shows the generic set (doors, NPCs, enemies, etc) and the research upgrade doesn't make a difference. What we'd like is for the Capt to be able to use those extra scanner upgrades for single player games.

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Edinstein
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Re: Beta 14 Release Notes

Post by Edinstein » Tue Apr 25, 2017 3:50 pm

bcrab wrote:
Edinstein wrote: As the captain of the ship you should be able to take the scanner from the scientist's locker. You can also buy scanners in certain stores!

Hope this answers your question!
Not quite. I know the Capt can use scanners (in general). I am referring to the research upgrades that allow the science officer to find additional items and samples with the scanner. When playing as a single player, the capt's scanner only shows the generic set (doors, NPCs, enemies, etc) and the research upgrade doesn't make a difference. What we'd like is for the Capt to be able to use those extra scanner upgrades for single player games.
Oh I see, thanks for clarifying! We can look into that soon!

ChemNerd42
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Re: Beta 14 Release Notes

Post by ChemNerd42 » Wed Apr 26, 2017 2:36 pm

Is there a chance that drones could be made easier to take down? Right now it's a bit unrealistic where you can take on a fully armored manned ship with ease. When I encounter drones, however, I have to run away screaming. Like literally run away screaming from my laptop.... My neighbors are getting quite concerned too...

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