Starward Rogue:Post-1.5 Release Notes

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Version 1.503

(This isn't done yet, we're still working on it.)

BETA 1.502

(Released August 6th, 2016)

This is temporarily only available in a steam beta branch, since it may break things.

  • TinyDamageBoost and TinyEnergyBoost now appear as powerups on the status screen
    • Thanks to Motai
  • Interaction of range extension modifiers and Incineration and Cryofreeze modules is now more reasonable, but less awesome
    • Thanks to Logorouge
  • Fixed reversal of DoorEvil and DoorBoss
    • Thanks to SJD
  • Rocket Man now only last for a floor.
    • Thanks to Logorouge and others for reporting.
  • Cluster Launcher no longer does friendly fire.
    • Thanks to DarkTwinge's stream for highlighting this.
  • Revenge Module replaced with Plasma Punisher Module. Whenever you get hit, fires a burst of plasma that stuns enemies.
  • Main minigun SFX beefed up a little, and particle trail added to the Torpedo Cannon shots.
    • Thanks to Goldenwolf for these changes.
  • Simplified and nerfed Destruction module. It just does the damage boost now, and doesn't give extra shots(this is part of a general module refinement process).
  • added suppress_aoe_destruction_of_shots flag to system
  • Grenade Launcher and Cluster Launcher no longer destroy enemy shots (which was super OP).
    • Thanks to Monkooky and others for reporting.
  • Boomerang Needler aesthetics have been made a bit more boomerang-y. It now uses an animated shot.
    • Thanks to Goldenwolf for these changes.
  • Removed the friendly fire on Detonating Rose.
    • Thanks to Logorouge for reporting.
  • Clarified the Looter probation description.
    • Thanks to Logorouge for reporting.
  • Increased the size of Paragon's hitbox, which was way too small.
    • Thanks to Logorouge for reporting.
  • Added the Telekinetic Repulsor Module to replace the Reactive Shock Module.
  • Tweaked the Combat Shield look and function. You can now push enemies back with it, too.
  • Changed the Kunai SFX a bit, and the shot type.
    • Thanks to Goldenwolf for these changes.
  • Kunai is now also in the energy weapon position. Before it was in the main gun position.
  • Added SFX for Fragment enemy, Combat Shield, Battering Ram, and new Boss Intro SFX. New Javelineer thrust particle.
    • Thanks to Goldenwolf for these changes.
  • Vastly improved the efficiency of the Zombot.
    • Thanks to WindlessZephyr's stream for highlighting this problem. Also thanks to eruanion for reporting.
  • Made it so that you can't waste Alternate Deality when outside of a shop room.
  • Gave the Green Envy innate revealing of Item and Secret rooms. Also buffed the passive bonuses a bit. Edit: changed this to innate ability to find higher tier loot earlier than the other mechs.
  • Changed the Revenge Rams to be bigger and do more damage and greater AOE.
  • Improved the GravityCannon and MiniatureBlackHole a bit. These are much less likely to cause you to take damage now.
  • Improved TacticalEMP.
    • Thanks to Logorouge for reporting.
  • Cleared up the Serrated Spine Launcher description.
    • Thanks to Logorouge for reporting.
  • Reduced Conductive Hull to 60 energy gain.
    • Thanks to Logorouge for reporting.
  • All the Condemned Room aesthetics overhauled. Shots, SFX, and particles. Plus some tweaks.
    • Thanks to Goldenwolf for these changes.
  • Fixed a buggy interaction between Photoelectric and Big Leaky Battery.
    • Thanks to eruanion for reporting.
  • The Perk Overhaul and Balance Update (plus other stuff)
    • For Misery's breakdown of the changes go here: https://www.arcengames.com/forums/index.php/topic,19218.0.html
    • Lots of new general perks added such as Savings Interest, An Eye For an Eye, Bloody Rage, Big Game Hunter, and many more.
    • At least one unique perk for each mech such as Flame Master.
    • Many existing perks revamped such as Heavyweight, Resistance (was Deftness)
    • The perk level placements have been adjusted a lot, so that options need to be thought about a lot more. No more massive DPS no brainers.
    • Adjustments so that attrition is more of a thing, the main one being that health items now only restore 1HP. Gearing up and combatting attrition is now more of a challenge.
    • Enemy damage scaling has been removed. No longer do early floor enemies just get buffed on later floors, so you have to think a bit more strategically about what enemies in the current rooms are threats or not. Certain dangerous looking enemies will hit hard and need to be taken down quickly.
    • Floor size has been reduced significantly so that run length is reduced overall.
    • Upgrade damage boosts have been reduced a lot. The maximum single upgrades now are +40% and x33%, with most giving between +10% and +20% instead of numbers like +50% and +75%.
    • More XP bonus resources. There are now 3 versions of XP resource pickup. Sometimes you can find rare ones that will give you a big boost.
    • New enemies from Misery such as Disservers, Ramparts, and more.
    • A lot of small tweaks that we've probably forgotten about.
  • Fixed AOE not waking enemies bug.
  • Fixed Needler Probe respawn when buying new familiars bug.
    • Thanks to Windless Zephyr for highlighting this.
  • Reduced Stomper volume.
    • Thanks to Logorouge for reporting.

Version 1.501

(Released August 6th, 2016)

  • Fixed a bug that was breaking some older savegames.
  • Increased difficulty of Twin Suns.
  • Tiny Energy Boost now grants 10 energy for 5 credits
  • Dilithium Power Cell now grants 20 energy for 15 credits
  • SurvivalPack readded
  • Fixed Credit10 frequency in pools rate
  • Adjusted the missile systems a bit.
  • Acid Maw damage multiplier increased from 1.2 to 1.4
    • Thanks to logorouge for inspiring the change

Previous Release Notes

Starward Rogue:Post-1.0 Release Notes

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Starward Rogue Main Page