Tactical Mode added to the game - more information can be found on our blog.
Mines & Turrets
- Added mines and turrets for both factions.
- Created assets and VFX for deployable turret
- Created assets and VFX for deployable mines. Added land and active VFX to mines.
- Implemented AI for mine launchers and turret launchers.
- Mines updated to have an activation time after reaching their destination, and use tweening to allow smooth movement.
- Adjusted the trail VFX for Turrets/Mines to use emission over time rather than distance.
- Made an enemy version of the Mine Launcher VFX.
- Environmental mines implemented.
- Story Events set up to allow for spawning of minefields and random terrain, etc.
Pulse Weapons
- Created the Sustained Damage Pulse attachment.
- Added AI for the Sustained Damage Pulse.
- Added sound for the Sustained Damage Pulse
- Updated colours for Sustained Damage Pulse
- Implemented the Sustained Mending Pulse.
- Tweaked mending pulse AI for Sustained Mending Pulse.
- Updated VFX on Sustained Mending pulse.Sustained Mending Pulse is no longer a stand-alone VFX, and is part of the sustained mending pulse support attachment.
Divert Power
- Added AI for Divert Power attachment.
- Updated Forced Targeting and Divert Power systems to use new VFX.
- Added cost to Divert Power Attachment.
- Divert Power AI should now run intelligently based off the time a weapon is next able to fire.
Flak Barrage
- Implemented Flak Barrage attachment
- AI implemented for Flak Barrage attachment.
- Flak Barrage and Sustained Damage Pulse now use correct fake projectile.
- Starting Assault ship now has Tactical Advantage attachment.
UI
- Added new button backgrounds to indicate automatic attachments on Fleet Bar.
- Attachment buttons are now visible on ALL ships at all times, even deselected ships.
- Added Targeting Icon.
- Updated Move order VFX to be blue instead of orange.
Loot
- Updated all the loot chance values.
- Small chance now of Attachment rewards after every battle.
- Upped starting credits from 1000 to 1200
- Temp addition of all ships and the new Attachments to the starting shop.
- Loot lists will now concatenate in both story events and story choices.
- Added new Attachments to general loot lists and shops.
- Removed a system slot from the Carrier. Carrier price decreased.
- Changed a Rogue system slot to a support slot. Rogue price increased.
Maps & Missions
- Added new Hunt2 and Hunt3 maps.
- Created a working Hunt map template. Hunt mission updates.
- Added pirate Hunt objective.
- Added new randomisation to Hunt maps.
- Orthani Hunt spawn lists added.
- Added Hunt fleets.
- Capture2 maps added.
- Mission timer updates.
- Map fixes and updates.
SFX
- Added sounds for shield down and shield up.
- Added new weapon and attachment sounds.
- Changed the pitch shift on the charging sound so it is no longer ear-bleedingly high at the end of the charging sequence.
- Lowered the volume on the weapon charging sound so it is equally non ear- bleeding.
AI
- Player Fleet Score – now re-calculates for lost ships.
- New attachment types added to enemies.
- Volatile Storm AI will only attack targets under 20% shield.
- Removed targeting Critical as it was negatively affecting the Agro system.
- Agro system update to make ships more sensitive to attack, react when 1% damage has been done to a ship.
- Removed kinematic from damaged ships.
- Missile flight speed increased. Drones bullet and missile speeds brought in line with ships.
- Modifiers can be applied when the attached ship takes damage (either of the hull, shield and/or energy variety)
General
- Added turn and jump out. Made sure ships jump out in a random direction.
- Moved map tracker.
- Changed damaged objectives to not be always visible.
- Hunt mission now has a disc render.
- Missile launcher firing spread and missiles fired per launch are now exposed to design.
- Added new map backgrounds
- Adjusted the timing of the right click target and defend VFX
- Changed defence team tracker to be global instead of per map.
- Amended 1.5 pirate fleet.
- Text updates for various Events.
- Modifiers added for hull damage, shield healing/damage, and energy healing/damage.
- First pass of optimisation on Akari Ship Thruster/Trail VFX.
- Explosion VFX Optimisation – inc. removed dead layers from prefabs, fixed layer time inconsistency.
- Removed disabled particle systems from A’kari missile explosions.
- Right-clicking enemies (or Attack + left click) now plays targeting VFX.
- Defend + left click now plays friend-targeting VFX.
- Empty special case for loot items has been added.
- Nukes now travel based on a speed rather than an overall travel time.
- Completed VFX for drones and turrets, inc. adding new explosion type for mines.
- Order Acknowledged sound now no longer plays for every move order…
- Tested ion storm VFX which now appears to be fully functional.
- Some minor changes to VFX prefabs
Bug Fixes
- Various fixes for sound — correct looping sounds in for Damage and Mending Sustained pulses, Fix applied for never ending storm sounds.
- Fixed Orthani brains. Fixed damaged ships causing crashes.
- Fixed Orthani Carrier spawning without attachments.
- Can no longer use attachments after a ship has been disabled.
- Misc map fixes.
- Various fixes for ships sticking in environment.
- Fixed multiple capture points visible on Capture1 mission.
- Now instantiating the ship definition on SpawnShip so that overrides do not alter the prefab for future spawning.
- Bug fix for Map4_Capture3.prefab ending kill all enemies objective early.
- Bug fix for Orthani Rogue not using Buckshot weapon.
- Fixed issue that was causing hunt targets to spawn as neutral.
- Fixed enemies stuck in terrain on Map4.
- ObjectiveKillMe – can now include a faction that it should check when killing everything in a faction (fixed a bug where null ships would be erroneously counted as ‘live’ ships).
- Fix for Objectives staying on.
- Static ship jumping direction done once for all ships.
- Fixed bug where Carrier could be forced to target a point in space and would fire out infinite drones.
- Fixed invisible ships bug.
- Linked renamed right click VFX manager back up. Fixed a bunch of issues with the right-click feedback VFX
- The Fleet Browser should no longer be at the wrong size for a frame on opening.
- Damage VFX should no longer play when the target ship is not visible.
- Fixed null reference exception when opening Credits Panel.
- Fixed bug where the purchase confirm was not occurring with ships, repairs and supplies
- Fix to stop Agro Target ignoring Forced Targeting.
- Fixed A’kari Dreadnaught armour.
- Fixed the IonStorm VFX
- Fixed issues with Sustained Mending Pulse VFX (including deleting an apparent duplicate). Sustained damage pulse now uses correct VFX at correct size.
- Corrected icon on damage sustained pulse.
- CheaperDroneFlight can no longer affect the z-axis position of drones.
- Weapon Attachments now aim at exact positions.
- Turrets had accidently been set up to create a damaging explosion on death. This behaviour is intended for mines only.
- Caught bug in pulse attachments where they could attempt to apply a modifier to a destroyed ship.
- Mending pulse no longer accidentally applies damage boost modifier VFX to medium-sized ships.
- Sustained Mending Pulse now uses correct fake projectile VFX.