Added rerolls to perk selection. You now start with 1 reroll and accrue 1 every 50 days.
Fixes:
Fixed NullRef issues in pathfinder, Anti missile turret & lingering bombs.
Fixed mobile station being out of the screen limits when spawning.
Fixed boundary issues on very large resolutions.
Fixed mercenary missions possibly stacking incorrectly causing a progression block.
Fixed pause overlay being shown in combat and vice versa for combat.
Fixed an annoying bug with the shield where it keeps turning off at 50% instead of 0.
Fixed progression block when components got upgraded past their max level by error. This would also happen in later stages of the game for the enemy ships.
Fixed enemy characters spawning in random locations instead of their current task. When an enemy ship appears, all crew will be in position ready to fight.
Fixed an issue with the in game menu being open at the same time as other events, resuming the game while playing the events(such as the mercenary mission).
Misc:
Added tooltips to the upcoming UI elements.
Balance:
Events:
Colony can now grow up to 10 levels (previously 5) with the cost of upgrading increasing faster than before. Once fully leveled the event then provides a large cash reward (end game).
Mercenary missions now go up to lvl 10 (previously 5) with better reward. When playing the mission, your weapon will be a modified version of either the laser blaster or machine gun depending on which is higher level. At lvl 3 the weapon will not fire 2 projectiles and from lvl 6 2 additional ones in a slight V shape (In the next path this will be included in their upgrade tree).
Characters:
Reduced job bonus from 400% to 200%.
Reduced previous job bonus from 200% to 150%.
Ship:
Upgrade system rework: Upgrades are now in their own menu accessible either via the main screen or via a button when selecting a component.
The new system has a small upgrade tree with different paths giving out different bonuses . For this update only the generator has actual path decisions, other systems will be shortly added but I didn’t want to delay the patch too much as ~20 systems X 6 special upgrades equals 120 modifiers with localization etc.
Weapons balance: All weapons have been rebalanced (still Work in progress). First tier of weapons don’t scale to very high dps anymore and are more useful for their utility upgrades later on.
Increased health to keep up with DPS better. Floor tiles also have more health and give bigger health bonuses when upgraded.
Oxygen:
Air leaks are now 5X larger than before. The max air loss for a breach is now 1000(up from 200) units or 50% of an open door flow.
Fire:
Fire ignition of nearby tiles increased to 0.2 (previously 0.1). That means if a fire is burning with 20 fire ranks, nearby tiles will get +4 ignition ranks per seconds (100 require to ignite).