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Cloudbreaker Playtest›Events›Build 0.3.4 - Big Optimizations
Game update

Build 0.3.4 - Big Optimizations

Cloudbreaker Playtest · published 34 days ago

All eventsPlayers around this dateRead on Steam

Build 0.3.4

Known Issues:

  • Some enemy art still WIP
  • Radar upgrade for the Core laser does not function correctly

New Content:

  • Socket Arrays: a new kind of part that bolts onto the hull and switches on the sockets underneath it, extending your Engine grid. Only one section has to land on a working socket, the rest is meant to hang out over bare hull.
  • Trade islands now give Socket Arrays rather than relics.
  • New effector art sheet, with the Torque Field's finished sprite.
  • The Missile Launcher core now has its own upgrade animation.
  • Graphics options gained a Resolution dropdown, a Physics Rate setting and a Smoothing toggle.

Bug Fixes:

  • Fixed the movement skill cooldown ship upgrade lengthening cooldowns instead of shortening them.
  • Fixed the Surge leaving its flip speed boost switched on if you docked or died mid flip.
  • Fixed the Warp Drive's mote detonation writing over the dash's own damage for the rest of the run.
  • Fixed network missions asking for one more part than their description said, and reworded them to say plainly how many parts the network needs.
  • Fixed Bloil still being dragged toward the ship after it had been collected, and the Bloil already sitting inside the attraction area being ignored when the area switched on.
  • Fixed the upgrade icon being invisible, preventing opening the upgrade menu with its hotkey.
  • Fixed Shard islands spawning while a boss was still alive.
  • Fixed controller stick drift, and triggers resting at full deflection, dismissing tooltips on their own.
  • Fixed the Centrifuge upgrade showing the wrong description.

Improvements:

  • Mission cards now name what they unlock on the card itself.
  • The HP bar now previews what a trade will cost you while docked at a trade island.
  • Big performance pass, aimed at the Steam Deck.
  • The first launch performance profile now measures the physics rate as well as VFX quality, and both are exposed on the graphics page so you can override what it picked.
  • Movement is now smoothed between physics ticks by default, so a lower physics rate still draws at full frame rate.
  • Switched to the mobile renderer, which suits a 2D pixel art game and drops a pile of per frame setup cost.
  • Damage bursts, enemy spawns and Bloil drops are now spread over several frames instead of all landing in the one that triggered them, so a wide AoE tick or an elite wave no longer hitches.
  • Damage numbers are far cheaper to draw and are capped per frame, so a crowd hit no longer buries the screen in overlapping numbers.
  • Off screen hunters and segmented enemies no longer animate their bodies, and the on screen test every enemy runs is much cheaper.
  • The enemy hurt sound is now capped, rather than starting one voice per enemy hit.
  • Engine menu and part dragging performance improved.
  • The Warp Drive's warp end pushes twice as hard.
  • Warp Drive cooldown decreased to 3 seconds.
  • The Long Cannon's overcharge now boosts its attack speed as well as its damage and range.
  • The Railgun can now steal Field effects along with Extension and Network ones.
  • The Frigate's swing now carries non directional parts too.
  • The Overgrown Scuttle Beast attacks a little more often.
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