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.