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Alastrius: Star-Fighter›Events›Update 1.0.17 - Galletania Battleship Boss
Game update

Update 1.0.17 - Galletania Battleship Boss

Alastrius: Star-Fighter · published 4 months ago

All eventsPlayers around this dateRead on Steam

Gameplay Changes

  • Battleship boss on Galletania extensively upgraded.
  • Battleship boss on Velora hull replaced.
  • The Pelaris Battleship bosses ‘Battleship Main Guns’ have been renamed to ‘Battleship Quad Turret’ in the scoring system.
  • The Pelaris Battleship bosses main guns have been increased in Score Points value from 30 to 60.
  • Plasma Turrets used on various bosses decreased in Score Points value from 50 to 30.
  • Train boss laser blocks hit points increased from 6,000 to 10,000
  • The Train boss laser blocks have been increased in Score Points value from 30 to 50.
  • Train boss laser fire rate increased by 500%.

Bug Fixes

  • Damaging trees audio is now linked to the Sound Effects volume setting.
  • The battleship boss on Velora no longer clips into the shoreline. This fix has been a mixture of refining the boss fight pathing and having a much shorter ship present.

Background Systems Changes

  • Changed tally achievement naming conventions to match Steams.
  • Secondary components on turrets such as mountings, barrels, etc no longer pass missile or bomb damage across to the primary component. This is to stop situations where a single missile strike can inflict 12,000 damage instead of the intended 4,000 damage. Laser fire is unaffected by this change.
  • Added safeguard on the missile detonation blast logic to prevent damageable actors from being struck repeatedly by the same missile hit.
  • If a destructible asset is destroyed but the static mesh continues to exist for a few seconds while spiralling out of control the explosion VFX will now play twice, once upon its destruction and the second time after a few seconds before it despawns.
  • All destructible meshes are now set to ignore fluid flux. This stops holes being cut in the water by turrets.

Performance Optimization

  • Adjusted collision on various turret actors to prevent subcomponents from constantly triggering overlap events with each other as the turret moves.
  • Destructible meshes now have a parameter for whether to cast shadows. Shadows have been disabled on smaller assets such as rotator bearings within turret machinery.

Demo

  • Updated to Version 1.0.17 as well.
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