Hey everyone! Hows it going? I'm feeling fresh, just came back from Holiday, I've actually been sitting on this update for a couple of weeks now but couldn't push the build live because I was abroad and couldn't pass the security checks haha. Wanted to give a special thanks to 'Dumbgamer99' for their feedback on discord, the majority of these Quality of Life Changes (QoL) were a direct result of their playtesting and conversations we had there. Thanks! <3
New idle poses: rebels stand and kneel in an aiming stance rather than waiting around, so a held position reads as a held position.
Rebels holding a position, or taking cover on a 'Move To', now watch entrances and doorways.
(Thanks ZiFFa for this suggestion on discord)
'Follow' regroups your rebels mid-fight. There is now a 4 second execution period in which they'll follow an order without hesitation, so you can pull them out of a fight. From testing 4 seconds seemed like a good balance, as to not make them look unresponsive if they're taking in coming fire on their exit. If a player really wants their allies to extract from a heavy engagement across a longer distance (longer than running for 4 seconds), they simply need to re-issue the order.
Your orders stick. Rebels hold the command you gave them through a firefight instead of drifting back to their own instincts, so 'Hold Position' and 'Move To' mean what they say and you can pull someone out of a losing fight.
Bug Fix: panic animation no longer carries across a floor transition.
Please note: Squad command orders only apply to allies in your squad. You have a base squad limit of 4 (7 fully upgraded). If an ally is ignoring you commands. Double check that they're in your squad.
Scanned enemies are now painted as a silhouette through walls, replacing the old status icon. Every scan source uses it: the Scanner, the HIGH BEAM SCAN cybernetic, and DISRUPTIVE BURST when your shield goes down.
New UNSTUCK button on the pause menu. Stand still for 5 seconds and you are put back on solid ground, for those rare moments the station geometry wins.
The equipment list scrolls, and reopens on the entry you left it on.
Shop sell lists and the cybernetics list scroll and remember their position.
Switching tabs with the bumpers updates the Buy / Sell header.
Closed a sell exploit on the Spy's starting Decoy and the Auto Turret.
Stores no longer offer the same cybernetic twice.
Swords show the infinite ammo icon instead of a round count.
Tightened up gamepad selection in the equipment list. There was a bug where the 'Use' button for the default selected item in the inventory would not fire. This went under the Radar as it was gamepad only, and double clicking on the item still used it or simply selecting a new item resolved it. This has now been fixed.
Grenades settle near where they land instead of rolling across the room.
Grenades stay in the room you threw them into: no more slipping through a wall or a floor.
Grenades no longer launch straight up when there is nothing under the aim point.
Closed an edge case where Semtex could detonate at the point of impact rather than on the enemy it stuck to.
The Semtex pickup icon matches the HUD indicator.
Cycling grenades shows the grenade's name top right, then fades.
The Samurai's starting sword hits harder
The Rupture Injector (Needler-type) explosion SFX was replaced. The old one distorted when multiple explosions went off at the same time.
Bug: Grav Boosters (the double jump) would not reliably space out your actions. meaning the double jump could trigger from a single press, or retrigger on landing. This has now been fixed. The best way to think of this cybernetic is not as a double jump, but as a jump and dash, to either duck to cover or quickly close the gap on your enemies. It works in all directions!
Bounty Hunter class now unlocks properly. The 'Loan Shark' achievement required you to collect 15,000 credits in 1 run. Previously, Credits toward it were only counted from pickups, so sold items and star map payouts didn't count. They do now.
The No Empathy trait works, and four classes whose "positive" trait was applying as a negative are fixed.
Cybernetics survive a reload at the home base.
Bug: changing character at the homebase would hide your current cybernetics and backstory. This has been fixed.
War Chest carries over the share of credits its level promises. Credits were being cleared when the shuttle launched rather than on your return, so hiring a rebel is a real decision again.
The Worm God health percentage tracks the health bar.
The Worm God fight runs to the end. The exit stays locked until the boss is down, and your squad can no longer trip the end-of-fight trigger early.
The next major update is focused on star map encounters. I've been working hard behind the scenes to drastically improve the tooling I'm using that creates these star map events so hopefully the next update has a lot more content for you to enjoy. One area I'm experimenting with is multiple faction combat. Right now combat is binary. Its Faction A vs Faction B. Well I'm working on having multi-faction combat, so faction A, B, C, D, E can all be fighting against one another. I think this mechanic alone opens itself up to a lot of interesting potential when it comes to writing Star Map encounters/station events. There are a few more QoL changes that are Star Map related, but I wanted to wait for the major update before tackling them. If you read this far, thanks, I appreciate you! Hope you're enjoying the game and can see the progress that is being made. As always, please don't be shy, join the discord, leave any feedback or suggestions you may have there! Cheers, James