
New game mode, low intel. discover systems, and manage what you see and keep enemies from seeing you! Play it on any mission/difficulty.
Added perk scaling when upgrading. some perks will count all upgrades in that module, and others will only scale with upgrades after you get the perk.
Reworked the system generator, stars, scaling, lighting, and more!
Bosses are now graded based on stats, upgrades, encounters, etc. Make sure to keep track of the really bad ones!
Added the option to delete your built/upgraded ship and get a % of spent tech back.
Added buttons for selecting type of movement, type of canon ammo, and type of nodes to use when applicable. (when you get a perk for a special node (like missiles), you can choose what you want to fire and still use regular d-nodes).
Large ship classes now have missiles as a default, and when you get the perk for it, it buffs them even more. Also reworked pathfinding for missiles, nodes, etc.
Added a variety of premium perks!
All weapon types now carry damage type, added armor rating that scales with class of ship and hull upgrades, made shields account for resistances, and made ricochet and penetration be directly related to the armor rating of a ship.
Added a feature where enemies don't endlessly spawn. but after a bunch are in system, the light class ships will escape and heavier class ships will jump in.
Remade the UI and menu flow for upgrades and perks.
- Ai behavior and logic
- Ricochet and penetration rework
- Jump drive nerf, now being charged holds an energy cell in reserve unless you get a mitigating perk.
- UI rework, especially upgrades and perk sections.
- Beef up network communications