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Beat InvadersNewsPatch 2.1.0 - Patch Notes
Major update

Patch 2.1.0 - Patch Notes

Beat Invaders · published 13 Jul 2022, 18:28 UTC · build 9115076

All newsPlayers around this dateRead on Steam

Hello Everyone!

it has been quite a while since the last patch - I am very sorry about that.
This game is a solo developer hobby project of myself and my life has been a bit full lately.

Thank you for your support and patience - This patch fixes a lot of bugs, most importantly for the highscore hunters out there: It's now possible to score higher than 2.1 billion.

This also meant a migration of the leaderboards. You will probably not notice the change right away as the old scores have been migrated to the new leaderboards, but it could be that a couple of old scores are missing or that some new scores that happened between updating your game to 2.1.0 and the old version are not in the updated game.

Sorry about that, but it was a breaking change and I tried to manage it in the best possible way.

There are also a couple of new features and a looooot of balance changes!

I hope you enjoy the update and have a lot of fun!

Patch Notes 2.1.0

Features and Improvements

  • Ship Classes are now Pilots and have received artworks for each.
  • New Game Mode: Speedrun Mode (Run ends after wave 40, time is measured)
  • New in-game Event: Enemy Destroyer
  • Weekly and Daily were changed to Normal Mode (was Hyper) to make it interesting for more players.
  • Weekly Mode can now be replayed.
  • 6 new Achievements.
  • When rolling new Upgrades, there is now a chance to get Lucky Rolls. This will have rare and epic Upgrades. After a boss battle, there is an increased chance for such a roll.
  • The delay between dashes has been reduced and the invulnerability time increased - that makes it possible to "chain" dashes to get a longer invulnerability window.
  • Players Missile visual size is now dependant of the damage.
  • Leaderboard Points are now rounded to the hundreds, that allows much bigger High-Scores. The old values in the Leaderboard were adjusted accordingly.
  • Railgun Class: Reworked shooting visual effects.

Balancing

  • Attack Boost length decreased from +2s to +1s per level of "Special Power"
  • Spreadshot Class: The ships speed was increased slightly.
  • Spreadshot Class: Focus Fire upgrade now increases rate of fire instead of decreasing it.
  • Railgun Class: Changed Mechanics.
  • Railgun Class: Width Upgrade has an improved visual effect and overall increased effect.
  • Railgun Class: has a slightly reduced damage bonus against meteoroids.
  • Railgun Class: has now a much more fixed overall charge speed to maximum charge only increasing a little bit per charge level.
  • Railgun Class: Fire Rate also influences the Time needed for the first charge to load.
  • Railgun Class: Charge Speed influences this overall time needed to fully charge, not the time between single charges.
  • Railgun Class: The influence of the maximum Charge Level on the rapid fire mode in Attack Boost has been reduced and capped.
  • Pulse Blaster Class: Reworked the charge speed of the main weapon (charges faster overall, get's a charge bonus after each 15 levels of Charge)
  • Pulse Blaster Class: Amount of Additional Projectiles from Attack Boost is now limited.
  • Pulse Blaster Class: The speed reducement from Fire Rate is now applied permanent and not only when firing.
  • Pulse Blaster Class: More obvious effect when full charge is reached. This results in a quicker charge up time on higher charge levels and a lower charge speed on lower levels - making the mechanic easier to understand.
  • Pod Damage is now increased from the "Pod Salvo" Upgrade (instead of decreased). This should make upgrading the pods much more viable.
  • Enemy Transports and Meteors will now spawn together less frequently.
  • Enemy Drones will now not appear if there are very few enemies left.
  • Enemy Tanks do now shoot with a pre-set delay per row - making the patterns easier to avoid.
  • The damage of the Hyperbeam was increased per level of "Special Power".
  • Enemy Mine Carriers do now drop a Token and an extra Token if the Mine is destroyed while still attached.

Bugfixes

  • Fixed a bug where sometimes upgrades were re-rolled multiple times when receiving level ups during the upgrade screen is open (most noticeable when the rare sound appears but no rare upgrade is visible)
  • Enemy Repair Shield Ship: Fixed a lot of bugs. Now works as intented.
  • Fixed a bug with "The Hammer" moving out of the play area.
  • The mines in wave 21 were reduced.
  • Health of Enemy Cargo Transport was increased in higher wave levels.
  • Health of Enemy Cargo Transport Boxes was increased in higher wave levels.
  • Damage of Enemy Shooter was increased by 1 per 2 loops (loop 1+2: 1dmg, loop 3+4: 2dmg, etc.).
  • Damage of Enemy Artillery was increased by 1 per 2 loops.
  • Fixed a bug where multiple Hunterswarm Missiles would hit the same target altough it is already killed.
  • Fixed a bug where multiple projectiles were consumed when an enemy was overdamaged.
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