This update focuses on balance changes. Player survivability in combat has been slightly increased, and the simplest enemies (screamers and satyrs) have been slightly weakened.
Changes to special abilities also make the game even more dynamic.
- The special ability “Static sectoral shield” has been replaced with “Quantum Shift.” The shield wasn’t very useful, since its main function was to protect against plasma. And the main plasma enemy (the worm) is usually too mobile and could fly right around this shield. Also, once the bubble shield turns white at a high level and also protects against plasma, the current shield becomes more useless.
- The new “Quantum Shift” ability allows for quick short-distance jumps.
- Enemy scout factories now have a delay before spawning a scout. Captured factories produce scouts without delay.
- The plasma armor value of enemy lite shield plates has been reduced from 40%→20%.
- The durability of sectoral (white) shield sectors has been reduced from 50→40.
- Uber-Alloy Black shields now have less HP 100→80 and cool more slowly.
- Gas Screamers' black shields HP has been reduced from 100→40 (the enemy must be more than just a training opponent for this mechanic to support the player’s learning process, so a full-strength shield is not necessary for this purpose).
- Regular Screamers' HP reduced 70→50
- Gas Screamers' HP reduced 100→70
- Basic Satyrs' HP reduced 90→80
- Screamers' movement speed reduced by 25%
- Heavy Scouts' movement speed reduced by 15%
- The maximum number of campfires in an inventory slot has been increased 4→5
- The respawn rate of patrolling Screamers has been reduced in the following areas: Abandoned Cliff, Swamp terra, Construction Site, Nuclear Desert, Eastern Block, and Radiolocation station.
- The player's hand tremors caused by the cold have been reduced.
- Reduced the spread when firing the Scorpion Vehicle machine gun. (will perform better at long ranges.)
- Lotus puzzles that were already opened during a previous playthrough of the level now open immediately after loading to avoid distracting the player.
- When using a campfire, healing station, or charging station, an additional algorithm now ensures that the used item does not fall through the ground.
- In the superterminal control UI, switching the mode to “Self” no longer works. (Players get stuck in a strange loop when repeatedly selecting the same mode when using terminal for the first time)
- Damage from satyr shots has been reduced from 9 to 8
- Healing (active ability) is now more powerful (7→20 at level 1, 35→40 at level 5)
- The base regeneration rate has been increased (6→5 sec.); accordingly, regeneration upgrades will be slightly more effective.
- The enemies' accuracy has decreased slightly. (This is actually a pretty difficult parameter to balance.)