Rogue Eclipse · published · build 25658344

Hey everyone!
Thank you for your patience and apologies for the delay - to be upfront this update doesn't completely resolve all of the issues that have been raised. That being said, please consider this a commitment from my side in terms of continuing support Rogue Eclipse and a reflection how much your feedback can really improve the game.
With that said, let's get to it!
[Version 1.007.033]
Updates
Added a new precision weapon category for enemy starships
Added new starship ‘pulsar’ and ‘particle-beam’ variants
These are precision energy weapons that will either fire continuously or within a small burst
These enemies will appear in chapter 1
Completely retuned how player replenishment/recovery functions
Before this was fixed now it’s variable across every enemy and subsystem (i.e destroying the larger ships will provide higher replenishment compared to smaller ships or starfighters)
Adjustment of starfighter and component unlock progression
Starfighters now unlock earlier in a run, sub-components unlock later into a run. Part of the reason for this was essentially due to discovering that if you needed a ‘tankier’ build for Chapter 1, in the previous version you would’ve needed to play until the end of Chapter 1 to get the build you’re looking for
Complete overhaul of the audio-mix for the game
While the intention is to have sounds be ‘filtered’ the previous mix was also including sound-frequencies that were intended, causing issues for players that have a higher dynamic range audio setup
Added Controller Symbol Selection Options
There is now an option in the gamepad preset menu to select alternate controller types (such as Dualsense etc.)
Fixes
Fixed Gamepad Sensitivity Options not saving/being applied
Fixed a bug where the particle blast from Enforcers would activate after being destroyed
Fixed a bug where the player’s throttle/steering would dynamically adjust within the interior of a Behemoth
This would make maneuvering in the more complex late-game Behemoths more difficult than intended (apologies!)
Fixed a bug where the player’s throttle/steering would dynamically adjust within the interior of a Behemoth
This would make maneuvering in the more complex late-game Behemoths more difficult than intended (apologies!)
Fixed an issue where low-end frequency sounds weren’t being filtered out (this would completely kill the sound on systems that are either lean more bassy, low-end or have a subwoofer)
Fixed an issue where certain enemy weapon sounds were not being included in the mix
Tuning
Behemoths now have energy barriers that'll appear for improved navigation guidance once you enter the interior
Known Issues
Dynamic Input Swapping is still unavailable for DualSense/Steam Controller Users
Here is what I’ll be looking at short-term:
Encounter/Difficulty Balancing
Here is what I’ll be looking at long-term:
I'll be keeping a close eye on how this update goes; beyond having to patch/hot-fix any major bugs that might crop up then intention is to focus on the items I've previously listed for the next update. Thank you so much once again for your patience with me! If you've enjoyed what you've played thus far please pop us a review and if any issues come up share your feedback in the forums, it’s incredibly helpful in terms of ironing out the issues that might be present as well as prioritizing what'll be brought to the game next! Please take care everyone and have a fantastic weekend! Husban (Mcdoogleh)