
Hello raiders!
Welcome to a new dev diary accompanying the newly released patch.
As always, one of the most important elements of our work is your feedback. We read, gather, and take into account every single report you send us. Many of the features you will find in this patch are the result of your vital contribution to our beloved Galaxy of Neterun.
First of all, we worked on several quests that could encounter situations where progression didn't advance correctly. In particular, we fixed an issue in the “Strong interaction” quest that could prevent Batiki from spawning correctly and, as a result, block quest progression.
The “Awaken The Ruins” quest also received a progression fix: the moment when it becomes possible to use the first Neterunian teleport, near the first Heka, now correctly follows the intended flow.
We improved the energy beam of the Gunlaxy, which now properly manages object collisions, preventing it from passing through them. We also fixed the battle against the Snake Colossus, stopping it from continuing to fire during cutscenes.
Another intervention involves the Neterunian Ruins and, in particular, the Hekas. We revised their collisions for better creature movement during encounters, making their behavior within the area more natural and consistent.
We also worked on combat against moving turrets when using a gamepad, such as those on the Snake and capital ships. Thanks to improved collisions and the introduction of lead targeting prediction, hitting them feels more consistent.
Regarding gameplay, we worked on heat balancing and weapon behavior in both Normal and Hell modes. In general, weapons now generate less heat, allowing you to use them longer before overheating. Additionally, we revised the behavior of laser weapons to give them a more distinct identity: besides being more efficient with less overheating, they are now also more effective against creatures, which were previously immune to their attacks. The goal is to make the different weapon types more interesting.
Always with the goal of making the experience clearer, we added new audio feedback: radar and hint notifications now feature dedicated SFX to make gameplay smoother.
We worked on several general optimizations to reduce performance load and improve the handling of certain VFX. Overall, these adjustments lead to a general improvement in FPS and a smoother gaming experience, especially in the most demanding situations.
We made improvements to the manual saves flow, ensuring that once a new save is created, you return directly to the normal pause menu. We also fixed the slot overwrite management, which now correctly displays the save name and its confirmation message.
We will meet again soon, in the next patch.
Farewell, raiders!
Gunlaxy energy beam
Improved laser collisions to prevent it from passing through objects.
Collisions in the Ruins
Improved Heka meshes. This adjustment should improve creature movement during combat.
Moving turrets
Improved turret collisions and added lead targeting prediction, making them more consistent and easier to hit while moving, especially when using a gamepad.
Radar and hint audio feedback
Added new SFX for the radar and hint notifications to provide more feedback during gameplay.
Optimizations
Improved overall performance and handling of various VFX for a smoother gaming experience.
Weapons and overheating
Rebalanced heat management for laser modules and Hull-integrated gatlings, offering higher efficiency and fewer overheats. Also revised laser weapon behavior, now more effective against creatures.
Manual saves flow
After creating a save, you now return directly to the normal pause menu instead of remaining on the save loading screen. Furthermore, slot overwriting now properly displays the save name and confirmation message.
Fixed the Batiki spawn issue in the “Strong interaction” quest that could prevent quest progression.
Fixed the behavior of the first Neterunian teleport in the “Awaken The Ruins” quest, which could lead to the teleport becoming blocked in some cases.
Fixed a bug that allowed the Snake Colossus to continue firing during cutscenes.
Fixed a bug where the initial cutscene skip UI did not display the correct button when using a gamepad.