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Patch notes · published by the developer

True Stats Update

On Steam

**True Stats and Upgrades**
* All of the System Upgrades have had a pass and been made more legitimate
* * As part of this, some of the old Upgrades have been removed
* * There is also the idea of "Curses" that are negative stats, but they are not currently hooked up to the system
* * * These would be added to Planets based on Difficulty, and potentially other factors
* Each of the stats also now has the idea of a "rarity" that will influence how often it is selected as well as a Max number that stat can be purchased/improved
* * While the Rarity Exists, it is not currently visible to the Player or respected in the selection process yet so everything has equal weight currently
* The majority of these stats are also connected to their various systems in the game so purchasing them should work
* * The "Destroy Config" and a few of the specific weapon ones aren't in just yet
* The Pause Menu stats have been updated to reflect these changes

* How the stats are generated for the System Upgrade menu has been improved
* * There is now a full system setup for generating cards that can even handle "Locked Cards"
* * Locked Cards have a built in lifetime so we can allow for Locks to persists for multiple refreshes
* The System Upgrade Menu has been simplified with just a Weapons and Utility section
* * The number of options shown is still controlled by the Dyson Progress Percent
* * This is not the final design but rather a functional representation for now

* Orbital Mods (formally Planet Mods) have been overhauled and fleshed out
* * There is now a large number of Mods that a Planet can have ranging from larger Gravity to giving free Levels when Established
* Planet Mods can be seen when hovering over the Planet Icon in the Planet Menu

**Tutorial Improvements**
* Intro flow is more "Cinematic" with the Player starting looking at the star, then moving to the first Planet on message clear
* * We plan to have a similar flow for the main level where the Player starts at the star and moves to the first Planet without the button prompt
* Objective locations now appear on the Mini Map
* There is now highlights in the Pause Menu to help identification during that beat
* A pass was done on all Objective strings to make clearer instructions
* Ordering of the Tutorial has been adjusted for better flow between the various topics
* Upgrades that are present in the Tutorial are now a scoped subset of the ones in the default system level
* The tutorial does a lot more hand holding and gating of inputs from the Player based on the beat
* * This includes blocking enemies, preventing Dyson drones from firing, moving, etc. until needed

**Enemy Updates**
* Improvements to how Enemies pick their next location when attacked or finishing there current task
* Enemy Sensor and Attack Fields are no longer visible
* Fixed overlap events in general for Enemies
* Destroyers now use their Primary to fire at valid targets in immediate range

**General Updates/Fixes**
* New Input: X - Bring Cursor to center screen
* Fixed bad blocking flag in Status Effect Component
* Huge Targets are now always Discovered
* Fixed an issue where Resource Counts could go below zero
* Fixed bad logic in the impulse calculations of the Explosions
* Fixed a bug where Controller Mode was always set after opening a menu
* Updated Final Career Point calculations to include more data from the session
* Planet Menu refreshes if the Planet takes damage while open
* Primary and Automated Weapon Component Cleanup
* Fixed a ton of Meshes that were missing needed component tags
* Fixed Player Attach FX starting on
* Fixed Shield Satellite Bumper collision
* Fixed Boss not spawning in Tutorial or default system
* Dyson Target is now influenced based on the Difficulty
* Station Widget has been iterated on visually and has better hover over text
* Barren Planets now destroy Resources that collide with them
* Player score and multiplier now starts at zero

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