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Patch notes · published by the developer

Swarmslam v1.0.1 - Necessary QoL

On Steam

First patch since launch! Most of this came from your reports on Discord, the Steam discussions and the in-game feedback form, so thanks a lot for those.

Well, launch was a success! Thankfully no major bugs have popped up and the panic I had that game would simply not run for others was not the case!

I want to thank each and every one of you that contributed in game's launch as well as to those who purchased the game, played it and went out of your way to give feedback both on Steam and on Discord and even in-game!

There were few glaring issues identified with certain game systems (e.g. Divinations) that I will need a little bit more time to figure out and fully properly fix it. Current patch will be addressing some other smaller bugs and issues that have shown up, as well as some necessary QoL that should make playing the game less frustrating in some cases, including with regards of Divinations.

PLANETS

  • New DROP TIER button on the planet panel. Once a planet reaches tier 15, you can drop it one tier at a time for 1 unspent COREBREAK each, to the lowest of tier 15. This is kind of a necessary feature needed for Portents, as at some points they might've asked certain challenges where your current builds simply could not keep with the planet's existing tier at the moment (as planets get much tougher the higher tier you go)

  • Locked planets whose requirements got filled outside of a run (by auto-extractors or THE BARGAIN) now show an UNLOCK button. Before, they only unlocked after your next run and it sometimes felt that you have done 100% but now planet is stuck in locked state

  • The MINE button now fills with fog while VOIDFOG is over the planet instead of saying MINE IN VOIDFOG. This was done for UI purposes as the former would break UI alignments in different locales

  • Convergence buttons on the planet panel now have tooltips saying what each grade does and how much run extraction it costs.

  • Closing a planet panel now moves the camera back to where it was before you clicked the planet.

OMENS & PORTENTS

  • New DECLINE button next to EDIT OMENS. It draws another Portent for that planet from the pool. Not available under VOIDFOG

  • Realizing a Portent now clears that planet's OMENS

  • The PORTENTS view now shows the highest tier you realized each Portent at

Note: There has been a lot of great feedback in regards to omens and portents overall and I just want to let you know that the feedback is seen and understood. I can see there is a lot of frustration with the current model and I will be dedicating an entire patch to it trying to address all the issues. These changes are just step 1, I will see how they will land and then move forward with my current thoughts and ideas.

SKILL TREE

  • Search now also finds nodes by what they affect. Typing BLACK FLASH finds every node that feeds Black Flash.

  • Four new nodes so Bombers and Chain Lightning keep up late game:

    • Going Nuclear: +6% chance per level for a bomb's blasts to crit for double damage

    • Nuclear Overkill: +0.5 bomb crit multiplier per level

    • Chaos Energy: +10% chance per level that a slam which doesn't break its node arcs lightning

    • Chaos Surge: +100% per level to the damage each Overload adds to a hop

  • Late skills that asked for a tiny bit of an early ore (like 50k Gold on a bomb node) now ask for a proper amount. These were remnants of older pricing models that slipped away.

BALANCE

  • Orbital Strikes: There were chances where orbital beams number could exceed the chunk's row number, which would kind of cap beams as for beam to spawn it needs to have a "free" row on which beam has not spawned yet. Now we fold the extra beam's damage into existing ones, fixing the behavior of orbital strikes

  • Chain Lightning: lightning chance past 100% now starts that many separate storms. Before, they got merged into one storm that did basically nothing. Storms with a lot of Overload also stopped throwing their extra hops away

  • Lasting Fog: relic fields made VOIDFOG stay way too long on one planet. This has been drastically reduced (Note: I am still exploring ideas of forcing voidfog off a planet. just know that changes will come with that as well)

AUTO-EXTRACTORS

  • When your auto-extractor pool shrinks (switching to a fresh loadout, disabling a node in the Mirror, turning off a milestone reward), your assignments are no longer discarded. Now, say, if your pool shrinks by 10 auto-extractors, game now tries to take away these 10 from planets in a way that it keeps the existing ratio of auto-extraction. Your previous assignments are saved and come back once the pool grows again

  • Auto-extractor count on the planet panel now is consistent with the similar functionality across the game with the UI

  • STATS now shows working / pool for deployed auto-extractors

OUTER RIM

  • Ports no longer have to be opened/unlocked in an invisible order, each one only needs to meet its unlock requirements

  • Crew buttons now stop at what you can actually pay for. With AUTO-DISPATCH on, they go up to your whole crew and the order waits for the ore

  • Some more UI improvements with how AUTO-DISPATCH info is handled on the UI

RELICS & THE BINDINGS

  • The relic column on THE BINDINGS now stays empty until THE TEN RINGS. This was an oversight that you could even assign relics before that point

  • The relic column now wraps into columns of 12, so that they do not go off a screen with inactive relic + active relic combinations

Note: Relics UI has been a bit confusing to many of you and I will be looking into how to improve the experience in upcoming patches. Hopefully this is a good start.

UI

  • AUTO-PLAY, AUTO-DISPATCH and ATTACH SAVE buttons now say ON or OFF.

  • IMPORT DEMO now reads all four demo save slots and lets you pick one when there's more than one instead of just looking at the first slot. The importing feature was added to the game back when game had only single save file slot and when I extended it I kind of forgot about demo imports

AUDIO

  • Sound now follows your default output device and does not get stuck on only a single device, causing the game to stay silent when output device changes, e.g. when you disconnect/unplug your headphones and then plug them back in

  • Fixed a short loud spike when the music changes tracks

  • Fixed the playlist skipping tracks when a lot of sounds played at once

PERFORMANCE

  • Cluster Bombs with A LOT of COREBREAKS froze the run as we were trying to calculate each blast's damage separately. Now we do not, therefore this should not be an issue anymore

  • There have been few game slow-down reports for which unfortunately I have not yet been able to reproduce, however I have added more diagnostical internal tools for them so that once you come across the same thing and I ask you to share logs, I can understand much better what is happening behind the scenes and what is causing the slow-down

BUG FIXES

  • Fixed few mining related crashes

  • A magnet bigger than the screen had weird rendering artifacts that have been removed and fixed

  • Fixed the core HP bar breaking with very big numbers

  • Fixed misaligned buttons in the Expedition Manager

  • Fixed ore rates overlapping in the planet panel's auto-extractor box

That's it for this one. Thank you once again.

See ya!

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