Build 0.4.3

Cloudbreaker Demo · published · build 25190261

[b]Build 0.4.3[/b]

[b]New Content:[/b]

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[]New dive results panel on the finish screen. []A lost dive now tells you how long you survived instead of just "Dive Failed".

[]The layer select remembers the difficulty modifiers and Endless mode setting from your last dive. []The game now pauses when the Steam overlay is opened, and when the last connected controller is unplugged.

[]A Send Logs button on the Report Bug page, for sending us the game's logs. []The keyboard prompt icons are finished off across the whole set.

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[b]Balance:[/b]

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[]Endless mode: enemy health now climbs steadily with your run time, doubling roughly every twenty minutes and capping at sixteen times, so a powered up ship still has something to fight an hour in. []Endless mode: elite and burst waves are gated by rarity early on, so the nastiest enemy in a layer can no longer turn up two minutes into a run.

[]Endless mode and Abyss spawn curves retuned throughout. []Salvage islands appear a little less often.

[*]The Multiplier is slightly rarer in the part pool.

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[b]Bug Fixes:[/b]

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[]Fixed the game freezing when you picked up the Bloil Crystal at the end of the Abyss. []The Fulminating Sun now appears correctly in the enemy library.

[]Fixed the More Enemies difficulty modifier spawning fewer enemies rather than more on timed waves, and doing nothing at all to the Endless sustain wave. []Fixed kills in Endless mode not counting towards missions, the Kill Flywheel or Vital Salvage.

[]Fixed the escape sequence triggering in Endless mode when a layer's final boss came around again. []Fixed Orbiter planets knocking enemies into your ship instead of away from it.

[]Fixed enemies being flung across the screen when a mine or an implosion was hauling them and they wandered too far from you. []Fixed electric links being drawn clear across the screen when an off screen enemy recycled mid zap.

[]Fixed Siphonophore boss segments being destroyable before the boss itself. []Fixed the Sacrificial Core staying on the socket grid after it had been spent. It now comes off once its blast has played.

[]Fixed the Proximity Amplifier stacking its damage boost every time effects were reapplied. []Fixed a crash when Frost was applied to something with no Speed stat, such as a boss weak spot.

[]Fixed railgun rounds spawning pointed the wrong way for a frame. []Fixed enemy missiles missing their outline.

[]Fixed errors when a mine detonated on contact. []Fixed parts thrown clear by a Salvage island landing where a controller could never pick them up.

[]Fixed the Arc Line leaving its pitons behind when the part was lifted or handed off to another Arc Line, which stranded the trail and left a link stretching to your ship for the rest of the run. []Fixed the Arc Line's effector indicators showing the wrong colour.

[]Fixed a crash when a beam was destroyed while in contact with a shield. []Fixed the Gauss round's wake popping to full size the moment it was fired.

[]Fixed the videos on the Guide page playing from the moment the game booted, whether or not the page had ever been opened. They now only run while they are on screen. []Fixed the Report Bug page not putting the cursor in the first field when opened on a controller.

[*]Fixed the Guide and Report Bug buttons in the options side menu jumping the cursor into the page contents instead of moving down the menu.

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[b]Improvements:[/b]

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[]Bubble traps hold you more smoothly. Pressing into the wall and sliding around it keeps your speed instead of catching, being knocked outside reels you back in at a capped rate rather than slingshotting you through the far side, and a bubble that grows over you now catches you properly. []Large amounts of loose bloil are far cheaper to run, so a long dive no longer slows down as the field fills up.

[]Whirlwind is a little more performant to run in big crowds. []Engine part animations no longer loop in the background, and the engine menu's blurred backdrop stops drawing while it is hidden.

[]Fixed a slow memory build up over a long session from the position tracking behind chain and zap links. []The game can now tell when it has locked up rather than crashed, and records what it was doing at the time, so freezes get reported too.

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