Incremental Update 3/27

Orbital Command Playtest · published

**Run Upgrades 2.0**
* The Primary and Secondary Weapons, Scanner, Drones, Deployables, and Collection Components now have scalable Run Stats
* Run Stats are scaled by the Run Levels, that the Player can purchase from the Star Node
* * This essentially means that all our stats are scaling based on the Levels that the Player is upgrading
* * How these levels are used are up to the Components using them but generally its a formula of (Level*Mod*Base)+Base=Current
* The Star Menu now fully populates with all the expected Run Upgrades, as well as the Special/Augments though these don't function yet
* * What the cards say has also been iterated on
* This whole update also comes with better defaults for all of the Stats, Weapons or otherwise, as well as a ton of cleanup across the board

**UI Updates**
* Star Menu has more visual padding and better handles other UI elements when its open
* Deployable Menu is Icons, with Hover Overs, and have a more radial feel. We aren't happy with all the icons, but there is something in there for now

**Deployable Station Updates**
* Across the board there have been a ton of fixes in the Deployables
* Static Meshes have also been iterated on to give each of them a better visual distinction
* Deployables across the board have a longer lifetime so they are useful to the Player for a longer duration
* Turrets now have an "Ammo" and when its depleted, their health runs out, or their lifetime expires, the Deployable is destroyed

**Combo System**
* There is a basic Combo System that will increases the points received
* The Combo is decreased over time, at a rate that is increased as the Combo is higher (Level 1: 10s, Level 5: 5s)
* Both Targets and Enemies will maintain and generate more Combo
* Enemies will generate different point values based on their Type

**Bugs and Balance Updates**
* Fixed Tractor Beams not showing from Established Planets
* Added background for Career Upgrade Headers
* Improved the Flicker logic of the Targets
* Targets add impulses to smaller or same size targets to give them more of a bump
* Fixed a bug where Closest Established wouldn't take into account line of sight if there as more than one Planet