Quantum Covenant Playtest · published
Waves
- Enemies scale after each boss you kill: hull x2 and damage dealt to you x2, per boss, compounding. The roster stops adding enemy types at wave 10, so past the Death Sphere a drafted build was out-scaling the wave and runs stopped resolving. Shields are not scaled.
Loot
- One HEAT-scaled drop table rolled at kill credit replaces the per-enemy drop triggers. The killer's heat tier multiplies every row, so a hot streak drops better.
- Health, shield and ULT cells hover upright and read distinctly. The ULT cell feeds the battery.
- No drops during HEAT grace waves. Drops scatter instead of stacking.
Rewards
- SKIP becomes REPAIR HULL when damaged, healing 30% of max hull. The random full-heal card is out of the draw pool.
Look
- BOWL V5 under a star field and moon via a new skybox pipeline. Menus too.
- Aurora rebuilt and retuned.
- Fog is off on BOWL V5.
- HDR emissive headroom plus bloom level and knee controls. Thin bright lines no longer break into a crawling dashed row.
Misc.
- Settings > Video has a two-step RESET TO SHIPPED DEFAULTS.
- New ordnance explosion, tighter falloff, 4-voice cap.
- Boost recharge CD delay 1.25 -> 2.25s.
Fixes
- A broken enemy definition spawned an unkillable ghost that pinned the run.
- 16 meshes had inside-out faces.
- Quitting mid-FAILSAFE left the next run permanently phased.