Quantum Covenant Playtest · published
Waves
Enemy types have a minimum wave now. The roster arrives across eight waves, ordered by what each type teaches rather than cost. Intro schedule stretches to wave 10.
Fixed: five of nine enemies were inaccurately weighted for score/heat gain.
LEECH and RAPTOR threat values increased.
Enemies
RAPTOR model updated.
Shields show a dim "0" on refused hits.
Run summary
The game-over screen names what killed you.
Run time is time played, not how long the window was open.
Flight
Hovercraft less likely to flip over inadvertently
The arena roof can no longer be latched onto with the grapple.
Performance
Death sphere boss should no longer lag the game when it spawns
Biome transition test map
Bowl Overgrowth Sector Test: A portal streams the next arena into the running game. Fly the tunnel, arrive in the next biome, keep your run and upgrades. No reload.
The destination can bring its own sky, music and spawn zones. Enemies stop spawning in the arena you left.
Levels
HIPPODROME: arena extents widened so the level sits inside its bounds; full spawn-zone set.
Denser flora on bowl_v5; monoliths and flora regenerated.
Other
Overwriting a weapon mod takes two clicks.
STICKY BOMB removed from the reward pool.
Revive: beacon returns half shield, card returns half hull.
Fixed: screen-space outlines smearing into bloom.
Fixed: a new lobby starting with the previous lobby's chat log.