0.4.4.0 ( Friday, 22 March 2019 )
The last patch ( 0.4.3.0 ) introduced a lot of new content which generated new issues. Patch 0.4.4.0 aims at adressing all these issues, starting with stability: it contains an important client crash related to proximity mines, as well as stability fixes to the server.
In terms of gameplay, patch 0.4.4.0 wraps up the implementation of the new battle system, by introducing consequences to lost battles. Battles that are deemed “critical” will be important for the defender’s team to win, otherwise the objective will get destroyed. We added more info popups to inform the player the state of the battles, and completely revamped the battle “missions” notification system with the countdown to the next battle, but also its odds of victory once the battle has started. The battle system also received a balancing pass, with the AI commander being able to transfer credits between objectives as needed. For non-critical battles (aka. balanced between the teams), the winner will receive a nice credits reward. AI should now be able to complete an entire match on its own and even start multiple battles at once on multiple fronts.
This patch also introduces a bunch of tweaks to explosions / capship deaths, a red shockwave for torpedoes and proximity mines, and a new heavy weapons kinetic impact effect (currently the intersections are still done with the bounding box of the ship, however in the future we’ll implement accurate intersections).
Gameplay / Balance
- Improvements to battle system:
- Added consequences to losing a battle
- Added critical battles when a battle is balanced, which will destroy the objective installation
- Various improvements to dynamically balancing credits between allied or enemy objectives
- Revamped AI commander scouting of objectives
- Added player battle mission notification system
- Added a bit more separation distance to the formation chase mode (sometimes it made the ship fly very close to the target)
- Halved activation time on chaffs to make them more reactive
- Fixed a bug which didn’t show the incoming missile alert until the missile got activated
- Fix for carriers being undestructible
- Tweaks to explosions splash and knockback force, to be less invasive/annoying
- Reduced range of defense auto-turrets
- Slight reducion in missiles damage. At the same time, slight increase of interceptor’s hitpoints and shields (respectively: 75 to 80, and 120 to 125). This change allows the interceptor to not instantly die to a single missile hit
- Nerfed damage for heavy capital ships weapons. They were too strong, especially since proximity mines were introduced, and capital ships died too quickly overall
- Slightly increased activation time for missiles and torpedoes, to give targets more time to react at close ranges
Bugs
- Fixed client crash with mines spawned in marker spawns
- Fixed damage smoke trail being generated on a resupplied undamaged ship
HUD
- Fixed safe warp speed alert in spectator mode
- Fixed some bugs related to selecting the closest hostile target ( G key ): if you already had a target selected, the G key did nothing. There was also a wrong behavior related to missiles/torpedoes
- Fixed accidental griefing messages for indirectly killing allied missiles/torpedoes/mines
- HUD popups now support multiple lines (used by the battle notification system)
- Indicators in the far distance are no longer displayed or selectable. This should help to unclutter objectives that are very far away
- Closest supply ship / corvette is now displayed with a special icon on the HUD and on radars
- Moved scanner downwards on the HUD
Visual effects, assets, graphics, performance, audio
- Added rejection distance for particle systems LOD, to improve performance of far-away particle effects
- Tweaked capital ships death effect: a single, massive shockwave is generated instead of multiple, smaller ones. We also added some explosions and debris at the core of the effect
- Added a kinetic impact effect for capital ships heavy weapons, generating a lot of sparks.
Planets
- Reduced diffuse intensity of gas giant
- Changed color of gas giant, to be more blue/purple
- Tweaks to planets atmospheres: slight color changes, and made the atmosphere a bit thicker on many planets
- Tweaks to Aresthia texturing rules: to make the planet a bit less boring/bland seen from space. Some materials are also more shiny
Server and AI
- Fixed launcher crash due to invalid patch notes
- Added credits generation multiplicator to server for AI battle credits
- Fix for deadlock on corvette auras repairing each others
- AI carriers now slow down and stop when a player tries to respawn at them;
- AI destroyers can now launch proximity mines
- Added server command to see battlecredits
- Fixed spam in server logs when an actor fails to enter warp and gets killed after some time;
- Fixed server crash due to typo in missile parent actor
Misc
- Fixed team names ( instead of team colors ) in the launcher dialog
- Added two more locations for ground installations on Sarake
