I did not want to lock players into any specific perk decisions. Perks can be changed at any time - an unusual design decision. Space perks affect all crew station bonuses displayed on the ship screen - Ship speed, turn rate and evasion - Damage bonuses, reload speed and energy efficiency - scan range, security (not active yet) and shield bonuses - turret lock speed, chance to hit and shield bypass. Hacking perks provide bonuses to the length of time you have to select a key when hacking a chest or locker, bonus loot quality, and even auto-completing hacking. At higher levels they can remove stun, poison, bleeding, hobbled and crippled states. Healing perks provide additional healing effects and the ability to remove status effects when applying med-kits. The defensive line provides additional AC and bonus mitigation against status effects. They apply secondary bonuses for applying additional damage, bleeding, hobbled, stunned, crippled, poison and shield strike-through effects. They are most useful for customizing your team for offensive, balanced or defensive roles. For ground combat, they can give you bonuses towards applying various status effects and mitigating different damages types. You do get bonuses from the WEAPONRY skill perks from reload speed and energy efficiency when mining so you should see a boost from those perks. I'll be adding these when I get the ground mining drone system in the game. Mining perks can be selected, however, they are not fully implemented for now. For now, selecting perks in this line will have no effect. The middle perk line in ELECTRONICS is related to security and will be used at a later time. I'll be adjusting all perks over time as other game systems are implemented. Space-specific skill perk lines for PILOTING, WEAPONRY, ELECTRONICS and TARGETING perks are all in the game for an additional 60 perks. FIRST AID and HACKING perks have also been added to level 100. Patch day! - All perks for combat skills are now in the game to level 100. Team members will only comment on loot if the item looted is armor or a weapon and of rare quality and above. Team members now comment on critical hits less often. In some cases, when playing very long sessions, this may lead to problems. UPDATED - Reduced the amount of information sent to the log. UPDATED - Improved load speeds by a few seconds Should help in cases where an enemy ship is too close to a planet when destroyed. UPDATED - Your ship will tractor dropped enemy ship crates from a much larger distance now. UPDATED - All ships drop at least one loot crate, even in systems that are -10 levels of your average space combat skills. UPDATED - If you have a healthkit enabled, you can now click character portraits to heal in and out of combat. Previously, the text was being cut off.įIXED - A number of general stability fixes. Previously, the could remain visible until the enemy disappeared.įIXED - When completing a mission, the entire message is now displayed on the screen. In some cases, this could result in a game lockup.įIXED - A number of data issues with some of the mission sets.įIXED - Line of sight lines now disappear immediately when an enemy dies. Overall higher damage output from melee.įIXED - Delayed damage and visual effects when using flamethrowers.įIXED - A display error related to mods applied to weapons with critical chance modifiers.įIXED - A game lockup when using the toggle combat toolbar icon or other toolbar icons while transitioning in and out of combat.įIXED - Enemies and the player no longer scan the environment for each other while transitioning in and out of combat. This changes things for melee at higher levels both for enemies and team members. There was a display error in the mission completion map next to the radar that would display your location in mission areas more than once in some cases.įIXED - Removed duplicate eliminate mission targets from mission areas.įIXED - A bug related to applying armor strike through at high levels of melee skill. Here are the notes:įIXED: Duplicate display of team position in some missions. This includes the drone mining system, updated animations including the new special weapon attacks, and more. There is quite a bit of other work going on. Mining perks are dependent on the drone mining system, so those will go in when I release that feature. I'll be adding the additional perks for salvaging, repair and crafting as those systems get released. That's a total of 126 new perks added to the game and a grand total of 225 perks! I hope to have these tested and ready to release soon. I'm also adding all the space combat perks for an additional 60. There will be an additional 66 perks to complete the combat, first-aid and hacking perk lines. I'm nearly finished with the perks for ground combat, space and several of the general skills. Hi all - new patch today that fixes a number of issues.
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