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Steam News20 July 20178y ago

Patch 1.0.4.b and 1.0.5 Visioning

Features Changed the way players eqiup weapons. Clicking on the weapon slot in the weapon panel now displays a list of available weapons in full detail. Clicking on a weapon will equip it and close the menu.

Full notes

Full Advanced Gaming Platform::Epica update

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What changed

1 fix1 addition1 change0 removals
  • UI and audio
  • Balance
  • Performance
changedChanged the way players eqiup weapons. Clicking on the weapon slot in the weapon panel now displays a list of available weapons in full detail. Clicking on a weapon will equip it and close the menu. The menu can also be closed by either hitting escape, or on the close button on the window itself. Bugs
fixedFixed a bug where scoped weapon skill icons were not displaying on the equipped weapon
addedVisioning With regards to the starting of the game for new players, 1.0.5 will give them option to pick one of 4 starting classs which has a completed base skill tree (Soldier, Commander, Operator or Engineer) and assigned skills and items. I feel this is a good mechanic to quickly get players familiar with the different skills and equipment available to them, as well as providing 4 extra character slots to play with. I'm also planning on changing the starting area and advancing the time story of the game and have new players spawn on the stolen frigate. This change will also provide a better and safer tutorial area, and easier access to multiplayer functionality for those looking to join their friends, or use the ship to move to another planet. I'm very happy with the new quest system and I'll be using it to provide a more complete tutorial which will also provide new players with some credits and additional items. Congratulations to those who aided in the capture of the Frigate, you are the stuff of legend. Version 1.0.5 will focus on the commander class, as many of its functions are tied to the multiplayer element of the game and can be utilized from a more advanced position in the game. Players starting with the Commander class will start with access to the Matamata Mobile Command Ship, the ability to summon a squad and relay stratgies to other players. Several elements from the Operator class are also affected by the skills in the Command skill tree, so similarly to how the Command tree is now, I'll be making some of the Operator tree available for testing. I'll also be moving the default starting position of the ship to Pendrith, and rework the entry onto that planet to fit the current timeline of the plot. A systems test for the planet to planet travel will be available for those wishing to revistit Pulverem. Several people have reported a crash involving loading the Pulverem game. The problem has been traced to the volume of loading which is occuring from the large tileset which feels barren and I have less desire to explore it. As such, I'm looking to transition back to a more detailed static open world, and use a smaller tileset for random dungeon like spaces available from a static open world which will unlock a shortcut on the map upon completion, for quick replaying of the mission area. This will also allow for a more linear difficulty scaling, which I've been holding back on. Currently enemies are either Spiderants or Raiders equipped with a machete. These were only ever intended as a starting level difficulty level. Starting from the capital ship gives a softer entry still, but allows for the progression in difficulty to now scale upward. If you were able to defeat the Scarcrow Sentinel during this patch, you can preview the first mech which I'm working on adding to the game. Along side this in an open world I can also implement the firearm variants giving a larger specturm of combat introduced in a

Advanced Gaming Platform::Epica changes

changedChanged the way players eqiup weapons. Clicking on the weapon slot in the weapon panel now displays a list of available weapons in full detail. Clicking on a weapon will equip it and close the menu. The menu can also be closed by either hitting escape, or on the close button on the window itself. Bugs
fixedFixed a bug where scoped weapon skill icons were not displaying on the equipped weapon
addedVisioning With regards to the starting of the game for new players, 1.0.5 will give them option to pick one of 4 starting classs which has a completed base skill tree (Soldier, Commander, Operator or Engineer) and assigned skills and items. I feel this is a good mechanic to quickly get players familiar with the different skills and equipment available to them, as well as providing 4 extra character slots to play with. I'm also planning on changing the starting area and advancing the time story of the game and have new players spawn on the stolen frigate. This change will also provide a better and safer tutorial area, and easier access to multiplayer functionality for those looking to join their friends, or use the ship to move to another planet. I'm very happy with the new quest system and I'll be using it to provide a more complete tutorial which will also provide new players with some credits and additional items. Congratulations to those who aided in the capture of the Frigate, you are the stuff of legend. Version 1.0.5 will focus on the commander class, as many of its functions are tied to the multiplayer element of the game and can be utilized from a more advanced position in the game. Players starting with the Commander class will start with access to the Matamata Mobile Command Ship, the ability to summon a squad and relay stratgies to other players. Several elements from the Operator class are also affected by the skills in the Command skill tree, so similarly to how the Command tree is now, I'll be making some of the Operator tree available for testing. I'll also be moving the default starting position of the ship to Pendrith, and rework the entry onto that planet to fit the current timeline of the plot. A systems test for the planet to planet travel will be available for those wishing to revistit Pulverem. Several people have reported a crash involving loading the Pulverem game. The problem has been traced to the volume of loading which is occuring from the large tileset which feels barren and I have less desire to explore it. As such, I'm looking to transition back to a more detailed static open world, and use a smaller tileset for random dungeon like spaces available from a static open world which will unlock a shortcut on the map upon completion, for quick replaying of the mission area. This will also allow for a more linear difficulty scaling, which I've been holding back on. Currently enemies are either Spiderants or Raiders equipped with a machete. These were only ever intended as a starting level difficulty level. Starting from the capital ship gives a softer entry still, but allows for the progression in difficulty to now scale upward. If you were able to defeat the Scarcrow Sentinel during this patch, you can preview the first mech which I'm working on adding to the game. Along side this in an open world I can also implement the firearm variants giving a larger specturm of combat introduced in a

Features

  • Changed the way players eqiup weapons. Clicking on the weapon slot in the weapon panel now displays a list of available weapons in full detail. Clicking on a weapon will equip it and close the menu. The menu can also be closed by either hitting escape, or on the close button on the window itself. Bugs

  • Fixed a bug where scoped weapon skill icons were not displaying on the equipped weapon

Visioning With regards to the starting of the game for new players, 1.0.5 will give them option to pick one of 4 starting classs which has a completed base skill tree (Soldier, Commander, Operator or Engineer) and assigned skills and items. I feel this is a good mechanic to quickly get players familiar with the different skills and equipment available to them, as well as providing 4 extra character slots to play with. I'm also planning on changing the starting area and advancing the time story of the game and have new players spawn on the stolen frigate. This change will also provide a better and safer tutorial area, and easier access to multiplayer functionality for those looking to join their friends, or use the ship to move to another planet. I'm very happy with the new quest system and I'll be using it to provide a more complete tutorial which will also provide new players with some credits and additional items. Congratulations to those who aided in the capture of the Frigate, you are the stuff of legend. Version 1.0.5 will focus on the commander class, as many of its functions are tied to the multiplayer element of the game and can be utilized from a more advanced position in the game. Players starting with the Commander class will start with access to the Matamata Mobile Command Ship, the ability to summon a squad and relay stratgies to other players. Several elements from the Operator class are also affected by the skills in the Command skill tree, so similarly to how the Command tree is now, I'll be making some of the Operator tree available for testing. I'll also be moving the default starting position of the ship to Pendrith, and rework the entry onto that planet to fit the current timeline of the plot. A systems test for the planet to planet travel will be available for those wishing to revistit Pulverem. Several people have reported a crash involving loading the Pulverem game. The problem has been traced to the volume of loading which is occuring from the large tileset which feels barren and I have less desire to explore it. As such, I'm looking to transition back to a more detailed static open world, and use a smaller tileset for random dungeon like spaces available from a static open world which will unlock a shortcut on the map upon completion, for quick replaying of the mission area. This will also allow for a more linear difficulty scaling, which I've been holding back on. Currently enemies are either Spiderants or Raiders equipped with a machete. These were only ever intended as a starting level difficulty level. Starting from the capital ship gives a softer entry still, but allows for the progression in difficulty to now scale upward. If you were able to defeat the Scarcrow Sentinel during this patch, you can preview the first mech which I'm working on adding to the game. Along side this in an open world I can also implement the firearm variants giving a larger specturm of combat introduced in a

Source

Steam News / 20 July 2017

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