Full notes
Full Alastrius update
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What changed
- Gameplay
- UI and audio
- Balance
- Performance
- Compatibility
Alastrius changes
Gameplay Changes
The Cruiser Boss in Cendoria now has its forward weak points lit up.
The Heavy Cruiser Boss in Avalantare is now significantly upgraded from the Cendorian version.
The Elite Cruiser Boss on Velora now matches the one on Avalantare.
Enemy laser bolts will no longer reach the player's Star-Fighter if they are shot at from behind the ship as an invisible trigger following the player will absorb them. This means if the player flies past an enemy turret without destroying it it can no longer continue to effectively attack from behind until it despawns.
Audio Changes
Sounds of crystals being destroyed in the Ichor Asteroid are now 66% louder than the sounds of them being damaged.
User Interface Changes
The player's Star-Fighters health bar default colour has been changed from yellow to green and will trend towards red as health is depleted.
The player's health bar text now momentarily flashes red whenever the player takes damage.
Bug Fixes
Bombs do not prematurely detonate anymore.
Bombs should now always consistently fire including on the Steam Deck.
The Detonate UI prompt will now consistently disappear whenever a bomb detonates.
All Cruiser bosses no longer fire missiles until the two side blocks are ejected.
Fix to Steam accumulative tally based achievements logic.
All 10 Star Fighters now have correct damage flashes when hit.
On Torvannah the player will now take damage if they strike either railway pillar when passing under the railway line.
On Pelaris the intro camera will no longer clip through the ocean waves.
Background Systems Changes
Bomb explosion blasts are now a separate asset from the bomb itself in order to bring the system in line with Missile explosions and this drastically simplifies checks for if an undetonated bomb is currently flying through the level. The Bomb detonation logic has been heavily reworked to be more reliable.
Performance Optimization
Removed unnecessary collision overlap checks on all blueprint actors.
Switched off tick function on the vast majority of the game's blueprint actors.
Boot-Up Logo’s video dropped in resolution from 3840x2160 to 1920x1080, this is for Steam Deck compatibility purposes, visually it looks identical to the original.
Nanite system disabled on all engine trails both on player ships and enemies due to Unreal being unable to compress translucent materials.
Laser blasts on Fighters, Marauders and boss weak points have been streamlined to use a much leaner projectile spawner rather than being based on the more complex system that the various mechanical turret weapons use.
Turret weapons no longer attempt to track the player's position while they are in an inactive state, this change mainly relates to bosses.
Players Laser blast VFX no longer spawn at the level origin (0,0,0) if the lasers fail to hit anything.
Demo
Updated to Version 1.0.14 as well.
Source
Changelog.gg summarizes and formats this update. How we read updates.
