Full notes
Full Asteroid Boom Cosmic Courier update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Fixes
Feature Highlights – 0.0.8 Alpha Demo Build
Rewrote the entire bomb management and manipulation code The original version of the code was intended for the Single Player prototype of the game, and wasn’t suitable for Multiplayer. That’s why you sometimes got killed when grabbing the bomb 😉 — sorry about that!
Centralized music system This feature isn’t working as intended yet, but the idea is that everyone hears the same song. That way, it can switch to a specific track when the final bomb delivery phase is reached.
Reactivated the First Person View (FPV) This was originally part of the game but had been dropped. Now it’s back, and personally, I really like how it looks. The game isn’t meant to be played entirely in FPV, but some specific features will only be available in that view.
Added a preliminary HUD for FPV
Lots of new sounds and notifications, alarms, and checked other sounds that were only audible to the player generating them, but not the other players. Still a big list of sounds yet to come.
The Tractor beam now adds an "energy blob" around the "rescued" player and a sound effect so you really know you are being "gently" rescued. It's nice to get people out of the blast area when they are keeping behind or simply out of combustible.
New meshes for all the backpacks and Antimatter Bomb.
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The Flare Gun: Now the flare light "scans" cylindrically with a laser while it flies and spins, marking the area it touches. The marks disappear after 5 seconds. I love this effect; it's something I will be upgrading more and more. I saw it in the "Alien Prometheus" movie (or was it Covenant?) and I want to do something similar because I love it. In those 1 km wide vertical caves, it helps a lot to navigate because your lights won't reach that far.
New explosion type for the antimatter bomb when you drop it. If you don't grab it before it reaches critical, it will generate a black antimatter sphere that will stay permanently in the area. Don't touch it. You can get a new bomb in one of the 2 marked stations (the inactive one).Steam post image
Selection Preview
Now you can "look select" grabbable objects before picking them. They will glow green and show the appropriate action key.Steam post image
Adaptable Control Buttons icons Display
Key/Button icons change depending on whether you are using a keyboard or a gamepad. There is still a bug when the gamepad is connected at the beginning of the game; touching the mouse or keyboard fixes it. I have a solution but I am looking for another one.
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We are near implementing Respawn!! (Kind of did it but it broke other stuff ;_;
The Toilet and utilities station. This is where you will respawn. There's a shared pool of employees available to replace. Right now, 3 is the maximum number of reinforcements you can ask for each time someone unalives themselves. It's displayed in the lower left corner, left to the health bar. The station will be a (very slow) movable vehicle that will provide useful functions to employees in the field. Right now, it's only for respawning, not yet movable.
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Ex Employee
They are at fixed places right now but will be random eventually. You can collect their PDAs and they will spawn random health recovery items and batteries. Planned to make this places to access old "prototype" devices that will grant you abilities at a cost of... well, they are prototypes. Right now, they only exist as visual placeholders and are collectible. They have a beacon signal sound audible near the area.
🛠️ Fixes
Lots, but one of the more important ones are in the UI because some mixes of mouse clicks in the background loosed the mouse pointer. Hopefully that's not happening anymore.
Rewrote the code of the bomb management.
Fixed a bug on the inactive station that allowed it to be activated. Now only gives you an extra bomb if you loose the other one (and survive)
When user disconnects 1 key its subtracted from the total needed to activate the final delivery station.
The Antimatter bomb temperature bar wasn't working as intended after respawning. Fixed
Minor fixes and bugs.
Source
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