Full notes
Full ASTROKILL update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
ASTROKILL changes
Gameplay
All campaign levels are back online - Added a new standalone mission (minesweeper) - Added medic-variations for the Ripper, Sabre, and Lancer fighters - Implemented behavioral AI for medics - Drastically increased the muzzle-velocity on several turrets - Ranks within a squad are now properly ordered and handled so that 8 fighters can makeup a squad - Kills are now credited for all turrets except small 30mm turrets - Missions have been split into 2 types: standalone and campaign
UI
Created 9 new in-game character portraits - All missions are selectable from a new mission-screen - Victories, flawless victories, and best-times are now shown for each mission - Added input-key for medic-heals to the controls-menu - Simplified in-game codes for fighters (F02, G05+1, etc.)
Visuals
Added more asteroids, debris, and props to every level - Replaced 4 large asteroid-fragments with new geometry - Improved materials on all vehicles, asteroids, debris, and props - Added a new solar-array prop to some levels - Adjusted lighting in every mission to be more even - Added new solar-array arm to OBA waystations
Performance
Reduced many 4k textures to 2k to save on texture-memory and overall game-size - Turned off shadow-casting on out-of-bounds asteroids
Bugs
Fixed issue with turrets not receiving splash damage - Fixed issue that caused turrets to accidentally shoot friendlies - Fixed bug that caused spawned squads to spawn on the same point when a waypoint was set - VR has been disabled to prevent auto-launching VR - Guns can no longer be fired faster than normal by rapidly pressing buttons
Source
Changelog.gg summarizes and formats this update. How we read updates.
