Full notes
Full ASTROKILL update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- UI and audio
Gameplay
Added new mission Fury to end of Dominion campaign - Added new mission Guardians to beginning of Outer Belt campaign (replaces mission Maki Transit) - Added "rearm" squad-command (squad-members can be directed to rearm) - Added a laser super weapon (available in the Fury mission) - Most missions now have clearly marked objectives - Homing missiles will now change targets in mid-flight (if a better target presents itself) - Dead pilots can now be shot multiple times before being vaporized - Less damage is taken from collisions with ships, asteroids, etc. - Increased muzzle-velocity of flak-projectiles - Increased homing-velocity of missiles - Decreased laser-ammo capacity in all interceptors - Rebalanced all missions to reflect their difficulty level - Improved placement and variety of initial ship-selection in all missions - Enemies are smarter in many different ways (see AI section)
AI
Added "hunting" behavior to AI (will seek and destroy in direction of enemy fire if source is unknown) - Laser-fire now contributes to AI-suppression - Pathfinding-obstacles are now navigated more closely by AI (size of obstacles taken into account) - AI skill-levels are now more pronounced (especially with regards to weapon usage) - Rearming in hangar-bays is now performed much faster - Speed-limits are now properly adhered to by AI - AI now moves on an intercept-path when chasing targets (less likely to orbit a target) - Squad-leader now handles waypoint-movement exclusively while squad-members follow (squad-formations maintained more often) - Squad-members will no longer follow a rearming squad-leader - AI will no longer flee in the middle of a fight (unless it is entirely out of ammo) - AI will now attack eachother even while out-of-bounds - Turrets without LOS are no longer be targeted by fighters - Fighters engaged in a dogfight are now much less likely to collectively accelerate off-map - AI will lead targets a bit more to compensate for their brain-wave interval
Visuals
Tracer fire is now visible from much longer distances - Damage and kills to dead pilots are now shown on the cockpit-crosshair - Added blood-spray effect for non-lethal damage to dead pilots - Smoothed out movement of leading crosshair
Audio
Added sound-effects for capturing and losing objectives - Improved playlists to increase musical variety
UI
Added "stats" button and menu that displays global stats - Added joystick-dropdown that loads presets for specific joysticks (very limited list right now) - Added an arrow that visually correlates the joystick-axis fields with the joystick-axis readouts - Gameover-menu can now be closed by pressing Esc
Bugs
Fixed issue with hangar-waypoints that caused AI to stop in the middle of hangar-bays - Friendly-fire no longer contributes to accuracy-stat - Fixed targeting issue in turrets that caused turrets to rarely attack other turrets - Fixed issue with Boreas frigate not detecting hostiles (improperly sized proximity-sphere) - Corrected erroneous distance to hostile-targets (caused illogical AI decisions) - Fixed issue that allowed rejected sound-effects to linger without being destroyed
Core
Upgraded engine from 4.18.2 to 4.18.3
Source
Changelog.gg summarizes and formats this update. How we read updates.
