Repeated intro
What changed
1 fix3 additions0 changes0 removals
- UI and audio
- Gameplay
- Fixes
addedI've just uploaded a new build containing UI features that have been in internal testing for a while, all regarding the behaviour of targeting icons on the HUD. The new menu, titled " tgt icon options ", contains the following items:
addedEnable/disable target icon bloom will toggle a new behaviour where target icons "flee" from the cursor in a bloom-like fashion, intended to help select specific icons from dense clusters.
fixedThere is also a new function that allows for individual targeting icons to retain visibility on their distance/lock displays regardless of distance from the cursor. To enable this, click on the white dot that appears to the right of the target icon once full lock is achieved. Two smaller dots will appear , marking this icon as a "fixed" icon that won't disappear with distance from the cursor.
addedThough I wrote last time that no more content updates will come to the game, and I am looking forward to new projects, there's one thing that I haven't been able to get out of my head, and the more I think about it, the more I want to do it - let's say a much-requested large feature is currently being investigated/worked on and will enter closed testing soon. If it works out, space will get a lot more crowded in the future ;)
Catharage changes
addedI've just uploaded a new build containing UI features that have been in internal testing for a while, all regarding the behaviour of targeting icons on the HUD. The new menu, titled " tgt icon options ", contains the following items:
addedEnable/disable target icon bloom will toggle a new behaviour where target icons "flee" from the cursor in a bloom-like fashion, intended to help select specific icons from dense clusters.
fixedThere is also a new function that allows for individual targeting icons to retain visibility on their distance/lock displays regardless of distance from the cursor. To enable this, click on the white dot that appears to the right of the target icon once full lock is achieved. Two smaller dots will appear , marking this icon as a "fixed" icon that won't disappear with distance from the cursor.
addedThough I wrote last time that no more content updates will come to the game, and I am looking forward to new projects, there's one thing that I haven't been able to get out of my head, and the more I think about it, the more I want to do it - let's say a much-requested large feature is currently being investigated/worked on and will enter closed testing soon. If it works out, space will get a lot more crowded in the future ;)
I've just uploaded a new build containing UI features that have been in internal testing for a while, all regarding the behaviour of targeting icons on the HUD. The new menu, titled "tgt icon options", contains the following items:
Enable/disable target icon bloom will toggle a new behaviour where target icons "flee" from the cursor in a bloom-like fashion, intended to help select specific icons from dense clusters.
Screen Fraction to Hide/Show Tgt Icons determines how close the permanent readouts for distance and lock percentage need to be to the cursor before being shown, given as an integer divisor for screen height.
Threshold for bloom behaviour controls how many targets need to be in close proximity to the cursor (close being twice as close as the hide/show fraction value) before the blooming behaviour starts.
Icon bloom strength determines how strongly target icons flee from the cursor.
All of these values are persistent and per-device. Depending on feedback the minima and maxima, as well as step values are all subject to change.
There is also a new function that allows for individual targeting icons to retain visibility on their distance/lock displays regardless of distance from the cursor. To enable this, click on the white dot that appears to the right of the target icon once full lock is achieved. Two smaller dots will appear, marking this icon as a "fixed" icon that won't disappear with distance from the cursor.
I hope that these changes will allow players to better customize the targeting process to their liking/situation.
One more thing...
Though I wrote last time that no more content updates will come to the game, and I am looking forward to new projects, there's one thing that I haven't been able to get out of my head, and the more I think about it, the more I want to do it - let's say a much-requested large feature is currently being investigated/worked on and will enter closed testing soon. If it works out, space will get a lot more crowded in the future ;)