Full notes
Full Distant Star: Revenant Fleet update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
Happy New Year! We've been working on another Distant Star patch! Once again, after reading your feedback we made some adjustments to the balancing. We've also given you the ability to turn on or off VSync and squashed a bug. If you haven't tried the new and improved Distant Star: Revenant Fleet, please take a moment to jump back in and let us know what you think! Likewise, if you're happy with the new updates and haven't left us a review, or you feel like updating an old one please do - to a small studio like ours, it's a big help!
As always, please let us know if you spot any bugs or have specific feedback here on the Steam Forums. - The Blazing Griffin dev team ________________________________________
UPDATE VERSION 1.1.4.0 NOTES
General:
Developer Comments:: After some feedback from new players, we’ve decided to adjust the default keybindings to be more user friendly for new players.
Changed the default keybinds. The new defaults will only be applied to new installs and for those that restore default keybinds in the controls settings. Any previously setup keybinds will be preserved.
Graphics:
Turned off VSync by default. For those with issues having VSync turned off, it can be re-enabled through the Steam command prompt.
To do this right click on ‘Distant Star: Revenant Fleet’ in your Steam library.
Click ‘Properties’.
Under the general tab click ‘Set Launch Options’.
Enter: -screen-quality VSync
To change it back follow the same steps but enter: -screen-quality Default
Balancing:
Developer Comments:: The rogue still feels a little underpowered, so we’ve buffed the Photon Blast slightly to make it more competitive with other ship choices.
Photon Blast I damage increased from 1500 to 1800
Photon Blast II damage increased from 1650 to 1980
Photon Blast III damage increased from 1800 to 2160
Developer Comments:: We felt the Lances were a bit too ‘samey’ to use. So we’ve differentiated them by increasing the damage, charge times and firing times of the more advanced Lance attachments. This should make them more difficult to use, but far more rewarding. *Kaboom!*
Experimental Auto Lance I damage decreased from 500 to 450
Experimental Auto Lance II damage decreased from 550 to 495
Experimental Auto Lance III damage decreased from 600 to 540
Experimental Auto Lance I price decreased from 3340 to 3000
Experimental Auto Lance II price decreased from 4035 to 3630
Experimental Auto Lance III price decreased from 4800 to 4320
Nova Lance’s cooldown increased from 12 to 15 seconds
Nova Lance’s charge time increased from 3 to 5 seconds
Nova Lance’s firing time increased from 3 to 5 seconds
Nova Lance I damage decreased from 1000 to 840
Nova Lance II damage decreased from 1100 to 924
Nova Lance III damage decreased from 1200 to 1008
Nova Lance I price increased from 4000 to 4200
Nova Lance II price increased from 4840 to 5085
Nova Lance III price increased from 5760 to 6050
Overload Lance’s cooldown increased from 10 to 30 seconds
Overload Lance’s charge time increased from 5 to 10 seconds
Overload Lance’s firing time increased from 5 to 10 seconds
Overload Lance’s energy cost increased from 1000 to 3000
Overload Lance’s shield cost increased from 0 to 2000
Overload Lance I damage increased from 700 to 1000
Overload Lance II damage increased from 770 to 1100
Overload Lance III damage increased from 840 to 1200
Overload Lance I price increased from 4670 to 5000
Overload Lance II price increased from 5650 to 6050
Overload Lance III price increased from 6720 to 7200
Developer Comments::: Missiles have been too strong in comparison to Cannon attachments since our 1.1 rebalance, so we’ve toned them down. These changes should make them better when hitting three or more targets, on par with Cannons when hitting two, and worse when hitting only one.
Strike Missile’s firing time decreased from 3 to 2 seconds
Strike Missile I damage decreased from 50 to 30
Strike Missile II damage decreased from 55 to 33
Strike Missile III damage decreased from 60 to 36
Strike Missile I price decreased from 2670 to 2400
Strike Missile II price decreased from 3080 to 2775
Strike Missile III price decreased from 3520 to 3170
Siege Missile’s firing time decreased from 7 to 6 seconds
Siege Missile I damage decreased from 360 to 210
Siege Missile II damage decreased from 396 to 231
Siege Missile III damage decreased from 432 to 252
Siege Missile I price decreased from 4115 to 2800
Siege Missile II price decreased from 4750 to 3235
Siege Missile III price decreased from 5430 to 3700
Spider Missile’s firing time decreased from 5 to 4 seconds
Spider Missile I damage decreased from 50 to 25
Spider Missile II damage decreased from 55 to 28
Spider Missile III damage decreased from 60 to 28
Spider Missile I price decreased from 3200 to 2000
Spider Missile II price decreased from 3700 to 2310
Spider Missile III price decreased from 4225 to 2640
Developer Comments:: Torpedoes have been too strong since the 1.1 rebalance, so we’ve toned them down slightly so that they’re not always the best option for every situation.
Torpedo attachment explosion damage falloff reduced
Thermal Torpedo I damage decreased from 3000 to 2250
Thermal Torpedo II damage decreased from 3300 to 2475
Thermal Torpedo III damage decreased from 3600 to 2700
Thermal Torpedo I price decreased from 4615 to 3600
Thermal Torpedo II price decreased from 5330 to 4160
Thermal Torpedo III price decreased from 6090 to 4750
BF Torpedo’s cooldown increased from 20 to 30 seconds
BF Torpedo I damage decreased from 4000 to 3600
BF Torpedo II damage decreased from 4400 to 3960
BF Torpedo III damage decreased from 7040 to 4320
BF Torpedo I price decreased from 5335 to 3600
BF Torpedo II price decreased from 6160 to 4160
BF Torpedo III price decreased from 6090 to 4750
Bug fixes:
Fixed issue where attachments would fail to apply modifiers on multiple uses within a battle.
Source
Changelog.gg summarizes and formats this update. How we read updates.
