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Steam News30 November 20232y ago

The Stability Update (Beta 0.3.6)

Over the course of the month, I've been doing small updates to fix issues all over the game.

Full notes

Full Expansion Core update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix1 addition1 change0 removals
  • Performance
  • Maps
  • UI and audio
changedOver the course of the month, I've been doing small updates to fix issues all over the game. Some of them were related to crashes, others were related to broken AI pathing, and overall the game should just be more stable. This isn't the most exciting update, for sure, but I just wanted to focus on making a good base to build other features on moving forward.
addedMinor Features: - Changed how Enemy Event Spawns are calculated: In the past, all events randomly picked enemies based on the biome and mutation. This worked kind of well, but it could lead to situations where the waves are either way too easy or way too hard. Now, there should be a consistent split between high evolution versus low evolution enemies for each wave. - Added in more things that change based on the difficulty setting, mainly Event Spawns.
fixedBug Fixes: - Fixed many issues related to some reworks of the code base. Can't go into too many details, but things got a bit messy. It should be fine now though. - Fixed many small, annoying UI bugs and inconsistencies. - Added in more failsafe cases for event spawns. This should hopefully make it so that you can never get into the "1 Enemy Remaining" situation. - Made it so that enemies can't spawn naturally during events, as well as increasing the natural despawn rate. This will hopefully alleviate the issue where if too many enemies spawned, new enemies would have broken AI.

Expansion Core changes

changedOver the course of the month, I've been doing small updates to fix issues all over the game. Some of them were related to crashes, others were related to broken AI pathing, and overall the game should just be more stable. This isn't the most exciting update, for sure, but I just wanted to focus on making a good base to build other features on moving forward.
addedMinor Features: - Changed how Enemy Event Spawns are calculated: In the past, all events randomly picked enemies based on the biome and mutation. This worked kind of well, but it could lead to situations where the waves are either way too easy or way too hard. Now, there should be a consistent split between high evolution versus low evolution enemies for each wave. - Added in more things that change based on the difficulty setting, mainly Event Spawns.
fixedBug Fixes: - Fixed many issues related to some reworks of the code base. Can't go into too many details, but things got a bit messy. It should be fine now though. - Fixed many small, annoying UI bugs and inconsistencies. - Added in more failsafe cases for event spawns. This should hopefully make it so that you can never get into the "1 Enemy Remaining" situation. - Made it so that enemies can't spawn naturally during events, as well as increasing the natural despawn rate. This will hopefully alleviate the issue where if too many enemies spawned, new enemies would have broken AI.

Over the course of the month, I've been doing small updates to fix issues all over the game. Some of them were related to crashes, others were related to broken AI pathing, and overall the game should just be more stable. This isn't the most exciting update, for sure, but I just wanted to focus on making a good base to build other features on moving forward.

Minor Features: - Changed how Enemy Event Spawns are calculated: In the past, all events randomly picked enemies based on the biome and mutation. This worked kind of well, but it could lead to situations where the waves are either way too easy or way too hard. Now, there should be a consistent split between high evolution versus low evolution enemies for each wave. - Added in more things that change based on the difficulty setting, mainly Event Spawns.

Bug Fixes: - Fixed many issues related to some reworks of the code base. Can't go into too many details, but things got a bit messy. It should be fine now though. - Fixed many small, annoying UI bugs and inconsistencies. - Added in more failsafe cases for event spawns. This should hopefully make it so that you can never get into the "1 Enemy Remaining" situation. - Made it so that enemies can't spawn naturally during events, as well as increasing the natural despawn rate. This will hopefully alleviate the issue where if too many enemies spawned, new enemies would have broken AI.

Source

Steam News / 30 November 2023

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