Full notes
Full Fleetbreakers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- Events
- UI and audio
- Fixes
New Features
New Cobalt Colonies and Colony Techs
More colony choices to help differentiate each run. Removed almost all of the stacks. Tier techs require 4 techs from the previous tier to be able to research (in addition to the resource cost). A host of new techs and removal of many old techs that were not exciting or doubled up on other features in boring ways. Added feature to show the exact tech requirements for techs.
Wall Placement V2
Start/endpoint placement model
Endpoints use cylinders for placement
Big pass on fixing any gaps and other issues
Wall minimap icons match what’s placed in the world
(Early look at walls w/ stand-in art)
Story Run Progress Bonuses
Story runs (Chapter 3 and beyond) get extra starting resources and some extra already-won colonies. This helps players get far enough in the colony content within the single sectors of story runs (vs. the 3 sectors of a free play run)
Demo
Influencer demo. Limited to Chapter 3. Turned back off, obviously. But worth mentioning as it was the driver for a lot of balance and polish work.
Map generation improvements
Enabled the creation of a couple new maps and improvements/bugfixes in old maps.
Squadron De-overlap
While most of the squadrons move during combat, some do not. Thralls and Corruptors have code that does not let them overlap against stationary targets. This great improves the look and feel of combats as those ships won’t exactly overlap anymore.
Dynamic Relic Rollovers
Relics that confer a dynamic balance based on game-state show that value in their rollover text along with a shortcut over their icon.
Iteration
Quality of Life Improvements
Friend or Foe color option
Achievements locked until after Chapter 1 to unask many questions
Better tech rollover display (cleaned up, less fluff data)
Pass on what things show as their default selection panel
Gamepad sticky targeting interpolates between targets
Prelude improvements
Easier to finish
Improved rewards for Prelude 1 to showcase the fighter
Obstructions raised up by 200 units to make them clearer in terms of where they are
2 new missions
Warp boon iteration and fixes
New boons
Warp boon mission doesn’t count as a mission win since it’s not a mission as far as players are concerned
Backstories
Non-blocking stories are presented in a randomized order. This makes things feel more natural.
New content
Update some documents for use by the external QA person
New relics
Key Balance Changes
Balance pass on boss meter techs
Chapter 1 and 2 balance pass
Lots of work balancing story runs vs. free play runs
Achievement reward balance pass
Relics buffed (particularly early ones)
Key Bugfixes
Extra scientist no longer spawned in the scientist missions.
Fixed several loot table issues with reward drops
Player should be not be able to reset camera zoom during a mouse-drag scroll
Toasts should no longer get stuck on
Lock up all the discovery trees behind the extractor discovery
Better supply ship pathing
Spelling pass on the string table
Pass through obstruction and movement bugs
Lighting bugs
Background asteroid bugs
Fixed situation where some objectives could update after completion causing odd/inaccurate displays on the HUD
Fixed bug where CPAI was accidentally using the wrong units (from the other faction) sometimes
Fixed several lingering or going-away-too-soon issues with commands
Fixed up some edge cases where building placement would show as invalid even when it was valid
Attack facing detects with less mouse movement now
Fixed enemy ships getting too many abilities
Fixed a few bad objectives in missions (completing too early)
Source
Changelog.gg summarizes and formats this update. How we read updates.
