Full notes
Full Gamma Burst update
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What changed
- Gameplay
- Balance
- Maps
- UI and audio
- Fixes
Gamma Burst changes
2 New Weapons:
Heavy Torpedo Launcher:
A Heavy Weapon that launches a single powerful torpedo that deals massive blast damage to
any Ship that has its shields down.
Base Damage: 1000
Explosive Damage: 3500
Explosion Radius: 184
Overheat Cost: 750
Reload Time: 10s
Projectile Speed: 2000
Heavy Laser Burst Cannon:
The Heavy Weapon version of the Laser Burst Cannon, dealing massive heat damage in a single
shot after a huge 4 second charge time.
Damage: 4000
Overheat Cost: 1200
Charge Time: 4s
Beam Range: 1750
7 New Upgrade Items:
Introduction to Ally Ships:
Ally Ships provide a lot of firepower and enemy distraction for the small cost of a single item.
They spawn at the start of each Stage, or when you pick up their item, and their Weapon and Hull
Level is always the same as the enemies'. They will move towards their closest enemy towards the
Boss and fight them. They will also pick up any Items dropped by the enemies for you if you are far
away, so them fighting far away from you won't make you lose any items. Each ally is powerful enough
so that the enemies will bring in more reinforcements each wave to combat them, as long as they're
alive. This also means that having Ally Ships will generate you more Materials and Items, since more
enemies means more Items dropped.
Strike Fighter:
A Normal Item that spawns a fast but deadly Strike Fighter to fight for you.
Close Combat Destroyer:
An Advanced Item that spawns a fast and durable destroyer that goes into close quarters combat with
its enemies, blasting them with 2 Heavy Shotgun Cannons and a Heavy Autocannon
Heavy Artillery Battleship:
A High Tech Item that spawns a large Battleship that shells enemy ships using a large amount of Heavy
Cannons from a very long range. Despite its large size, its speed does not fall short when it comes to
keeping up with the Player and other Ally Ships.
Expanded Ammo Storage:
+35% boost to Overheat Capacity.
Heat to Energy Generator:
+25% boost to Cooling Rate.
Side Thrusters:
+15% Acceleration (does not affect max speed)
+15% Turning Speed
Power Burst Reactor:
+50% boost to Overheat Capacity.
+100% Power Burst Mode Damage Boost (base: 50%)
+50% Power Burst Mode Speed Boost (base: 30%)
Having higher % Overheat Capacity than Cooling rate will not negatively affect Power Burst Mode
Overheat cost, and will allow the Player to last a lot longer with the mode activated.
8 New Enemies, 5 New Bosses:
The Bombard class Bosses have joined the fray. New Eater class Boss has appeared, the World Eater.
The Heavy Missile Cruiser (tier 2):
Uses a lot of impact and guided missile launchers to try to overwhelm the Player. It also uses a Heavy
Torpedo Launcher to try and annihilate the Player with one shot.
The Bombard Gunship (tier 5):
Along with the large amount of smaller missiles, this ship packs 2 Heavy Torpedo Launchers along with
a Heavy Missile Launcher and a Heavy Autocannon. Its Heavy Guided Missiles will surely destroy
everyone that does not dodge or destroy them.
The Bombard Warship (tier 9):
This larger model boasts the firepower of 3 Heavy Missile Launchers, 3 Heavy Torpedo Launchers and
4 Heavy Autocannons, tripling the amount of Heavy Guided Missiles the Player has to deal with.
The Nuclear Bombard Warship (tier 13):
The apex of the Bombard Warships, being the only of its kind to use nuclear weapons.
The World Eater (tier 11):
The Larger Version of the Asteroid and Moon Eater. It is able to trap almost all ships in its jaws and
blast them with its onslaught of Heavy Shotgun Cannons and Heavy Cannons. It also uses a Heavy
Missile Launcher that fires very fast Heavy Guided Missiles due to its high movement speed.
Artillery Ship MK1:
A tanky early game ship that shoots at the Player from long ranges using its slow firing Heavy
Autocannon.
Caravel MK1:
A pretty durable early game ship that fires 2 Dual Autocannons at the Player While shooting in all
directions with non rotating Cannons.
Stealth Bomber MK1:
A very fast fighter type ship that uses its camouflage and speed to deliver a devastating payload of
impact missiles to the Player with its hit and run tactics.
Balance Changes:
For quite a while, single fire Heavy Weapons had way too much Overheat Cost. I hadn't realized this,
since I used them most of the time and they still felt good to play. I also took the opportunity to rework
them by increasing their damage and cost, so that feel as devastating as they rightfully should be.
Heavy Cannon:
Base Damage: 400 -> 500
Overheat Cost: 500 -> 300
Heavy Autocannon:
Base Damage: 300 -> 400
Overheat Cost: 300 -> 250
Cost: 6000 -> 7500
Heavy Shotgun Cannon:
Base Damage: 750 -> 1000
Overheat Cost: 600 -> 400
Cost: 6500 -> 8000
Heavy Plasma Cannon:
Base Damage: 400 -> 500
Overheat Cost: 200 -> 250
Cost: 6000 -> 8000
Nuclear Missile Launcher:
Blast Damage: 15000 -> 20000
Overheat Cost: 2500 -> 3000
Flak/Dual Flak Cannon:
Projectile Speed: 1800 ->2000
Heavy Missile Launcher:
Blast Radius: 92 -> 138
Chaingun:
Reload Speed: 0.05 -> 0.045
Overheat Cost: 25 -> 30
General Improvements:
-Added banger Main Menu Music.
-Added Option to turn Main Menu invisible for spectating purposes.
-Added much better spectating in Main Menu including spectating a specific ship by clicking on it.
-Laser Weapons Show the line they will fire at when charging.
-Improved Shop Scrap Machine UI to make its use more obvious along with making it better looking.
-Changed Start Ship to a different design that will be better both for new players and for just levelling
the start ship up and pressing play (for the lazies like me), along with the control center starting offset
to the right which is "best practice" for most good looking small ships.
-Improved fighter type AI
-Improved Item and Projectile art
-Changed ingame UI stat screen to show different types of armor instead of acceleration and max speed percentage, which were redundant since move speed already exists.
Bug Fixes:
-Fixed Bug where if max Hp was low enough, the Player's ship would not regenerate Health over time.
-Fixed Bug where missiles would be detected as Ships and automatic Weapons and other Missiles would
target them instead of other Ships.
-Fixed bug where Ships would hug each other if they went close enough to one another.
-"Not Enough Materials" warning will no longer show when trying to level up 10/100 times at the same
time and not having enough materials to level up all 10/100 times.
-Fixed Weapon Muzzle flash color being affected by weapon color.
Source
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