Full notes
Full Gravity Assist: Initiative update
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What changed
- Gameplay
- Server
- Events
- Balance
- Performance
- UI and audio
Changelog
New
- Bosses added
You can now encounter bosses. more likely in hard and less likely in easy missions.
Bosses are persistent, if he survives your first encounter, he will be saved and will hunt you (show up sometimes in missions. Bosses have a squad/network name and all enemy ai will use that network name if you have a chance to run into him.
Bosses become stronger every time they survive an encounter with you, and much stronger if they kill any ally ship and survive.
You can have up to 10 bosses stored per profile and they have permadeath, so if you kill him, he is gone for good.
They have different specializations based on the upgrades their ships have and they offer much higher value cores.
- Cores tech reward value changed
now cores give more tech per core based on the target difficulty setting (higher difficulty = higher rewards)
- D-nodes now act more like missiles
They now have engines/light, trails, and are not effected by gravity during thrust.
Upgrades that used to effect "launch speed" of d-nodes now effect acceleration speed and burn duration (deploy delay timers).
- "Ship Archive" in lobbies changed to "selected ship overview"
Now the ship details panel in lobbies shows own selected ship details and specs.
- Added camera pan from MMB to also include LMB
Rebuilt my MB logic to support and added LMB for camera pan.
- Upgrades that increase ammo rebalanced
Upgrades that increase ammo (D-node or cannon) never give less then 1 ammo per upgrade.
- Shot line zoom overlay
Shot lines now have a zoom overlay that makes the shot lines appear same size and prevent render issues at extreme zoom levels.
- Gravity effected move range
Redid the movement logic and implemented gravity influenced move range. so moving towards a gravity well increases range and away reduces it.
- Visual upgrade of ring UIs, shot-preview lines, and travel lines.
Upgrade the visuals of d-node range radius ring, the various mission objective area rings, shot-preview lines, and travel lines.
- Shot preview lines, AKA Firing computers (FC), now effect base difficulty/accuracy of AIs
Now if you encounter an AI destroyer, it will have a higher base accuracy at same difficulty when compared to a cruiser, as an example. this also allows you to upgrade the computer systems on your ship making your own ai more accurate.
- Sandbox multiplayer now supports mission ships.
In sandbox multiplayer, you can now toggle to allow mission ships in a safe mode. destroyed ships are not lost and you cannot collect cores or earn any tech. this is for sandbox practicing, and fun/safe pvp games.
Bug fixes
initiative pool balancing in missions
archeology tech rewards balancing
signal source rewards balancing
ai in missions reuses names if enemies destroyed and new ones spawn in after
ai solving and missing logic reworked
cleaned up lobbies and text outside of boxes
fixed "if jump pressed amid ship traveling animation, jump animation gets skipped"
fixed "movement/pathfinding weird and buggy"
fixed "zone of archeology dig smaller planets can be far away from surface making ships in low orbit be effectively outside the zone".
tuned dreadnought and battleship to have better FC. longer shot preview lines.
Source
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