Full notes
Full Hard Vacuum update
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Repeated intro
Greetings!
What changed
- Balance
- Gameplay
- Fixes
Hard Vacuum changes
Update 3 is now live.
Capital Ships
Carriers and destroyers now have 2 or 3 power relays located around the hull that can be destroyed to inflict extra damage
The engines of the enemy destroyer, carrier and flagship can now be destroyed to inflict extra damage
Balance Changes
AI ship accuracy has been reduced
There is now a cap on how many ships can target any other ship at any one time and this is influenced by the difficulty setting
The number of AI ships is now modified by difficulty in some instances
Player health on the recruit difficulty has been increased
All ship maximum speeds and thrust speed have been increased
The pitch speed of the light fighter has been increased
The pitch, roll and yaw speeds of the interceptor have been increased
The yaw and roll speeds of the strike fighter have been increased
The maximum locking range of the targeting computer has been increased
Enemy missiles and Trebuchet missiles do less damage
Hydra missiles do more damage
Turrets lead targets more effectively
The health of large turrets have been reduced
The damage of small turrets have been reduced
Elevation and turn speeds of all turrets increased
Player
The fade time of text on the in cockpit display has been increased from 10 to 15 seconds
The player shield effect is now a little more transparent and less bright
Some objectives are now highlighted on the radar
The targeting computer now selects targets in a more predictable manner
The default head and joystick positions have been tweaked to be a little more practical
The strike fighter's weapons have been adjusted to have a tighter grouping and hit more consistently
Bug Fixes
Fixed an issue with the AI state machine getting stuck in some circumstances
Fixed an issue with AI targeting that would occasionally send a shot to the world space origin instead of the target
Sometimes missiles would bypass active shields and damage the hull directly
Fixed an issue with missile collision sometimes causing odd behaviour on launch
All missiles now correctly update their position when object positions are offset to mitigate floating point errors
Fixed a lingering issue related to hit detection
Fixed an issue related to destroyer movement
Source
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