In this update3
Full notes
Full Infinite Voyager update
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What changed
- Gameplay
- Performance
- Balance
- UI and audio
- Store
Infinite Voyager changes
It’s been a while, hasn’t it? Yeah, sorry about that.
Turns out it’s a really bad idea to develop multiple games at once when you’re one guy with a dog. But with Tyrannis and the rest of my projects pretty much finished, I can now focus on Infinite Voyager.
So, let’s get started with what’s new in this (very late) update.
Bug Fixes
Let’s start with some bug fixes:
Loaded saves will show the correct systems for previously-visited systems.
The targeting reticule will no longer rotate for smaller ships with point-defense weapons.
Cursors will show up when they’re supposed to during pause menus.
The game will no longer crash when entering planets in previously-entered systems.
Starship shields will now recharge during combat.
The clock now functions normally instead of going through minutes every second.
Combat Balancing
The big problem, now that I’ve had a chance to look at it, is that combat was just too hard. Which isn’t necessarily a bad thing, except it was too hard on Easy.
So, after doing some tweaking and rebalancing shield recharge times and health based on difficulty, the enemies should be a bit easier on Easy and Medium, while Hard is still as difficult as ever. More importantly, you can actually tell the difference now.
Another problem I noticed was that missiles during starship combat were pretty much unavoidable if you didn’t have flares. The main strategy of “Wait for your enemy to run out of flares and then hit them with missiles” might be a pragmatic way to win, but it just isn’t fun when you only have ten flares and about twenty missiles gunning for you.
So starships with flares now have additional flares that won’t run out after a second.
Future Rebalancing
Honestly, I’m looking into removing missiles outright for the starships. They’re pretty much an instant-damage weapon, and outrunning them isn’t too fun. Nothing finalized, but I’m thinking about switching to switching ships out with point defense guns to try and create a more bullet-hell style game that could be more fun.
Plus, it’d probably be the closest I could get to starships realistically broadsiding each other in space, and that sounds cool as hell.
Drones
But enough about balancing. Let’s talk about Drones.
Drones are basically the new way to handle planetary exploration and battles in Infinite Voyager. Instead of having a gauntlet of ship battles, you’ll now pilot your drones against squadrons of defense fighters in dogfights around planetary atmospheres.
Drones can be purchased at any planet’s Drone Depot, and you are only limited by the number of hangars in your starship. If you want to add more hangars, you can now upgrade your starship.
Now, there are two different types of drones: Recon Drones and Combat Drones.
Recon Drones
Recon Drones are used for planetary exploration. Instead of using your starships, you’ll now use your Drones to explore a planet’s surface. While you will always have a single Recon Drone on you no matter what, it goes without saying that counting planets is a lot faster when you bring more.
Combat Drones
Combat Drones are going to be your new way of fighting in-atmosphere. Not just because I honestly have no idea if these ships would even be rated for atmosphere (as in they won’t explode), but because Combat Drones fight differently than starships.
Think of it less like a naval battle and more of a dogfight.
There are two different times you’ll be flying a Combat Drone: Trying to access a hostile planet, or
Source
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