In this update4
Full notes
Full Neon Striker update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Server
- Fixes
- Balance
Neon Striker changes
New Ship
Phantom is now available and can be unlocked by beating the game on Skypiercer
Optimizations
Optimized piercing beam code to not check for collisions while the beam was off.
Status Effect animations no longer play for ships off-screen.
Optimized the Scramble Bullet animation.
Reduced some unnecessary keyframe data calculation in multiplayer.
In multiplayer, when one player wins, all players will win.
Cleared out some unused items and resources.
Bugfixes
Supernova now properly stacks with other equipped Supernovas.
Fixed a bug with weapon arcs not displaying properly after dying in multiplayer.
Fixed a bug where Command Shot did not trigger on burst fire.
Fixed a bug where Vulture's collision damage was set to 0.
Fixed a bug where the Mini-Forge deployed by Divide And Conquer had lower Shield Regen than normal.
Fixed a bug where Bullet Enhancer was not speeding up bullets.
Fixed a bug where the "Disable mouse during battle" option wasn't working properly. (You might have to toggle this off and on again after this update)
Fixed numerous desync issues in multiplayer caused by edge cases.
Balance Changes
If you have Override equipped, Tunnel Beam no longer pushes bullets that are still touching the ship that fired them. (This allows the bullet to actually hit the ship that fired it)
Wanted Level now increases reinforcement count instead of fleet size.
Burst Fire should now interact better with weapons that have fast fire rates.
Some enemies have their Hangars replaced with Emergency Hangars, which deploy after they have taken certain amounts of damage.
Source
Changelog.gg summarizes and formats this update. How we read updates.
