Full notes
Full NIGHTSTAR: Alliance update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Server
- UI and audio
- Events
NIGHTSTAR: Alliance changes
JOIN OUR DISCORD! Phew! Commander, we have decoded a large technology module. This is a game changer for the Alliance! I'm running a deeper analysis now. Here's what Engineer Nika was able to decrypt so far: Decoding transmission... 1600016-16-7-05.... CODE 000000-4... PILOT BOP UNIT ACTIVATED
Builder BOP and Pilot Bop
Our BOP utility drones have newly installed tactical armaments. Aswell as the Tractor Beam and Clamp Arms, BUILDER BOP now has access to an experimental military shield tech which only last a few seconds, but is the difference between escaping the Supremacy, and having our brains turned to mush. The PILOT BOP has also had improvements to its structural mainframe, PILOT BOP directs weapon and thrust capabilities of the Alliance Battlecruiser.
Alliance Salvage Operations
Our Engineers have retrofitted our large module bays with expansion capabilities. We can now attach crew quarters, armour expansions and large structural modules to the Alliance Battlecruiser. This allows us to expand the capacity of the ship and man more weapons and utilities - Lets get out there and find us some salvage!
Commander Visor Updates
During our escape to the outer rim we ensure the safety of nearby colonies by answering their distress calls. The new upgrades to the visor show the number of colony ship signals remaining in the sector.
Mission communication protocol improved
Communications from distress calls and during warp spooling/exit are now subject to a "need to know" basis. Shorter communications are advised.
Nuclear signatures detected
Scans have revealed a large radiation signature on our route to the outer rim, prepare the armory, reinforce shields and get ready for engagement, Commander.
Ship Distress Signal Received
We have received an urgent support request from a nearby sector, the captain has reported ship wide malfunctions and imminent escape pod evacuation into deep space... we cannot leave them out there Commander, plotting route now.
Engineers tinkering with the Alliance Arcade Cabinet
Our engineers have cooked up some new modes in the Mess Hall Arcade Cabinet, we now have access to Story mode, which is the classic game we know and love, and a NEW and IMPROVED ARCADE MODE, which gives us 3 coins to use as lives - should be a blast Commander!
Mess Hall Achievement Wall
The crew have been comparing their achievements on the arcade machines, and started a wall of fame - they are calling it "Steam Achievements" - something related to the malfunctioning ventilation down there.
Update notes:
Added "exit to menu" in game settings. - Added End of Sector Score UI. - Added Arcade/Story Meta Data to scores - Added -story (shows story option - 1 life) can work with -arcade - Edited mission complexity - Added Missile bomber mission - Added Colony Escape Pod Mission - Added Death rewind for arcade mode (and 3 lives)(edited) - Added Leviathan Boss - Extended Chapter 1/2 length (less happening per sector) - Stopped Grey weapons spawning after certain sectors, only good weapons spawn later in the game - Added Player profile with kills, sectors, and colonies saved (and level bar to show progression) uses steam image and name - Removed DISTRESS call after skipping game introduction - Added INTRO and TUTORIAL buttons to main menu - Improved scoring to avoid 30million+ scores - Improved missile explosion effects/hit recognition - Edited mission text timing and enemy spawning to allow reading of on screen prompts - Edited end of chapter 1 Hedra cutscene to stop enemies destroying you whilst controls are invalidated - Edited Ship avoidance behaviour to seek central play area after 6m distance (stops them flying away) - Edited Bop Meshes to show Pilot/Builder - Achievements edited and Icons created and added to Steam - Edited tractor beam trace to box to make it easier to grab objects - Edited the excape vector to be simpler (this entire game section will updated in the next release)
ROADMAP
Arcade Config file to allow easy editing of lives and play session settings.
THE HIVE Chapter where players enter the Supremacy fortress and save the commanders held there.
Throwable abilities (like screen-wipe nukes, allied fighter ships and other doomsday style weapons)
Colony ships mobilize during boss scenes (we heard you want colony ships to react to boss encounters, so they will be flying around during boss fights)
HOTFIX
Edit Shield cool down icon position
Decrease the Escape pod mission wave interval
Cap Expansions at 16!
Move the backpack to align to one of the 4 attack fleet positions
Remove the tiny Debris meshes
Fix text "ite" on beacon
Remove collision on Colony ships whilst docking
Make the Expansion Loot trail blue
Fix missing Graveyard achievement
Use "Sequence dialogue" colony missions - so waves spawn after dialogue
Add Short delay after colony missions (in the event that two colony mission happen sequentially
Add laser channel check to BOP shield so he can block lasers
Allow Colony ships to un dock during boss fights and redock after
Fix missing colony mission texture
Patch an issue with infinite shields
Source
Changelog.gg summarizes and formats this update. How we read updates.
