Full notes
Full Overload update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Workshop
- Events
- Gameplay
- Performance
- Maps
We are pleased to announce the availability of Early Access drop #9, build 117 on Steam! This is our last planned drop before the release of the complete game. We have a new campaign level, partial localization, and combo scoring in challenge mode! Be warned, leaderboards are reset for this drop. Let us know what you think in discussions or email us at feedback@revivalprod.com. Thanks for the support!
Additions
Level 7 (Titan Workshop). This is the last SP level that will be released in Early Access.
Partial support for German, Spanish, French, and Russian. This is very new so it’s probably a little rough. Robot and weapon descriptions and a few other screens have not been translated. If you’re a native speaker of one of these languages, let us know if you see any problems.
Challenge Mode leaderboards contain additional data: score, favorite weapon and game time. Leaderboards reset and rank is now by score, not kill count.
Combo score bonus in Challenge Mode for rapid kills.
Steam Cloud Sync (for pilots, saved games, & local high scores).
Enhanced the Training Mission.
Hologuide can now lead the player to enemies & to energy centers.
Command-line Switch “-VRDisplayOnly” makes it so the game will render *only* in a headset, and not on the monitor.
New difficulty level: Insane+
Updated enemy silhouettes on score screens
PlayStation and Xbox controllers icon support.
New ‘Restart Level’ option on pause and death menus.
Removals:
Removed Matcens from the automap
Removed pairing for axis mapping. (That is, if you map up on the joystick to forward, back won’t automatically be mapped to down.)
Removed control to ‘Invert Y.’ Instead there’s a quick option inside the Tutorial Mission, and the menu option is still available.
Removed 3 Achievements.
Tweaks:
Changed Music tracks for a number of locations.
Spiced up explosions a bit
Updated version of Rewired (controller library)
Updated some robot animations
Tuned camera shake
Added Crunch texture compression (shrinks the game size down a bit and shold help low-RAM systems a bit)
Made Hologuide & Automap more consistent by only referring to them using those names
Hologuide now default maps to ‘z’ on keyboard when remapping
Changed the audio for a couple of pickups so that they’re distinct from each other.
Updated some sign names
Decreased light from secret items a bit (so they are more secret)
Tutorial messages will only show up once per pilot now
Faster fade-off for damage flash
No more live-forever debris
Changed Missile Pod pickup model
Renamed Checkpoint Saves to Autosaves. They are now created only between levels.
Sticky flares now limited to 10 at once
Markers & Hologuide now match the HUD color
Game Balancing
Changed some costs of upgrades in missions
Cyclone & Reflex use a bit more energy/shot
Tweaks to Variant Triton & Variant Harpy
Ammo pickups now scale by difficulty (like Armor & Energy).
Slightly increased the health of fabricators (robot generators) on higher difficulties.
Robots spawn a bit slower on CM Infinite.
Armor/energy powerups give slightly less (20 on Trainee, 10 on Insane).
Enemies do a bit more damage on Ace & Insane.
Firing distance of enemies is now affected by difficulty level in CM
Some CM maps can have more enemies at once (mainly for the more open levels).
Some anti-kiting changes in CM – enemies that have been around too long may change their AI behavior.
Changed the enemy loadout in Pipeline.
Tweaked Armor gain from smash attack enemies.
Changed center tunnel in Centrifuge a bit.
Redesigned Centrifuge and
Source
Changelog.gg summarizes and formats this update. How we read updates.
