In this update4
Full notes
Full Skyfear update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Store
- Fixes
- Balance
- Server
Skyfear changes
Skyfear's August update brings a ton of fixes and changes to accommodate the new-player experience. The #1 priority after this update is getting bots into multiplayer.
But for now, the highlights include:
Spores & Lairworld
Earned Spores will now appear in the post game menu as icons
Icons will now appear over Spores in the Lairworld, providing more context from far away
Improved visual effects and readability of Spores and the egg element
Added a Welcome Screen that explains Spores to new players
1 Spore will now be given to you upon starting a new save, so that the Lairworld has a working example for new players immediately
Fixed an issue where Spore claim UI would dissapear if you didn't have enough Material but tried to claim it
Added trees to spore vegetation spawns
Spore vegetation now has more wind animation and color
Spore vegetation spawn radius and population adjusted
Lairworld spawns have all been moved towards the center cave area
New players will now start with 2000 Material and a bit of starting XP, making their first battle or two a lot more lucrative and more likely to start seeing spores early.
Spores will now be colored a bright silver if the spore contains a cosmetic, and brown/bronze if contains a title or emblem. This will be reflected on the Icon as well. This should allow players to make more informed decisions when traveling to new spores.
I'd seen a ton of data suggesting that the purpose of the Spores x Lairworld just wasn't clear enough without explaination, I am hoping that these new things help connect the dots better.
Quality / Improvements
Nametag fixes and behavior improvements; in most cases behavior should be improved, but I am aware of a few new (revived?) bugs
Removed more leftover debug prints.
Changed speed where firing bolts is prevented to 3005, up from 3000, to attempt to handle rare cases where speed vector is fluctuating.
Added magic, perks, and ability unlock %s to career stats
Fixed a few stats related issues
Added more information regarding unlocks, loadouts, and spores in the Help menu
Brought back music during battle
Added more music tracks
Battle intro music moved to play on Countdown, instead of first time you spawn in. Less overstimulating
Removed multiplayer menu forcing a particular soundtrack to play; will now just continue playing whatever was playing
Adjusted a lot of default settings, including music volume, camera position, camera shake & tilt (set to 50%)
Lowered default AI difficulty
Material pickups will now float towards you when you get near, making pickups both less clumsy and more satisfying
Fixed an issue where audio mix defaults used by the reset button in Options was not equal to the actual defaults
Adjusted unlocks delivery data, made some of the newer scales more rare
Adjusted default friendly and enemy team color options to be the most visually distinct of the available options
Letting go of zoom while sprinting now returns your FOV to the sprint FOV, running around during combat now feels much better
Added Leaderboards to the Post Game menu
Features
You can now switch teams during battle, so you can manually re-balance teams if they need to
Added spectator; you can now cycle through players or freecam, and play with the camera during battle
Changes to Updates
After delivering monthly updates since March of this year, I've come to the conclusion that scheduled monthly updates may not be ideal for my development style, being a solo developer. I've decided to slow down, avoid crunch, and prioritize quality over quanity.
Currently I'm putting all attention on getting bots in multiplayer, because that's a significant factor in the game's long term heartbeat. But everything else on the roadmap is also on my mind. I also want to update the official website and get more marketing material put together. I will still be issuing patches or small updates to address bugs and immediate issues, but for the time being, the monthly cadence is being subsided. It was a good thing to try, it can be monthly again at some point, but right now I want to make sure I'm doing solid work and not rushing.
Thank you for your patience, support, and thank you for playing <3 - developer, telekrex
Source
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