HomeGamesUpdatesPricingMethodology
Steam News28 August 20241y ago

Pre Next Feast Build

Greetings! Today I have a big Update for slag and the Announcement that Slag will be in the up in coming Next Feast in October!

Full notes

Full Slag update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings! Today I have a big Update for slag and the Announcement that Slag will be in the up in coming Next Feast in October! This also means I am working on a Demo build for all to play this will be the first 5 levels only and the tec tree will be limited as well. but it should give players a good and fair feel for the game that I am trying to make here and I also get the chance to adjust it where needed to suit players as well. That been said Lest get into the Update changes.

What changed

0 fixes1 addition1 change0 removals
  • Balance
  • UI and audio
changedGreetings! Today I have a big Update for slag and the Announcement that Slag will be in the up in coming Next Feast in October! This also means I am working on a Demo build for all to play this will be the first 5 levels only and the tec tree will be limited as well. but it should give players a good and fair feel for the game that I am trying to make here and I also get the chance to adjust it where needed to suit players as well. That been said Lest get into the Update changes.
addedMajor world tile texture update, This took some time to get right and it has blowen the budget in terms of time I wanted to spend on it but I think the results speak for them self's, the look and feel of the new way of doing these world tile textures makes the structure you are navigating feel bigger and is much more pleasing to the eye. -Aim Assistance Tweaks. Added an influence of where the player is trying to aim to this so you can now lead the aim assistance where needed. Mainly for static turrets I found this felling magnitudes better. -Reworked Level layout and Difficulty. Made the over alpha strike damage much lower so you don't get volleyed of the map when going through a game. -Added Boss and Objective Progress bars to the Hud. This is the heath bars you see in other games but this is based on the room so if you have a hack object in the room you will have a hacking bar at the top of the screen etc. -Added new logic for bosses. More for me to control there movement and when they do x ability but still makes the game more interesting. -Cleaned up UI in various places and added back texture to the Hud elements -Added more effects. -Bug fixes (there were a lot) -Res Gain and loss numbers. these pop up when you gain or spend Res during game play.

Slag changes

changedGreetings! Today I have a big Update for slag and the Announcement that Slag will be in the up in coming Next Feast in October! This also means I am working on a Demo build for all to play this will be the first 5 levels only and the tec tree will be limited as well. but it should give players a good and fair feel for the game that I am trying to make here and I also get the chance to adjust it where needed to suit players as well. That been said Lest get into the Update changes.
addedMajor world tile texture update, This took some time to get right and it has blowen the budget in terms of time I wanted to spend on it but I think the results speak for them self's, the look and feel of the new way of doing these world tile textures makes the structure you are navigating feel bigger and is much more pleasing to the eye. -Aim Assistance Tweaks. Added an influence of where the player is trying to aim to this so you can now lead the aim assistance where needed. Mainly for static turrets I found this felling magnitudes better. -Reworked Level layout and Difficulty. Made the over alpha strike damage much lower so you don't get volleyed of the map when going through a game. -Added Boss and Objective Progress bars to the Hud. This is the heath bars you see in other games but this is based on the room so if you have a hack object in the room you will have a hacking bar at the top of the screen etc. -Added new logic for bosses. More for me to control there movement and when they do x ability but still makes the game more interesting. -Cleaned up UI in various places and added back texture to the Hud elements -Added more effects. -Bug fixes (there were a lot) -Res Gain and loss numbers. these pop up when you gain or spend Res during game play.

-Major world tile texture update, This took some time to get right and it has blowen the budget in terms of time I wanted to spend on it but I think the results speak for them self's, the look and feel of the new way of doing these world tile textures makes the structure you are navigating feel bigger and is much more pleasing to the eye. -Aim Assistance Tweaks. Added an influence of where the player is trying to aim to this so you can now lead the aim assistance where needed. Mainly for static turrets I found this felling magnitudes better. -Reworked Level layout and Difficulty. Made the over alpha strike damage much lower so you don't get volleyed of the map when going through a game. -Added Boss and Objective Progress bars to the Hud. This is the heath bars you see in other games but this is based on the room so if you have a hack object in the room you will have a hacking bar at the top of the screen etc. -Added new logic for bosses. More for me to control there movement and when they do x ability but still makes the game more interesting. -Cleaned up UI in various places and added back texture to the Hud elements -Added more effects. -Bug fixes (there were a lot) -Res Gain and loss numbers. these pop up when you gain or spend Res during game play.

There are loads more changes from big to small in the background too. If you are interested in getting into the closed testing that is going on right now please contact HypoConDreAct on our discord for a possible key.

Happy Slagging!

Source

Steam News / 28 August 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.