Full notes
Full Space Trench update
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What changed
- Gameplay
- Balance
- Fixes
- UI and audio
Hi, everyone!
Sorry for being absent a little bit last week, I would've liked to get this update out sooner but I had plans made well in advance that came first. A big thanks to everyone who's been playing the game, reporting bugs, and making suggestions! I say it everytime and that probably won't ever change, but it always amazes me to see people enjoying my game.
As a quick aside, if you like the game (or even if you don't), be sure to leave a review! They help a lot on the Steam page and are one of the biggest ways you can help this project besides buying it and talking to people about it.
New Features
Added options to invert mouse x and y in control options.
Added hit markers and associated settings in game options.
Certain time-related upgrades now have icons at the bottom of the screen when relevant.
Two new special orders:
Balance Changes
Boom Tube player damage no longer scales with Boom Tube damage. It is now static at 35 damage.
Increased Organ Harvester cost from 75 to 100 scrap.
Increased Ammo Fabricator cost from 100 to 150 scrap.
Increased Four Leaf Clover cost from 125 to 150 scrap.
Decreased Kinetic Bullets, Momentum Transference Chamber, and Inertia Enchanced Clip cost from 650 to 500 scrap.
Patch Notes
Fixed a bug where certain special order descriptions weren't being shown in the Shooting Range.
Fixed a bug where buying Company Rations would reset your Consumerist Attitude health bonus.
Fixed bug where reloading an empty magazine would stop a few other reload upgrades from affecting reload speed.
Fixed bug where melee weapons would stop hitting enemies if the firerate was fast enough. Solved by capping melee weapon firerate.
Increased critical hit sound volume.
Fixed out of bounds bugs on Level "Maintenance Sector" and "Cargo Bay", courtesy of kederrak.
Added a band-aid fix for out of bounds issues; if the players fall out of the map at any point they will be reset to the workshop room with nothing lost.
Fixed various god spots on all levels, courtesy of kederrak.
Slightly modified Targinid AI to allow them to get stuck less frequently, hopefully reducing softlocks, god spots, and overall weird behavior.
Fixed a bug where Targinid Drones would occasionally keep going forward after getting stunned while leaping through a stun trap.
Fixed some typos.
Reworked difficulty to also affect damage taken.
Reworked endless mode scaling to be exponential instead of linear. This should have minimal impact on getting the Overtime achievement, but should make keeping an endless run going further than that more engaging.
- NOTEExact rate changed from 1 + 0.15x to 1.097^x, where x is every 5 minutes in endless mode.
Next Steps
Going forward, I believe I've settled on what the next major content addition will be. I originally wanted to do two new levels with a new complex enemy type capable of sticking to walls/surfaces, but I think that's slightly out of scope for this project right now. I'd like to come back around to that idea eventually but we'll see how things fare.
Instead, the next update will be one new level with a new enemy type to accompany it. I want to be sparse on the details for a variety of reasons, but I plan to make that update a little more horror oriented than the game currently is. I think I should have it ready in 1-2 months, but I'll let you know if I start running behind schedule as soon as anything happens.
In between that update and now, I plan to add a few more special orders, fix bugs as they crop up, make some minor balancing changes, as well as listen to community feedback as best I can. Until next time, cheers!
Source
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