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Full notes
Full SPL: Skilled Pilots Live update
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What changed
- Gameplay
- Balance
- Performance
- Fixes
- UI and audio
SPL: Skilled Pilots Live changes
Hi,
so the game got released to Early Access! It's been a while since the last update announcement. I was too busy bugfixing!
New features
Every object in game (asteroid, megastructure cube etc.) is now physical and many have angular velocity, which means they rotate. This is the first step to make the sceneries alive.
Due to some mysterious presence all megastructures deteriorate while the game progresses
Added two new megastructure sceneries
Each weapon has been limited to 4 weapon mods. Mods don't stack anymore by default (see below)
New weapon mod - Extension. If equipped the next slot has 3x capacity. So if you use it, in the next slot you can put 3x Accuracy mods instead of 1x Accuracy mod
Added a new game settings: Invert Pitch and VSync options
Improved death mechanic: After respawn if in presence of the nemesis te time is consumed quicker. So you need to kill the enemy that bested you or the exposure will kick in quicker. The weaker the enemy that killed you the stronger the drain. If you were bested by a tough enemy the time consumption multiplier will cap at 120%
Tutorials
Added new information when the player finishes all the tutorials, giving few more tips.
After the player finishes the first tutorial they are now encouraged to get into an easy fight to teach the player that the tutorials are optional and can be revisited
Combat tutorial has been reworked.
Balance
Nerfed Starborne Nexus. It's using sentinel deathray and scatter starlance in second phase. Greatly reduced rotation rotate so it can be flanked effectively. It's overheat time is much longer giving more time to catch breath
Nerfed Native Nexus. It can now overheat. Greatly reduced it's rotation rate to enable flanking
Native Nexus will now dodge and be overall annoying as the rest of the natives.
Time flows when inventory is open
Irides are now much evenly distributed in the 'Relics' encounter
Gamepad has much stronger autoaim now
All enemies try to approach the player even closer, each species has even more distinct defense/dodge/parry behaviour.
Silver and gold enemies are much more challenging
Performance
Fixed performance drops that often occurred during combat and caused unfair deaths
Disabled framerate smoothing - this feature caused momentary performance last longer
Bugfixes
Break to match velocity mechanic was broken most of the time which was especially dangerous in the combat tutorial
Fixed bloom glitches causing graphics artifacts during fights and greatly reducing visibility
Fixed numerous bugs with gamepad and UI interaction
Fixed a bug where when fast travelling with inventory open the jump drive would accelerate the ship in opposite direction than desired
Fixed numerous bugs with scenery displacement. These issues were haunting the game for more than a year. Megastructure elements ended up in wrong spots. This was especially bad in the 'Relics' encounter, where Irides were spawned inside level geometry making the encounter impossible to finish
Starborne Nexus physics glitching when consuming red shells
Fixed numerous bugs with collision avoidance logic. These caused enemies to eventually die due to collisions without any shots fired
Enemies will no longer chase you if you jump drive. This chasing effectively locked the player in encounter and made escaping fights impossible
Source
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