HomeGamesUpdatesPricingMethodology
Steam News3 June 20242y ago

Update 1.0.4

It feels like now the difficulty is right, at least for the first 2 difficulties to learn the game, but the curve to the Captain is too steep.

Full notes

Full Stellar Initiative update

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

What changed

0 fixes1 addition3 changes0 removals
  • Gameplay
  • Events
  • Balance
changedIt feels like now the difficulty is right, at least for the first 2 difficulties to learn the game, but the curve to the Captain is too steep. Also, the way mortars work compared to plasma towers does not scale well with the amount of enemies. In this update, I changed the difficulty curve and the number of small enemies (mostly runners and soldiers) on higher difficulties.
changedArtifacts are the major factor in winning and some games can feel too lucky or unlucky. This update will introduce rerolling of the artifacts reward to give more control in the hands of a player. Also, the artifacts pool that is used for 3rd starting bonus was reworked to make it more impactful.
changedAlthough a matter generator is a risky option, most of the time it feels like a safer option. I don't want to nerf it as most of the players enjoy how it feels, so other options were buffed significantly. But the cost of installing upgrades for the matter generator was increased, but very slightly.
addedv1.0.4 - Add ability to re-roll artifacts choice once per event - Rework starting artifacts pool (remove weak, add more meaningful) - Reduce the amount of smallest enemies on higher difficulty to balance AoE weapons - Make the difficulty curve better (Captain and Start Lord for the most part) - Buff laser cannon, reload duration (18/15/2/1 -> 15/10/1/0.5), upgrades cost changed to support this buff - Buff deathray, min attack speed (5/10 -> 10/20), attack speed growth (5%/10% -> 10%/20%) - Slightly increase matter generator upgrades cost (upgrade 3 1 cost +1 stellarium, upgrade 3 2 cost +1 stellarium, upgrade 5 cost +1 aetherium) - Allow resetting tutorial (with default loadout) by deselecting tutorial in settings

It feels like now the difficulty is right, at least for the first 2 difficulties to learn the game, but the curve to the Captain is too steep. Also, the way mortars work compared to plasma towers does not scale well with the amount of enemies. In this update, I changed the difficulty curve and the number of small enemies (mostly runners and soldiers) on higher difficulties.

Artifacts are the major factor in winning and some games can feel too lucky or unlucky. This update will introduce rerolling of the artifacts reward to give more control in the hands of a player. Also, the artifacts pool that is used for 3rd starting bonus was reworked to make it more impactful.

Although a matter generator is a risky option, most of the time it feels like a safer option. I don't want to nerf it as most of the players enjoy how it feels, so other options were buffed significantly. But the cost of installing upgrades for the matter generator was increased, but very slightly.

v1.0.4 - Add ability to re-roll artifacts choice once per event - Rework starting artifacts pool (remove weak, add more meaningful) - Reduce the amount of smallest enemies on higher difficulty to balance AoE weapons - Make the difficulty curve better (Captain and Start Lord for the most part) - Buff laser cannon, reload duration (18/15/2/1 -> 15/10/1/0.5), upgrades cost changed to support this buff - Buff deathray, min attack speed (5/10 -> 10/20), attack speed growth (5%/10% -> 10%/20%) - Slightly increase matter generator upgrades cost (upgrade 3 1 cost +1 stellarium, upgrade 3 2 cost +1 stellarium, upgrade 5 cost +1 aetherium) - Allow resetting tutorial (with default loadout) by deselecting tutorial in settings

Source

Steam News / 3 June 2024

Open original post

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