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Steam News30 September 20241y ago

Dev/log 12

Greetings, friends! As practice has shown, the game has very limited functions for car development, and as a result, the improvement process becomes uninteresting.

In this update4

Full notes

Full Veliri: Planet of Machines update

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Repeated intro

Greetings, friends!

What changed

0 fixes5 additions2 changes2 removals
  • Gameplay
  • Balance
addedSo, what’s new:
addedBody ModifiersEach body now has three slots for installing mods, which differ from equipment:
changedBody Modifiersin addition to the buff, the module gives a significant debuff (for example: +25% to health and -25% to cargo hold);
removedBody Modifiersif you remove the installed module, it will break, and if you pack the car, all modules will break.
addedAbility to expand small and medium power slotsAt the base, you can rent a milling machine to make a hole in the body for new equipment 🙂
changedAbility to expand small and medium power slotsa level 1 slot gives a 15% HP debuff, a level 2 slot gives a 25% debuff;

Veliri: Planet of Machines changes

addedSo, what’s new:
addedEach body now has three slots for installing mods, which differ from equipment:
changedin addition to the buff, the module gives a significant debuff (for example: +25% to health and -25% to cargo hold);
removedif you remove the installed module, it will break, and if you pack the car, all modules will break.
addedAt the base, you can rent a milling machine to make a hole in the body for new equipment 🙂

As practice has shown, the game has very limited functions for car development, and as a result, the improvement process becomes uninteresting. Consequently, the player immediately tries to switch to a cooler car, forgetting about the previous one.

So, what’s new:

Body Modifiers

Each body now has three slots for installing mods, which differ from equipment:

  • they do not consume energy;

  • in addition to the buff, the module gives a significant debuff (for example: +25% to health and -25% to cargo hold);

  • if you remove the installed module, it will break, and if you pack the car, all modules will break.

These modules allow you to trade some car stats for specialization, but they are not a straightforward buff.

“Synchronization” of the synth with the transport

Essentially, this is a skill for a specific body. The more experience the player earns, the stronger their “synchronization” becomes.

  • Every 5% synchronization gives 1 point to enhance a subsystem (attack, defense, navigation, energy, chassis);

  • Every 25% unlocks or enhances a body perk;

Subsystem points enhance all properties of the body in a specific category by 1%. You can spend only 10 points on one subsystem.

Perks enhance the body for a specific specialization. For example, if it is a light combat body, every 25% will enhance small weapons by 5%, and a truck will expand its cargo hold by 10%. Over time, it is planned to expand perks to more narrow specializations: drones, shields, mining equipment, etc.

Ability to expand small and medium power slots

At the base, you can rent a milling machine to make a hole in the body for new equipment 🙂

  • only 1 slot can be installed;

  • a level 1 slot gives a 15% HP debuff, a level 2 slot gives a 25% debuff;

  • you can remove the slot only by packing the transport (which means all mods will break if there are any);

Fuel

A new category of items called “Fuel” has appeared, along with a new mechanic similar to the “food” mechanic in other MMOs. The main characteristic of fuel is its resource (how far the transport can travel on it), and more advanced types of fuel provide additional buffs, such as speed, charging, etc.

Thanks to these changes, you can now configure your car more to your play style: cover weak points or enhance strong ones. Most importantly, the gap between a fully upgraded small body and a non-upgraded large one has significantly narrowed.

Source

Steam News / 30 September 2024

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