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Steam News30 September 20241y ago

Dev/log 13

Greetings, friends! This time I did everything little by little :) Interfaces Now important things like labels, HP, nicknames, etc., are more clearly visible and resize with zoom.

In this update5

Full notes

Full Veliri: Planet of Machines update

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Repeated intro

Greetings, friends!

What changed

0 fixes2 additions9 changes0 removals
  • Balance
  • Gameplay
  • Maps
changedInterfacesNow important things like labels, HP, nicknames, etc., are more clearly visible and resize with zoom.
changedSurvivabilityThe shield has very little HP, but damage will not transfer to the body while the shield is present (conditionally, the shield has 50 HP, damage is 300. The 50 HP shield will absorb all 300 damage and the shield will break).
changedSurvivabilityThe shield has high resistance, opposite to the default body resistances.
changedSurvivabilityThe shield regenerates 5 seconds after taking damage to the body or shield (i.e., it will not regenerate at all during active combat).
changedSurvivabilityProvides some “regen” without additional modules.
addedNew WeaponsFinally, I was able to create a minimal set of weapons for all factions, and the greens now have medium and heavy weapons.

Veliri: Planet of Machines changes

changedNow important things like labels, HP, nicknames, etc., are more clearly visible and resize with zoom.
changedThe shield has very little HP, but damage will not transfer to the body while the shield is present (conditionally, the shield has 50 HP, damage is 300. The 50 HP shield will absorb all 300 damage and the shield will break).
changedThe shield has high resistance, opposite to the default body resistances.
changedThe shield regenerates 5 seconds after taking damage to the body or shield (i.e., it will not regenerate at all during active combat).
changedProvides some “regen” without additional modules.

This time I did everything little by little :)

Interfaces

Now important things like labels, HP, nicknames, etc., are more clearly visible and resize with zoom.

Survivability

The game has a low TTK and a very high cost of error, sometimes transports were one-shot from the fog of war, which caused player frustration. Therefore, now each transport has a personal shield.

  • The shield has very little HP, but damage will not transfer to the body while the shield is present (conditionally, the shield has 50 HP, damage is 300. The 50 HP shield will absorb all 300 damage and the shield will break).

  • The shield has high resistance, opposite to the default body resistances.

  • The shield regenerates 5 seconds after taking damage to the body or shield (i.e., it will not regenerate at all during active combat).

Why?

  • To take the first hit and give the player a couple of seconds to assess the situation (completely eliminates one-shot from the fog of war if the shield is present).

  • TTK will increase slightly.

  • Provides some “regen” without additional modules.

The combination of these features will increase survivability and not turn battles into “iron” shootouts.

New Weapons

Finally, I was able to create a minimal set of weapons for all factions, and the greens now have medium and heavy weapons.

Medium with damage ramp-up mechanics:

And heavy with area damage mechanics:

New Ammunition

Added 2 types of ammunition for ballistic weapons. Ammunition changes not only damage but also mechanics: for example, armor-piercing ammunition has higher damage, accuracy, and speed but shorter range, while explosive ammunition starts hitting the area.

Shotgun with armor-piercing ammunition:

The same but with explosive ammunition:

Weather

The game now features its first weather phenomenon - dust whirlwinds. They now roam the map, dragging items and sometimes transports, and you can hide in them as they work like a “smoke screen.” Everyone inside can’t see anything, but those outside can’t see what’s inside :)

These are the changes :)

Source

Steam News / 30 September 2024

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