In this update12
Full notes
Full Void Salvage update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Compatibility
- Balance
- Events
- Fixes
Void Salvage changes
This will be the final regular update before launch. From this point forward, development will focus on testing, stability, and critical fixes to reduce the risk of introducing new problems before release.
BUILD 1.2.0.2 - Pursuit & Progression Update
Running out of Fuel now starts a Pursuit instead of immediately spawning enemies.
Electro Wake radius increased from 50 to 100 and now gains +20 per effective Tier.
Unlocked Overclock and Meld upgrades are now correctly free in Roguelike mode.
BUILD 1.2.0.1
Death Report tooltips now show correct Tier 1 values and no longer freeze.
POIs only show LOOT: Socket Insert when the requirements are met.
Build 1.2.0.0
Expanded Laser and Augment Support
This update significantly expands laser weapons, giving beams continuous damage, clearer stats, and compatibility with several powerful augments.
Lasers now deal damage throughout the entire beam duration instead of only dealing damage on first contact. Their weapon panels now display Beam Duration and Damage Interval, making their damage output easier to understand.
Lasers can now use:
Homing
Orbiting Shots
Spiral Shots
Piercing
Wall Trail
Splitter
Homing Lasers initially fire according to weapon accuracy, then correct toward their target.
Orbiting Shots now perform their regular attack and orbiting attack at the same time across all compatible weapons. Higher tiers add more rotations and increase laser beam length.
Spiral Lasers continuously rotate forward instead of performing a normal beam sweep. Higher tiers increase their rotation speed and beam length.
Piercing Lasers retain their full beam length until all available pierces have been consumed.
Wall Trail Lasers leave behind damaging ghost beams.
Splitter is now rolled once when the weapon fires instead of every time damage is dealt. Its activation chance begins at 75% and can reach 100%. Higher tiers create additional child attacks.
Split laser beams remain attached to the enemy they originated from and disappear when that enemy is destroyed.
Rebound projectiles now always bounce from screen boundaries. Higher tiers add more bounces, and their interaction with Spiral Shots has been improved.
Flak projectiles now use randomized Broken Wings visuals.
All ships and drones now briefly flash white when hit.
Clearer Weapon and Loot Information
Augment cards and tooltips now show which weapons they support.
Loot cards use weapon abbreviations, while tooltips display the full weapon names.
Weapon cards now display only the stats relevant to that weapon:
Lasers display Beam Duration and Damage Interval
Flak and Burst weapons display Spread
Hull DPS and Shield DPS are displayed separately
Accuracy has been removed from loot cards
Orbiting Shots and Spiral Shots now explain their turns and rotations per second more clearly.
Reworked Pursuits and Difficulty
Pursuits now advance by jump instead of progressing in real time.
Each pursuit has a fixed interception distance of two to five jumps, making interception predictable instead of chance-based.
Every interception adds exactly one Difficulty.
Running out of fuel during an active pursuit immediately causes the pursuers to intercept.
Jump Difficulty now includes:
Normal jump progression
Two additional Difficulty per jump while in Continuum
Interception Difficulty
Difficulty summaries now show the correct jump count and explain each contribution more clearly.
Story drawbacks are no longer included in the Difficulty summary.
Radar and HUD Improvements
Difficulty information has moved from the top HUD panel to the lower radar arc.
The radar now provides the Difficulty tooltip directly.
New radar controls have been added for:
Music
Sound Effects
Minimal Numbers
Radar alerts now remain visible during jumps.
Flagging controls show how many enemies are connected to each flag.
New Hint and Tutorial System
Hints now use a dedicated prompt system instead of regular message windows.
Hint dialogs pause gameplay while keeping the HUD visible for reference.
While a hint is active, POI interaction, HUD interaction, shortcuts, hover effects, and tooltips are temporarily blocked.
Loot and story messages retain input priority, preventing overlapping prompts from causing softlocks.
Hint prompts now work correctly in Desktop Mode.
Hint windows automatically resize to their content and can still display optional images.
Reroute now performs its action immediately when its first-use hint appears.
New first-use hints have been added for:
System Integrity, drawbacks, and system failure
Continuum progression and Difficulty
Asteroid hazards and their potential rewards
Desktop Mode
Radar Sweep
Removing systems
Running out of fuel
Non-standard weapon effectiveness
Temporary boosts
Secondary weapon switching
System sockets
Hints now wait for sector introductions to finish before appearing.
Socket and death-related guidance waits until the opening loot has been claimed.
Hint behavior now correctly adapts to Roguelike mode.
Interface and Presentation
Gameplay music now rotates randomly between available tracks and fades in smoothly.
Fixes
Fixed loot-card and prompt clicks passing through to Points of Interest underneath
Fixed a softlock involving Socket Bonus unlock prompts, story messages, and loot selection after death
Fixed hint prompts losing their pause behavior
Fixed prompts becoming unresponsive while loot or story messages were active
Fixed a crash caused by pooled debris effects failing to create an instance
Fixed a HUD crash involving pursuer counts
Fixed inconsistent Distress Beacon thresholds between the Core Upgrade screen and HUD tooltip
Core Upgrade buttons now return to the normal upgrade tree after leaving an Anomaly
Source
Changelog.gg summarizes and formats this update. How we read updates.
