In this update5
Full notes
Full Wrath and Retribution update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Balance
- Events
- Performance
Wrath and Retribution changes
Changelog 1.0.8
New
Making weapons reload / release heat when cycled off from active weapon slot
Showing weapon reloading indicator in HUD and cursor when active weapon is reloaded / releasing heat
Added “Archives”, a knowledge base section to provide help, insights and lore. Accessible from hub selection and hub map
Changes
Improved visualization of accessible area on Star Map when stability degrades
Improved lead target aiming of enemy turrets
Slightly improving full-screen damage indicator visuals
Reduced enemy mission start aggressiveness in Neptune hub
Low risk missions won’t make enemies aggressively approach the player anymore. High risk will make enemies always aggressively approach. Other risk levels use randomness.
Removing damage spill-over from turrets to main capital ships to fix damage being applied multiple times, especially with area effect weapons
Turning off aim assist on Colossus
Outline effect being applied to all enemy ships
Making player Ravager missile destructible
Made “Continue Run” and “Tutorial” button on hub selection map more prominent
Enabling tutorial again when game progress is cleared from settings menu
Reducing Baba Yaga health
Bugfixes
Improved result handling on mission reward selection screen
Fixed an error that could let players pick missions that are out of stability reach
Fixing loadout item selection at Hamilton Station being cut off with many items visible
Fixing Colossus shot cooldown not getting applied
Showing Colossus cooldown in weapon details
Fixing new run being created when playing the tutorial
Fixing shipyard not being accessible if stability is below critical threshold although it is the last location visited
Fixed duplicate audio cue at the beginning of the tutorial mission
Performance improvements
Improvements to memory management to further reduce hiccups
Outline effect only shown on targeted enemy
Drastically reducing performance impact of highlight and outline effects
Reducing enemy ship and turret target update interval (0.5s & 1s) to fix significant performance hit with large battlegroups
Culling turret visuals after 2000m distance to improve performance
Culling shield visuals of fighter enemies after 1500m to improve performance
Reducing turret and shield generator hitboxes complexity to improve physics performance
Source
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