In this update15
Full notes
Full Zerograve update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Fixes
Zerograve changes
Summary
Face a giant robot snake in a new level with the first major boss battle
New enemy type and some updates to existing enemies/levels
Damage flash effect added and some other updates to UI and music/sound
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UI
Homing incoming
When homing projectile is locked on player, warning sound with frequency increasing by proximity is played. Also lockon text updated.
Resource gain flash
Added flash to energy, shield & ammo bars when gaining them. Energy bar color changed to darker, ammo bar edge changed to white
Damage flash
Added a red flash effect matching cockpit edges and on healthbar when taking damage.
Loading screen
Now shows tips instead of whatever it showed before. Also added instruction "click to continue" when ready to start.
Music & sounds
Music & sounds
Adjusted music volume & sounds levels; may need to adjust volume levels in settings.
Added lowpass effect to music while in pause menu
Reduced resource pickup sound volume
Reactor music changed
The old music was a bit too intense for basic reactor battles.
Also the music has a longer delay before changing to exploration music when reactor can't see you
Boss health bar
Bosses can have a separate health bar at the top of screen (only used with bigger bosses)
Weapons
- LaserAdjusted laser beam particles Rockets: Increased collider size for registering hits on enemies. Plasma gun: Reduced cost per shot
Enemies
Snake boss
The first non-reactor boss. Have fun with it.
The boss is armed with 4 types of weapons, and most of it can be destroyed during the battle.
It goes to grab new sections at certain hp thresholds and gets faster too.
Orber mk2 (new enemy)
Diagonal cone attack with 5 balls with alternating angle
Has a new kind of animation when attacking
Green turret enemy
Now fires 5 bullets in a wider pattern, instead of 2x4 bullets
Attack range increased and bullet damage reduced slightly.
Laser beam bullets
Modified so they are easier to see when coming straight towards you
Sub-enemies
Bosses can have sub-enemies so that attacking the sub-enemy damages the boss also.
Levels
Glasskey:
Added some new paths to the boss room
Updeep:
Reactor area redesigned
Some changes to start area
Hidden rooms
Added glow edges
Tutorial updates
Added some more tips
Updated layout, red key moved to another place
Energy paths now properly lead from key to door
Highway updates
Added a few enemies, pickups etc
Removed the 2 blue doors leading back to startNew level: snake boss
Other
Green room wall texture modified
Things moving on path loops can now have multiple randomized path options (used with boss)
Added glow edges to hidden rooms
Bugfix
- Music volumeFixed issue where music volume setting also affected effects volume
- Gameplayfixed issue with laggy movement at lower quality settings
Source
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