In this update8
Full notes
Full Zerograve update
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What changed
- Gameplay
- UI and audio
- Balance
- Events
- Maps
- Fixes
Zerograve changes
Summary
New weapons: Shred bots to pieces with Chainsaw and electrocute enemies with bouncing Zappers.
New level: Escape rising lava while fighting waves of enemies.
Unlimited energy: Energy resource removed from the game.
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Weapons
New Weapon: Zapper (Secondary)
Fires a bouncing ball which zaps nearby enemies up to 20 times. Slows down while within zap range of enemies. Replaces Ball Lightning.
New Weapon: Chainsaw (Primary)
Hovering sawblade which attaches to an enemy and saws it until dead.
Homing missiles
Lock-on angle reduced
Energy costs
Energy-resource removed from the game.
Energy pickups changed to smaller ammo pickups.
Lasers:
Sound and visuals updated a bit
Quadual laser bullet speed increased to match other laser weapons, added small move speed reduction while firing.
Player
Level-up rewards:
Max energy bonuses replaced with some ammo/hp bonuses
Added new weapons as rewards.
Controls:
Movement controls in the outside map view now match regular move controls much closer.
Added a bit of roll/bank while rotating sideways. Weapons roll slightly more for effect.
Added separate configurable axis for continuous roll.
Added setting to toggle auto-leveling (aligning ship with nearby walls)
Added compass orb which describes your current orientation. Can be toggled from settings.
Resources:
Shield & ammo pickup sounds changed.
Resources can no longer get reduced after changing level.
Health is also fully restored on level change.
HUD
Crosshair updated
Resource bars updated
Weapon texts moved to right corner
Distance text removed
Added option to hide HUD overlay lines thing
Levels
Rising Heat (New level): Escape a flood of rising lava while fighting waves of enemies.
Edges: Modified model for more bulky glowy edges, especially in the white areas. Also reduced brightness of some glowy materials.
Redball: Added red energy tubes from the red area. Minor other changes.
Guide paths: The moving thingy is now colored when player has key and gray otherwise. Also slightly updated textures.
Path mesh: Fixed a couple of issues with 3D path mesh UV mapping. Some of them look slightly different.
Enemies
Hit/death effects
Enemies now have a red flash effect on hit. More damage equals stronger effect.
Removed the little fiery effect on hit.
Updated death sequence effects.
Melee Plasma Exploder: Added a short-range dodge/spin behaviour + changed movement trails
Blue Homer: Added a dodge behaviour where they spin 360. Also changed trail to 2 continuous lines.
Scouts
Green scout movement behaviour is now more like the weaker scouts, so they move around more.
Adjusted behaviors so they turn differently during long moves.
Changed movement trails to use continuous lines instead of particles.
Green scout area light reduced
Bugfixes
Fixed map creation issue where some objects were duplicated.
Fixed issue where enemy AI would try to move to positions out of LoS
Fixed issue where the map sonar ping looked janky if player rotated while it was expanding.
Fixed issue with some enemy weapons if going out of sight after they started firing charge-up.
Small reactor turret: missing weapon rotation limit direction fixed
Source
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