In this update1
Full notes
Full Zerograve update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- UI and audio
- Performance
- Fixes
Zerograve changes
Summary
Hot: Fight the new 4-legged walker boss in a heated battle.
Cold: Face two new enemy types with delayed bullets in the chilly Hail level.
More: Added Line Laser weapon, removed friction against walls, enemy pathfinding update and much more.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Levels
Mad Hot (New boss + level): Level with short start section leading to boss. Hot Hatter is a 4-legged walker boss with destroyable weapons. (Note that this level is before "Cryptic")
Hail (New level): Ice-style level with 2 new enemy types.
Loading screens: Now shows level name, index and a short description (description currently for only a couple of levels).
Key pickup effect updated. Keys now hover over an access node thingy from which the power line going to door starts.
Changes to existing levels
Updeep - added tutorial screen about weapon configuration and tech levels at start.
Glasskey - a few changes to the drone part tubes and other
Vertical - changed end zone to encounter battle instead of reactor
Highway - minor changes
Red door is redder in map view
Ice biome - glow edges adjusted
Danger Below - boss:
removed initial enemies from boss area
encounter now starts by picking up key
added lockdown
modified arena
Enemies
New mechanic: delayed bullets which move very slow for 0.5 secs, then accelerate to high speed. Trajectory is indicated with a line.
Icy Scout (NEW ENEMY): Swift small enemy. Attacks with diagonal cones of delayed bullets.
Icy Bruiser (NEW ENEMY): Attacks with a wide cone of delayed bullets, alternating between horizontal and vertical.
Changes:
Destroyer: Balls attack cone is wider and fires more bullets at a time, but fewer times.
- Blue ballerspeed increased, cone width increased, AI preference for maximum distance to player increased.
- Green meleemove speed increased
Movement: Reduced friction from enemy wall collisions so they get around corners faster
Pathfinding update: Implemented new enemy 3D pathfinding system (old system used multithreading and caused some unpredictable side-effects).
Effects: Added a bit of randomness to enemy death sequence duration. Also the model now disappears with a slight delay after the death explosion has started.
Damage flash on boss parts: Destroyable boss parts now have a damage flash effect separate from the boss (dealing damage to main body only flashes things belonging to it). Also those parts have a different effect.
Health bars:
Added a small flash effect on the enemy healthbar when doing damage, and a bigger flash when enemy is destroyed.
Boss health now shows only on the separate boss bar (so progress on destroying boss parts is easier to see)
Pickups
Enemies drop resource pickups more rarely in a pseudo-random fashion. Value from pickups slightly increased. Also, if shields are at lower percentage, they are slightly more likely to drop, vice versa for ammo.
Pickups found in levels are no longer picked up if the resource is at maximum to avoid accidentally wasting them. Model also updated for those pickups.
Added two big resource pickup types with +40 shields and +40 ammo.
Weapons
Line Laser (NEW WEAPON): Fires 5 laser bullets in a wide horizontal line with very low spread.
Changes
Quadual Laser: cooldown 0.25->0.3
- Chainsawdamage per second 60->80. Increased maximum allowed angle before blade returns. When using without target, blade is now directly in front instead of slightly to the side.
Homing Missiles: damage 25->40, cost 4->5, cooldown 0.3->0.4
- Plasma guncooldown 0.45->0.4. Bullet model updated.
Descriptions updated for some weapons. Also added ammo costs to secondary weapon description.
Player
Removed friction when moving against walls.
Added option to limit look rate when using mouse. With this, look rate is limited to the same value as gamepad rotation with the "fast turn at max input" enabled.
Map display
Key indicator size increased
Active sonar is now disabled by default, can be enabled from settings.
When active sonar enabled:
Added a little progress bar while enabling map display.
Reduced hold time to activate full map 0.5->0.4 sec.
If holding map button when not in full map view, full view gets activated.
Brightness
Changed brightness setting to use a color correction curve instead of separately adjusting lights. Performance is improved especially for weapons which have many bullets with lights (e.g. Burst Laser)
Visuals now are more consistent between different brightness levels.
Misc
"OUT OF AMMO" text moved to the ammo bar and changed to "NOT ENOUGH AMMO".
"Door Opened" text removed to reduce captain obvious-ness.
Green status messages: Added a little animation when message appears.
Main menu visuals slightly modified
"Help" section of menu updated.
Pause menu UI slightly updated, renamed "Abort Mission" -> "Go to Level Select" to better describe what it's about.
Level Select screen modified to make room for more levels.
Targeting reticle is now about 33% bigger
Passive headlight dimmed.
Bugfixing
Fixed issue where "Rising Heat" level was missing (it incorrectly loaded the "Danger Below" level instead)
Settings menu: "Reset defaults" now updates all sliders/toggles to the default value (the button worked but the sliders etc didn't get updated).
Source
Changelog.gg summarizes and formats this update. How we read updates.
