Update 170926 / Beta 2.2 - "Shields for All"With another week of adding new stuff, this release could have become a respectable Beta 3, but then I'd have to both reset the leaderboards and do other "major version"-related work. I don't have that time to spare, or the extra week, considering the ongoing Steam prep, so 2.2 it is
The focus of this release is balance, generally improving the usefulness of several part categories, and even adding more in the process.
As per the release name, there are more shields! Some types are completely new, and overall shields will be easier to support (for combat builds and even low-combat builds!), but they don't stack anymore in order to prevent some cheesy strategies. The removal of stackability made it possible to add those new varieties though, as well as improve individual shield stats. All shields have been modified in some way or another, and even the entry-level shields are going to be useful.
There are also more treads! In fact,
all treads got a rework, making heavy combat builds much more effective overall. Treading Cogminds will have real options at the higher tiers, too. In general you'll find treads are now
faster. (Warning: This also means Behemoths are a little faster
)
Strangely enough, even wheels got a makeover! They have their own little niche now, retaining most of their speed even when overweight, and being harder to hit. The simple ones still have fairly low integrity, so not recommended for beginners, but advanced players will definitely take them more seriously. (Yes, sadly this could result in fewer wheel jokes on our chat server xD)
I also added
Survival Tips to the manual, and the tutorial will keep pestering new players who've died a few times to at least open the manual page for a glance.
Another important change to help players is that item labels
always include their rating, even without the Tactical HUD, meaning new players will see them right away. I always avoided this because I wanted to expose new players to as few numbers as possible from the start "until they're ready," but rating numbers are too useful as soon as you know what they are. The new Tips suggest that players pay attention to these numbers as an easy way to select parts.
Beta 2.2 (0.10.170926) changelog:* NEW: 17 new items (several with new mechanics)* NEW: 2 new minor encounters in Mines
* NEW: Many terminals now also contain random item schematics* NEW: Hack failure output also displays the chance of success, including for indirect hacks* NEW: "Survival Tips" added to beginning of manual, including in-game reminders to check them out* NEW: Researchers also react to spotting ramming/kicking/crushing attacks
* NEW: Attempted ramming/kicking/crushing attacks in view of a Researcher displays warning, as with other attacks
* NEW: run.log records the number of loaded rebinds and keyboard layout changes
* NEW: A few straggler Alpha supporter names registered since Beta 2 added to in-game list (see Credits menu)
* MOD: All multislot parts immune to severing* MOD: Swapped support of Imp. Q-thruster and Cld. Q-thruster
* MOD: Cmb. Antigrav System coverage lowered from 55 to 35
* MOD: Hyp. Gauss Rifle and Hyp. Railgun recoil set to 1
* MOD: Adjustments to lore CSV and HTML output to avoid confusion between two particular categories with the same name
* MOD: Removed all references to "direct fire" weapons from utility effect descriptions to avoid confusion
* MOD: Ramming/kicking/crushing damage is capped at 100, before the damage roll
* MOD: Remote Shield Generators renamed to Remote Shields
* MOD: Remote Shield (and similar utility) effects no longer stack with each other, regular Force Fields, or other shielding effects* MOD: VFP coverage tripled
* MOD: Art for many shield utilities swapped around to suit new sets
* MOD: Energy Mantle renamed to Remote Force Field
* MOD: Quantum Shroud renamed to Energy Mantle
* MOD: Looping through Access-depth Garrisons no longer advised* MOD: Network Hub bonus increased, but multiple hubs provide diminishing returns* MOD: On-map item labels always show rating where applicable, even if Tactical HUD off* MOD: Robot salvage in caves does not self-destruct in the easiest difficulty mode* MOD: "Armored" items renamed to use "Arm." new prefix
* MOD: Removed Com. Heavy Treads
* MOD: Dur. Treads and Dur. Medium Treads replaced by Armored variants
* MOD: Spiked and Heavy tread variants now move at same base speed as regular treads* MOD: Base penalty for overweight treads increased from 20 to 30* MOD: Heavy tread variants have increased support
* MOD: Many special tread-based robot variants switched to new types of treads
* MOD: Most wheel stats adjusted, particularly even lower overweight penalty and somewhat lower coverage* MOD: Imp. Spread Laser range increased from 8 to 10
* MOD: Ambush traps no longer appear in Materials
* MOD: Allied drones ordered to return to their bay will always do so even if under fire and otherwise attempting to flee* MOD: Tutorial message memory no longer completely resets itself when new additions are made (file format changed)
* FIX: Opening a hacking window within 5s of loading a game that logs an internal warning shows a line of garbled characters behind window [DDarkRay]
* FIX: Crash on triggering a trap while sound card disabled [mungomongol8]
* FIX: Crash if Phasing AFG resulted in an item overlapped with a non-cardinally adjacent door attempting to close [GJ]
* FIX: Crash if allied drone parked at edge of map view spotted a self-destructing part just outside view [GJ]
* FIX: Tread crushing effect description did not cap chance value, causing largest tread type in world to display incorrect percentage [GJ]
* FIX: Schematic(Matter) was accessible via indirect hack (albeit meaningless) [GJ]
* FIX: Rewiring of disrupted robots via datajacks was possible even on hack-immune bots [GJ]
* FIX: Relative value coloring of regenerative plating inverted [GJ]
* FIX: Cannibalization Units could in some cases restore parts to greater than max integrity [GJ]
* FIX: Actual botnet effect was lower than advertised in the tooltip [GJ]* FIX: Newly allowed inventory item ID retention on core reset was also identifying previously unknown prototypes [Sherlockkat]
* FIX: A random dialogue encounter still referenced an old renamed NPC class [Sherlockkat]
* FIX: An earlier adjustment to a Zion encounter could cause certain allies to join before intended contingent on map layout [Sherlockkat]
* FIX: Typo in newly added dialogue [Sherlockkat]
* FIX: Typo in lore export category named after a major NPC [lsend]
* FIX: Multiple core resets would erase artifact knowledge without restoring it [lsend]
* FIX: Missing period in Propulsion Shielding description [Amphouse]
* FIX: Prototypes, Schematic(), and Analysis() terminals hacks listed incorrect chance of success (somewhat lower than advertised)
Note that saves are not compatible with Beta 2/2.1.One of the 17 new items:
Failed hack chances are shown in the hacking results window, most useful for indirect hacks:
Drones returning directly to their bay on command (ignoring enemy fire rather than fleeing):