Deaths by Turret are now tracked in the soldier archives. Auto-Beam modded weapons now properly beam the weapon back to the fleet.Turrets no longer switch back to attacking the player if they've already been hacked.Fixed issue where game would crash trying to spawn the corpse of the previous soldier.Don't worry, for those that liked the higher priced items, and steeper difficulty because of them, we have HARD difficulty planned for a future DLC. I hope this change will make for a more fun experience overall. This should allow players to experiment with more of the items, weapons, and airstrikes without breaking the bank. Costs seemed a little too grindy, and so I've gone through and lowered everything. But initial feedback had us go back and look at the game progression. At release, I and the internal testing team felt it good. My original goal for Rogue Invader was to have it be a good challenge, but not requiring too much grind. NOTE FROM CREATOR: The cost of all items, armors, upgrades, and weapons has been re-balanced across the entire game. We got a good amount of fixes and adjustments for any curious invaders. This should make it not as grindy and difficult, while maintaining the challenge. Let us know what you think about the balance changes, especially in the early game. Non-Shield Terran helmets and armor no longer show Shield Upgrade HP on the battle report. Terran Heavy overheat behavior now matches the behavior of other Terran weapons.Identified a possible issue causing entrance to Factory transition to get stuck.Identified a possible issue causing lift to Terrace transition to get stuck.Fixed an issue where context menu interactions would not render after landing from anti-gravity grenades.Clues to Surface Battery Entrance are more visible.Added higher chance to spawn better loot tech in early game.Slightly lowered enemy spawns from early game locations.
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