Version 0.1.151 release


Key features:

- 3rd faction, Meridian, shield users, lots of missiles, fast ships

- Rebalanced all ships

- Resized all ships

- New fleet budget options in battle setup

- UI updates

- New effects

- Massive performance improvements

Change log:

- Validate target locks with the bound-first range classifier

- Asteroid and planetary rings now tumble instead of being star-aligned, damped by size

- Rocks now correct block beam lasers again

- Lowered rock maximum health

- Rocks now shatter at 0hp, similar to ships

- Updated main menu rocks

- Mining lasers now sweep over asteroids when mining instead of hitting dead centre or the edge

- Added variation in ship cracking crack brightness

- Ships can now shed fragments during breakup

- Engine/faction-styled ship explosions | Ion/Torch/Plasma/Antimatter/Fusion

- Ship brightness is more natural while cracking, debris becomes charred after blast

- Ship fragments can now be hit for a short time and will explode

- Fixed a bug where cracking ships could not be hit by projectiles

- Rebalanced ship sizes into something more playable

- True colours can be set in combat setup

- Wider fleet deployment in combat setup

- Clicking on a ship while spectating shows ship info (stats, current task, pilot brain)

- Added new pilot AI (focus-fire, flanking, vulture, squad morale, routing, rallying)

- Added freelancer-style pilot barks over radio comms

- Fixed issues with missile sizes in racks vs launchers

- Tightened up faction doctrines

- Using ship material costs from the campaign a budget option has been added to the combat setup page

- Generate fleets within budget

- Budget can be the same or different for each side

- Random seed added to fleet generation

- Massively improved NPC ship fitting selection

- Combat ships in campaign correctly fly faction doctrine loadouts

- Fixed an issue where NPC ships in campaign would not keep persistent fits

- Added small/medium/large combat ships for Meridian

- Fixed stale target locks, missile firing stalls, weapon-range positioning, drone launch oscillation and remote-drone engagement range

- Improved outfitter tabs, fitting tooltips, passive-module statistics, weapon ammo readouts and equipped-slot sizing

- Added hide-UI and combat-radio visibility controls

- Fixed nearby-pilot radio messages overlaying the main UI

- Fixed an issue where ship explosions and engine effects used the wrong colour when plain art is selected

- Fixed an issue where the player ship effects could sometimes be incorrect

- Fixed the fleet-editor ship-stat scrolling crash and guard against incomplete stat definitions

- Expanded combat, content, fitting, drone, objective, UI and catalogue regression coverage

- [Performance] Improved weapon-vs-wreck-debris raycasts

- [Performance] Skip drone bookkeeping for ships with no drones

- [Performance] Stopped reallocation engine-plume scratch buffers every frame

- [Performance] Removed adaptive quality/resolution scaling

- [Performance] Cheap engine dab for far-LOD ships instead of full trail ribbon

- [Performance] Skip trail-history bookkeeping for far-LOD ships

- [Performance] Batch far hulls by texture and skip unused lighting math

- [Performance] Compact the particle pool so passes are O(active), not O(12000)

- [Combat balance] Closer fights, more brawling, less min-range

- [Combat balance] missiles vs smaller ships

- [Combat balance] Long range guns alpha damage vs slow fire rate

- [Combat balance] Attempt at making rockets worth using (they're still not worth it)

- [Combat balance] Armour repair and shield boost tuning

- [Combat balance] Bigger ships carry more tackle to help deal with small-ship spam

- [Combat balance] Rebalanced ship modules into mid/low, instead of utility and defensive, similar to eve online

- [Combat balance] Added a tiny bit of aim assist to all projectiles to help deal with smaller and faster ships

- [Combat balance] Added signature to all ships, which influences aim assist, this can be increased with target painters etc

- [Combat balance] Lowered beam DPS (so OP)

- [Combat balance] Fixed NPC ships not fitting full loadouts

- [Combat balance] Fixed NPCs sitting small weapons in medium hardpoints

- [Combat balance] Aligned Aurelis around pulse lasers and shield logistics, Veyr around autocannons, armour repair and tackle, and Meridian around missiles, drones and shield boosting

- [Combat balance] NPC ships now generate coherent range-focused ship fittings

- [Combat balance] Allow retreating ships to keep firing without interrupting travel-drive charging

- [Combat balance] Rebalance hull durability, capacitor capacity and recharge, launcher ranges, movement-module usage and defensive-module capacitor costs

- [Combat balance] Add capacitor batteries, rechargers, injectors, energy neutralisers and energy vampires (these two are player only while testing)

- [Combat balance] Give drones independent damage, fire-rate, range, projectile, tracking and salvo statistics and expose them in the armoury

- [EXPERIMENTAL] Added a capture-point option to the battle setup, capture progress, scoring, victory conditions, world rendering and NPC king-of-the-hill behaviour to help test future NPC objective behaviour

Files

Severance-0.1.151.zip 350 MB
19 days ago

Get Severance - Combat Prototype

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