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indev Build 7
Pre-release
Pre-release
- Implemented and nerfed Core Assembler
- Re-added Stage 2 from v4 with some changes:
- Now costs a core
- Max speed is only increased while boosting
- Boosting always thrusts ship forward
- No longer decreases turn rate
- Holding the boost key now disables RCS's "drag" effect, even if you don't have Stage 2
- Implemented Charged Shield
- Implemented Backup Power
- Added Solar Cell upgrade to On-Board Battery
- Added Juniper Beam upgrade to Attractor Beam
- Added Industrial Fuse upgrade to Backup Power
- Added Alternating Charger upgrade to Industrial Fuse
- Fixed asteroid collision damage considering mass in a strange way, resulting in gentle collisions killing the player
- Fixed mentions of units in RCS's upgrade path (divided by 16)
- Electromagnet no longer costs a core.
- Metal 11 -> 12
- Synthetics 9 -> 10
- Attraction to resources has been doubled.
- Repulsion to resources has been halved.
- The magnetic coefficients of each resource have been evened out:
- Metal 2.0 -> 1.75
- Ceramic 1.0 -> 1.1
- Organic 0.5 -> 0.9
- Synthetic remains 1.0 and Core remains 1.5
- Nerfed Akimbo costs:
- Metal 16 -> 32
- Synthetics 8 -> 16
- Organics 4 -> 8
- Ceramics 2 -> 4
- Core remains 1
- Buffed Laser Array stats:
- Damage x0.5 -> x0.6
- Mining Time x2 -> Mining Speed x0.6
- Clarified description stats to reflect the amount of lasers.
- Nerfed Laser Array costs:
- Metal 48 -> 64
- Ceramics 16 -> 32
- Synthetics 16 -> 24
- Core remains 1
- Adjusted textures of RCS, ARCS, CARCS, Movement Relative to Ship
- Radar was a flawed design so has been removed
- Fixed lasers targeting the wrong object
- All lasers now target the cursor when holding fire
- Added wrap-around to player and world
- Added temporary thruster visual FX
- Changed generation to be beginning of run instead of also over time
- Objects are distributed evenly instead of radially