Greetings Pilots! (Am I doing this too many times?)
Okay, picture this: A long-lasting duel between you and a seasoned veteran unfolds in a dusty, forgotten part of space. Both of your ships have been through a lot and are seemingly close to collapse from mere hits. Your scanners, only having to keep tabs on one target, have trouble giving you accurate locational awareness. Despite that, you manage to stay away from imminent death and keep on your target’s tail, while seemingly having trouble getting a good enough lock on ‘em. Suddenly, an opportunity presents itself. You have your sights aligned perfectly… but it’s no use! Your guns are giving up the ghost from all the pressure they were receiving, have jammed at the worst time, and have squandered “The Shot”.
That is just one possible scenario of many with the brand new subsystem functionality of 0.1.5 and beyond. To further showcase what can happen in a firefight from now on, I have created a short video presenting the four key subsystems for fighters.
Addendum: You can swap between a target’s subsystems with the X key.
Outside of that, you can now change most of the settings mid-flight when accessing the tactical map (albeit I already found some glitches that I couldn’t iron out in time).
Saves can now be deleted ingame.
Shephard is at it again, adding a brand new combat soundtrack, which can now be heard when inside the nebula sector.
And finally, our good friend, the changelog:
02.07.2018 - Prototype ver. 0.1.5:
Additions:
Added destroyable subsystems, edited disruptors to supplement damage system
Added subsystem targetting (default keybind: X)
Added distance-based speed-matching functionality (match-speed now toggles between modes)
Added settings panel to tacmap
Added new combat track for nebula sector
Added ship lights
Save files can now be removed ingame
Certain warnings and notifications added to main menu
[EXPERIMENTAL] Added ability to swap between owned ships (default keybind: L)
Fixes/Corrections:
Updated to Unity version 2018.1.0f2
Reworked code, merged components
Reworked speed gauge
Reworked all small ship models
Reworked shaders
There is likely more, but I had a ton to cover these last two months so pardon if I left something out. That’s pretty much it for this update! Next up is giving some more love to capital ships and expanding the capabilities of the current save functionality, which will make saving before a fight… not as pointless.
Thank You very much for reading, see you next month!
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