Fallen list should now load faster and not freeze on large drop numbers.Added safety check to rare instance of player loading in before the level as they transitioned between levels.Safety check on level transitions if rare condition elevators get stuck.Added secondary checks to rare conditions of game getting stuck on loading screens while transitioning between areas.Zeno Staff and Drill enemies now have a longer pause after each attack.Planetary Hazards chance now maxes out at 30 drops, instead of the previous 20 drops.Tech Items (Zeno Probes, Scanners, etc.) now can be moved by the player to prevent blocking.Fixed issue where beginning Terran unlocks would keep unlocking if leaving to Main Menu then returning to Valhalla.Intermittent transition issue from Fortress to Underground should not try to load multiple times any longer.Fixed issue where research was carrying over between profiles.Shooting King Zeno with an Anti-Matter or Freeze modded weapon now properly triggers the end game cut-scene.This also allows for achieving 100% research (73/73). Will unlock for players that have already fully researched the Zeno Staff. Shield Strength Upgrade now unlocks when fully researching Zeno Staff.Fixed rare issue where "Don't Feed the Wildlife" achievement would not trigger.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.
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