Devlogs
Patch v0.25d
I don't remember too much for this version, but there have been substantial changes to the Chandrasekhar Battlecruiser to flesh out its functionality:
- Point defence cannons have been added across the ship's hull, able to intercept incoming missiles or attack the player should they come too close.
- HP values have been adjusted so that higher maximum HP is possible, but the Chandrasekhar in the Shipyard mission has a percentage of that maximum HP owing to its unfinished condition. Additionally, when that level is further developed, destroying the ship will be unecessary.
As for other changes that I remember:
- Missile trail effects have been fixed to work properly with the shifting world origin- no longer will they jut out or disappear.
- Missile afterburners and trails only display when the missile's engine has started up properly (about a second after launch), and the SFX timing has been improved.
- Point defence cannon targeting has been fixed- they will now never get stuck flicking between two targets but never shooting.
- Buffed Altus pitch strength slightly
- A bug that caused having one pip of power in weapons to have the same effect as having emergency power to weapons has been fixed- now having one pip of power will cause weapon power to stagnate.
- Nerfed Asag pitch strength- this makes it more possible to dogfight an Asag without perpetually looping between headons. (so long as you make good use of the stabiliser)
- Buffed HEP missile acceleration
- Added new VFX and SFX for the course 3 escape sequence
- SFX have been added for successfully docking
- The AI test scenario is now available in the build, but does not provide any new gameplay. You can watch the AI navigate a tunnel, try that out for yourself, and/or fight a Chandrasekhar.
Files
AWE_V0.30e.zip 386 MB
Version 1