Weekly Update: February 2, 2024
As promised last week, the first Jupiter build has been uploaded to an unstable beta branch.
It's been quite a while since the last named update, partly due to spending more time doing post-launch Icarus patches, but mostly due to my goal of introducing an ending to the game's story. Late in the process I found myself caught in the trap of "the players have waited so long for this build, they won't be happy unless I do X". But this eventually becomes a self-perpetuating cycle as X inevitably takes longer than I originally thought, and I feel compelled to add Y and Z. I finally reached a point of deciding that it's better to get some feedback on the new stuff and defer some known items.
Consider this a warning that this build might be a rougher build than previous opt-ins. There aren't any known game breaking bugs, but some content isn't quite as done as I would like, there have been untested balance changes, and some of the late areas may have performance issues. Some players have already started playing since I posted about it on Tuesday, but as most of the changes are in the late game, no player has made it that far and I still don't have a sense as to whether there are any serious bugs.
So very brave commanders who want to venture forth into the Jupiter build, have at it. Once I get feedback from players who make it all the way through, I'll give some guidance in the weekly update on how rough it actually is. (Opt-in instructions here).
Non-spoiler list of changes:
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Prologue transition
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End game credit screen
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New mid-game story, faction
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Two new void mini-quests, encounters
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New late game story, mission
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New end game story, missions
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Two late game "easter eggs"
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Fix for missing void encounters
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New weapon variants
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Refactor fixed weapons, control schemes
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Anomaly soundscapes
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18 new anomalies
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Numerous new actor dialogues
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New modules
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New techs
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New enemies, abilities
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Damage type logic, refactor resistance
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Refactored Station operations logic
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New techs highlighted
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Additional analytics
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Hints/fixes for several stuck scenarios
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Engine turbo sound fades out
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Numerous balance changes
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Numerous new VFX
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Minor changes to dialogue behavior
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Improved mission authoring tool
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Improved testing tools
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Changed autosave timing
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Fix for vsync not being saved
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Fix for secondary weapon not being saved
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Several performance optimizations
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Various QoL changes
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Numerous bug fixes
Build 16006 patch:
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Fix for new analytics telemetry potentially logging player name, which would make the analytics non-anonymous
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Added canvas scaler for prologue text
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Fix beams not targeting fighter drones after object re-pooling
Until next week!
- Kevin
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