This is our second update for the game, we have added some new mini-bosses to increase variety, made a few map layout changes and more.
Changelist
New Mini-Bosses
We added 3 new Mini-Bosses to add a bit more variety to the NPCs guarding blueprints, and avoid over-using the existing Combat Bot and Floater Zombie.
- Elite Floater. This is a large floater with two attacks: sometimes it throws 3 acid projectiles at the player, and sometimes it spawns an explosive floater. We've replaced some of the Floater Zombies in the early levels with this, as it is not an overly difficult NPC.
- Battle Bot. This is a variant of the Combat Bot, but with a different attack pattern, it sometimes fires two seeking projectiles, and sometimes it rams the player. We've replaced some of Combat Bots in later sectors with this variant.
- Elite Dangler Bot. This is a large dangler bot that spawns jumping mines. We've replaced some of Combat Bots in Sector 03 with this.
Map layout changes
- Added a new Save Point in Sector 04 at the beginning, when coming in the direction of the Sector 03 boss (just before the Crinoid section).
- Added a canister on top of control room in Sector 04 to allow the player to reach the roof and prevent excessive backtracking.
- Added a doorway to come back from the top of Sector 07, just before the final boss.
- Added a shortcut in the Workshop so the player can avoid the aquatic training bots section.
- It is now required to have the underwater thruster to access the floating plant to Sector 06 in the Workshop.
- Changed layout in the area after Sector 01 boss, so the player always walks in front of the workshop shortcut.
- Shortcut from Sector 03 to Sector 01, that leads to underwater section in Sector 01, is now accessible from both directions.
- Extra signposting for control room added in difficult platform section in Sector 03.
- Tweaks to the top area in Sector 07 so the player can backtrack up to the top of the tower from the exterior once they activate the external shortcuts.
- Canister removed in the top right entrance for Sector 04, so the player can traverse it in both directions from the start.
- Tweaks to some NPC placements which were a bit unfair
Bug Fixes
- Fixed Glitch In animated structures when coming out of Save Point or Teleporter.
- Fixed lighting glitch when going out of tunnel using vertical thruster, in entrance to Sector 06.
- Fixed issue that would allow the player to always do damage to the Sub Rob if targeting the right hatch with the Mortar Module.
- Fixed Workbench UI glitch.
- Fixed player aiming in the wrong direction if jumping into a wall while holding fire.
- Now blocks linked to mechanical NPCs have a proper explosion VFX
Thank you everyone for your support, we would love to hear your feedback.
Martiño.