In 1871 Helmuth von Moltke wrote an essay about military strategy that included the famous phrase "No operational plan extends with any certainty beyond the first encounter with the main force of the enemy". That's true of planning your next Objective in Void Crew, and also turned out to be true of launching the game! So we made sure to have contingency plans!
We've been actively monitoring all the different places that you players have been reporting issues you're encountering while playing the game, and prioritized and fixed the first batch of pressing issues.
We are still testing to verify the following fixes, but expect to release the Hotfix in the evening of Monday December 2., CET.
Hotfix Issues Addressed
- Balancing: All B.R.A.I.N. Auto-Turrets have had their baseline Accuracy Increased.
- Balancing: B.R.A.I.N. Benediction Auto-Turret MkI-III has it's Baseline and Max Damage increased.
- Bugfix: B.R.A.I.N. Auto-mechanic Defect and Engine Trim modes work reliably again (One issue fixed every 60s when not enhanced)
- Bugfix: HUB Personal Loadout Terminal sometimes being non-interactable
- Bugfix: UI overlap in Matchmaking Window
- Bugfix: Lag in Matchmaking Window due to large number of Private Rooms being present
- Bugfix: Superior Engineer ability not working for remote players
- Bugfix: Matchmaking Terminal - Hitting Sort button when Private and Open Rooms are displayed at the same time could lead to getting stuck in the Terminal
The bugs that have been encountered are just good old-fashioned snafu's - For instance, we never tested what the matchmaking terminal would act like with several hundred Private Rooms because we tested with 5 instead, and that clearly wasn't good enough when the game suddenly took off.
As for the Accuracy balancing, those of you who played in Early Access will probably have experienced it as a blatant nerf, but I'll try to add some additional context. In Update 5, Fire Rate had a detrimental effect on Accuracy, since the Recoil was based on every single projectile fired. This meant that adding Fire Rate to a gun could sometimes throw the accuracy completely out of whack. This was changed for 1.0, so Accuracy Decay is caused by "time spent firing" only - where the effect is calculated and applied when you shoot (Meaning the reticle only grows when you actually fire the gun, but it'll grow based on time spent shooting). In summary - you can stack Fire Rate modifiers on your weapons, and your accuracy won't suffer from it - at all. That's a major buff as it translates directly to damage dealt.
The old baseline accuracy values were very high since they had to compensate for the "fire rate accuracy decay" - when we overhauled the decay, we also had to dial back the accuracy. [Spoiler Alert]: We dialed them too far back. So we're increasing baseline accuracy for the Confessor and Shuriken Energy Weapons, as well as both the Auto-Turrets. The Litany Minigun is also seeing a slight buff to baseline accuracy.
And because we're really feeling the Holiday Spirit, we also buffed the baseline and max damage potential of the Benediction Auto-Turret.
Alongside the Auto-mechanic working as intended once more, this should see a significant boost to Solo Player survivability - and the Energy Weapons will be less annoying accuracy-wise for the Gunners out there (That being said, we fully intend the Accuracy Mods to be a desired addition to your guns - so if your accuracy is suffering, slap a Weapon Mod on that bad boy).
Once again, we are super happy to see the reception you guys have given our chaotic little space adventure, and hope for your patience while we run around the engine room and put out the fires that seemed to have spouted out of nowhere!
If you are having issues, don't hesitate to share them with us on our Discord!
Sincerely,
// Laurids, Lead Game Designer
and The Hutlihut Games Crew