Update 4 - Roguelite Endless Mode

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It's here. Praise METEM. Right on top of the Actu Gaming French Direct!

Without further ado, here's Update 4, including the Roguelite Endless Mode we've been excited to share with you, along with new perks and abilities! And a seriously long list of bug fixes... (see below)

Again Special Thanks to the Void Crew community for all their feedback! Here’s a recap of the big headlines, in a 'new player' friendly video:

Update Changes

Roguelite Endless mode!

What is more to say? Go try out - Void Crew Update 4!

Getting Endless to work required a lot of work, including rework of the Astral map to show various stages and rewards during an endless run, while still being compatible with the standard pilgrimages.

We also wanted to give players tangible rewards after each objective, so players would get some power progression at least... but time your exit if you want to grab that delicious Void Jumping Supply Drop! And you better not forget it, cause those enemies will keep coming and they keep getting more nasty! Even Proximity mines won't go down with one shot after a few jumps...

And if that wasn't all, endless mode supports stacking of twists in a single sector! Combined with dynamic support of changing solar system in an Endless run means you'll never be quite sure of what will come your way...

And it wouldn't be a Roguelite if we didn't make sure you'd have to adapt your strategy for every run... so your fabrication options will be limited! But we are sure you'll make the best of it. Or die trying. Probably the latter.

Leveling Revamp

We've kept the 'capped' 30 ranks, and named those Ascension Ranks: Basically finite levels of worthiness of METEM. The purpose of Ascension ranks is to ease players in, unlocking content as they progress.

But how do you show off how cool you reaaaally are? That's where the infinite METEM Favor Levels come in! After capping your Ascension Rank, you start earning Favor Levels. Now you can truly show who should be the Captain...

And don't forget: Each rank up - for both types - grants you a cosmetic box. Milestone ranks grant higher tiers of cosmetics boxes - with improved duplicate protection!

Perks and Abilities

First things first - we had to change how Gene Points work - They are now finite, and you get one per Ascension Rank.

IMPORTANT! What about all your hard-earned Gene Points? Worry not - Your collected Gene Points will be converted into generous XP - you can claim those XP in the Personal Loadout Terminal!

Secondly, we love the idea of multi-speccing, so now you can spend points in all classes. You can spec deep or broad it is all up to you!

Thirdly, there are now THREE types of things you can invest your gene points into: Perks, Blueprints and Abilities. Lets see what each class is offered:

The Gunner

The Gunner gets access to perks that buff their ability to damage whoever stands in your way. And you'll need it! But of course, choice will have to be made: Do you opt for Energy damage? Kinetic? Or a lower but shared damage buff. Range? Firerate? Accuracy?

The blueprint available to the gunner is higher tier weapon mods, otherwise unavailable in Endless mode.

The Gunner's special ability is their Empower Weapon, which deals super-effective damage no matter the type of armor or shield the enemy has!

The Pilot

The Pilot tree perks buff their ability to maneuver their ship, but also ability to charge void drive faster, longer lasting Thruster Boosts and more resilient shields to keep the ship intact for as long as it takes!

The Pilot gets blueprint access to a module which grants additional Thruster Boosts! Of course you'll have to convince your crew that is a sane investment...

The Pilot's special ability is their Empower Ship, which almost instantly gain omnidirectional protection... great for when you get into a tight spot!

The Engineer

The Engineer has some interesting perks, like the Magnetic Boots, limiting floating up into the air on ship power loss and be less affected by that pilot who pulls the Void Lever prematurely... yeah you know that person!

The Engineer gets the blueprint which allows fabricating the very expensive Ship System Upgrader... a very lucrative item indeed for those seeking higher tier modules...

Is the Ship falling apart again? Well, the Engineer will save you with their Repair Instinct that makes them run faster and instantly repair stuff!

The Scavenger

Of course the Scavenger gets perks suited for exploration and for those long-walks in EVA. One team favorite is the Long Throw perk, allowing charging up to throw that valuable loot back to the ship.

The Scavenger gets the blueprint to fabricate the Oxygenated Blood Pack, a tiiiiiny syringe-like item which grants additional oxygen and health on those long space walks. And it is okay to share too!

But where the Scavenger really shines is their fancy new Grappling Hook, making them the fastest Ectype out there...


Whatever your choice, we are sure you'll have a better chance of surviving with than without!

All the other (important) stuff!

Immersive Voice Chat - Powered by (Unity) Vivox

This takes immersion to a new level. The Pilot talks through speakers around ship, EVA'ing Ectypes talk through “radio with static noise effect”, and voice is manipulated based on proximity to source. Of course it comes with the option to disable in the settings if you aren't into immersion and stuff.

Co-op drama

These things just add up (in a good way). Here's a simple overview of what to look out for:

  • Salute with gesture and voice to praise METEM!
  • Due to various reported airlock accidents occurring on METEM ships, High Command decided to re-direct the suits built-in C02 exhausts to eject with body movement, resulting in natural forward movement when Ectypes are in No Gravity Zones, like space: what we call, "Space Swimming". Losing power and engaging Void Jump will make your ship a No Gravity Zone, so careful now!
  • Tactile hands shows animations when repairing defects
  • Player core animations have received an overhaul
  • Inverse Kinematic driven hands have been implemented (to show carryables in hands)

Controller support (BETA)

We thought we get it out there sooner than later, so try out our Beta version and give us feedback on our Discord!

Volumetric lights

Mmmmm... so pretty! God rays, moody interiors and unexplained light sources is all we are saying.

New Cosmetics

A few more cosmetics for the fashionable Ectype, including a 'winged' chestpiece, patterns and colorful... ehm... colors.

Gameplay & Balancing

Community - QoL, Balancing and Tweaks

  • Esc-menu updated with new functionality for muting/kicking etc
  • All damage values are (visually) increased
  • Large numbers have “comma separation”
  • Twinkle effect on carryables in space position tweaked
  • UI markers size reduction
  • Improved sound when involuntarily dropping carried objects
  • Added (color) variation to data shards
  • Jump signatures are now faction colored
  • Made character jumping feel better
  • Adjustments to KPD - includes a guiding laser and is able to target proximity mines
  • Added support for Misophonia (disabling of uncomfortable sounds for some players)
  • HOLLOW Reclaimer now comes with intimidating sounds
  • Shield absorption now shown in pilot HUD and shield module screen
  • Deconstruction enabled in all loadouts
  • Improved collision in a lot of places (to accommodate the grappling hook); Note: Still some work left
  • Central Computer Core switch changed to “hold to turn” instead of click
  • Player ship shield visibility tuned up
  • Life Support now supports exterior “oxygen refill”
  • Sitting in chairs/sarcograph now consistently requires hold F
  • Update to the way the rewards are being dealt to players (including graphics/icons)
  • Update to Cryptic UI visuals
  • Projections now support stackable animations (some projections now behave a bit differently)
  • [SOLO] Twists (asteroid / scorching pulse) now adapt to player count
  • [SOLO] Frostmorph nerfed to allow more player ship movement (allowing alignment of BRAINS and longer duration before freezing)
  • Protect rebalanced a bit (harder), and will now aggro enemies in more sticky manner
  • Download station health reduced (harder), duration lowered 1 minute
  • Repairs keycombo scales based on defect stage
  • Jump feeling improved
  • New variant of the Download objective
  • New variant of the Raid objective
  • New sub-randomization for wreck interiors/exteriors
  • HOLLOW Prism: Rebalanced various nodes and activation steps
  • REMNANT Comm Relay: Rebalanced turret placement and health
  • Litany miniguns reloading rebalanced (in particular for MkII and MkIII)
  • Added total XP counter to tally xp bar
  • Added platform icon collection
  • Added keybind control image on ESC menu
  • UX: Hold F to committing actions like being seated in chairs
  • Added confirmation popups main menu and quit game button
  • Removed Stealth Destroyers in Priority Targets optional objective
  • Added Quality Settings
  • Removed various unused rendering options
  • Various LODs added
  • Wreck markers updated
  • HOLLOW Destroyer fires a barrage of homing missiles and has just become very evil
  • Updated HOLLOW missiles look (used by HOLLOW Destroyer and HOLLOW Heavy Fighter)
  • Moved the rear-mounted B.R.A.I.N. to port side, and scoop closer to the shelves in the Lone Sentry (Loadout)
  • Gravity scoop attraction angles and pull speed tweaked
  • Interdiction reinforcements rebalanced, and lowered amount based on player count.
  • Rebalanced XP rewards
  • Ported old UI to new UI system
  • Enabled motion vectors support for TAA
  • Player ships split up, materials merged together and tris reduced
  • Minor occlusion added to Frigate ship
  • Sun particles added/adjusted
Localization

BETA support for Simplified Chinese and Russian added.

Issues Fixed

  • Fixed enemies ability to target the Download Dish
  • Fixed KPD misaligned socket graphics and bullet particles
  • Fixed Frigate side shield not working
  • Fixed battery charger
  • Fixed upgrading the modules while the ship is moving
  • Fixed dropping item sound issue heard by all players
  • Fixed HOLLOW Destroyer movement
  • Fixed Weapon control stopped working
  • Fixed Fabricator not showing craftables
  • Fixed Airlock doors sound
  • Fixed audio issue for first time spawn
  • Fixed player kicking issue
  • Fixed floating lootboxes in METEM wrecks
  • Fixed Power Generator enhancement was applying effect twice
  • Fixed player camera positioning
  • Fixed auto station turret
  • Fixed Logbook cannot be opened through escape menu
  • Fixed moving while starting cryptic issue
  • Fixed starting jetpack movement
  • Fixed enemy shield issue on remote clients
  • Fixed prism nodes activating inside geometry
  • Fixed microwreck chests get stuck in geometry
  • Fixed to exclude invulnerable AND shield nodes
  • Fixed Players no longer get unintended markers on them
  • Fixed Jetpack foldout animation and effects re-added
  • Fixed elusive bug where enemy explosions would be offset for remotes
  • Fixed Frostmorphs will no longer attack Download Bases or Protect Ships
  • Fixed Vivox / fmod stability issues
  • Fixed HOLLOW Reclaimer getting stuck
  • Fixed remote not finishing void jump if master pulls
  • Fixed oneshotting enemies will now aggro nearby enemies
  • Fixed mission properly cancel for remotes
  • Fixed Shield nodes teleporting
  • Fixed issue where Destroyer engine area would be powered off for remotes
  • Fixed elusive over-brightness and "pink asteroids" issue
  • Fixed thruster booster icon duration in UI
  • Fixed 0 firerate on weapons error
  • Fixed Thruster Booster buttons audio only playing once
  • Fixed players being stuck in printing queue
  • Fixed player in weapon chair
  • Fixed players t-posing issue
  • Fixed ship hull not showing 0% when getting destroyed
  • Fixed character skin weights
  • Fixed hull breach decal order
  • Fixed double cryptics on hull breaches
  • Fixed rewards disappearing after switching difficulty on Pilgrimage quests
  • Fixed Tutorial not being forced private
  • Fixed Repair plate foldout animation
  • Fixed ship repulsion and player kill triggers on a series of enemies
  • Fixed UI player rendering occurring when not in use
  • Fixed legacy camera rendering in death scene
  • Fixed various audio bugs and volume tweaks
  • Fixed various fixes to dynamic joining and host migration, including homunculus desync
  • Fixed various input issues
  • Fixed various geometry issues in wrecks
  • Fixed various geometry issues on player ships
  • Fixed various localization issues
  • Fixed various context infos
  • Fixed various font and UI issues