Early Access Update Notes

Hi everyone - huge thanks to all of our Founders for the feedback that they've given to us, we really appreciate it.  Welcome everyone to Early Access!

Here are the update notes for the Early Access version of the game that went live today.  Founders, please note that your progress has been reset and your Founder's gear has temporarily been turned off until we get DLC hooked up to give it to you via that route.

Here are the notes for Servo Build #318.


New Stuff
New resource - Scrap.  Get it in crates and by selling parts.  Use it to buy awesome new parts from Korso Drek.
FTUE crate, which you get when you finish all the FTUE levels, contains more parts and a large variety of parts.
New FTUE levels.
Practice Mode turned on in the Hangar so you can see how your Servos perform with different gear.
The production SERVER IS ON.
We are showing the player rank reported by Tachyon.
Changes to rank up UI.
New enemy, Lasher added.
Various AI improvements.
Lots of fixes and polish on the command panel.
Instruction/Error text is now down by the command panel.
Loot crates pricing adjustments, cheaper crate available.
Coop002 (Darksun) has a better reward if you call the wave early.
Coop002 (Darksun) modified to drop new enemies as appropriate.
Update/improvement pass on FTUE levels.
Fist powers added.
Hold ALT to allow clicking on a Servo nameplate for selection/targeting.
Hangar music added.
Vendor UI tweaks.
Multi-select for buildings.
Visible rally point in world.
Updated support URL.
More sounds and sound/music tweaks.
Music turned on by default.
Vendor page UI consistency pass - Go To Hangar button on Vendor page.
Minimap icon sizes improved.
Add option to control push scrolling during drag select (defaults OFF to help new players).
Splash screens added - ESC skips the splash screens.
Acid Missiles added to the first Vengence pod. Stay out of the scary green goo.
Set rally points for all factories with a SHIFT click
Starting servo names are randomized
Default to fullscreen & more graphics options



New Art
All drones gib-out.
New enemies, Lashers.
Bloom Refinery has hologram during construction.
More progress on Creep Rock City map art.
New minimap icons for a few things.
New Immunity FX.
Fist action icons added.
More PVP006 WIP art.


Balance
Various balance changes - Servo respawn times, Drones, Turrets, Fist parts (better) and more.
AI plays better on Creep Rock City.
Drones train faster.
When a unit is stunned, it gets 5 secs of stun immunity after the stun.
Units in combat are healed slower.
Missiles returned to some semblance of balance.


Bug Fixes
Several stability fixes.
Fixed a crash when closing out the game and/or backing out of screens in the pregame.
Fixes bug with lost resources and drone population from selling a factory that was training drones.
Change to help with pathing on Creep Rock City map.
Fixed typos in the daily quests.
Fix bug in FTUE003 where you could drop Reece early and break flow.
Fix bug where you could get a non-functioning Servo into practice, FTUE002, or FTUE003.
Added some code to try to catch/prevent infinite scaling bug.
Fix for bug where drag selection FX would get stuck on when you dragged outside the window.
Removed a misplaced creep in Darksun that was confusing the AI.
Fixed a bug where units were losing player commands and going back to unitAI too often.
Damage pools work again.
Bore Drone is less sparky.
Minimaps are darker.
Fixed a few typos.
Fixed some progression blockers in the FTUE.
Pop a message box if matchmaking fails.
Fixed units "randomly" shooting at ground.
Heal should shut-off when target is healed, regardless of how it started.
Servos/Your units are prioritized above other things for auto-heals.
Counter Drones prefer to shoot other Drones.
Creep Bait is fixed.
Command panel greys out buttons when they are above your rank consistently.
Fixed pets not working very well.
A few minor perf-related fixes in sim.
Double click respects selection limits.
Drag select art is more transparent.
No scroll input taken during scripted camera movements.
Number of Attacks and/or APS (as appropriate) shown for powers in Hangar.
Dead things don't count for Bloom Well control.
Building behaviors re-prevented while buildings are being summoned.
Camera scroll boundaries improved for zoomed-in camera.
Main menu buttons moved around for consistency.
Tweaks to rank up dialog.
Quest display should no longer show negative values.
More player color on Bloom Well.
Fix bug where disconnect would bork menu.
Fixed some bugs exiting the crate dialog.
Command panel doesn't show future powers that will replace existing ones.
Hangar shows better information about the ranks a given power works in.
Hangar explains that other parts may be required to enable certain powers.
Fixed bug where naming a servo the same thing would cause a singularity to swallow your computer.
Various UI bugfixes with quests and Arena.
Cooldown works for Pet and Stripmine powers
Ensure you cannot pick an invalid Servo as your leader
Various text fixes


Known Issues
Founder Parts are temporarily turned off at end of FTUE until we get DLC hooked up.

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First thoughts, wishlist etc

 

The change to item abilities that have higher ranks is good, 6x volley pods with 2 abilities each was pretty nuts last patch

Beacon changes make beacons not so OP which is probably a good thing. I havent played PVP this update yet so don't know if the turrets are more viable, without 12 volleys of missiles they might not die so much. Beacons aren't objectively better in every way now as far as I can tell.

Multiple building selection is amazing to have, the way it queues across multiple buildings may need to be refined though, I found it stacking queue ups on 1 factory when I didn't have enough bloom to queue at every factory at once. I'd suggest a system where it queues at the factory that will get the unit to the rally point in the least amount of time. For that you'd need the length of the path to the rally point, check how long the drone would take to get there from each factory, then take into account the time left on the queue. That way it'd queue at the factory that has the lowest queue and is closest to the rally point at the time you queue it, slightly biasing closer factories.

Part variety is better, the store changes are good.

Arena is still bad, emerald hills coop is too hard with an ai teammate. If the AI can't play that map in the next update would it be possible to not have it in the arena mode?

Dropships still don't auto heal nearby friendlies when ranking up, but will heal if told to do so manually

The practice mode is a great idea, could use a rank selection and a way to select what level servo you fight. On ranks higher than 1 it could have the upgrades researched that are available at that rank (hp1 at rank 2, hp2 and dam1 at 3, hp3, dam 2 at 4 etc) Rank is a huge deal for items and the servo upgrades matter a lot.

Also, not necessarily a new thing, but there isn't a difficulty selection for MP coop and medium is very easy once you start opening crates and leveling up your profile

In solo darksun crater coop the AI is still not good at taking bloomwells, but now builds refineries when it gets a bloomwell. However, the AI will not discriminate and will take any well it walks past and captures, including the ones on your side of the map. The AI is an arsehole basically :) They'd do a lot better if they tried to take bloom wells in the lulls on their side of the map and ignore wells they capture on the player's side, so the player can retake them.