Steam Sector Six 1.1.0 - RPG/SHMUP - XP and experience changes

Discussion in 'Made with GameMaker' started by Zuurix, Jun 20, 2016.

  1. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Echo #101: Mission XI and fused minions

    This week I was working on story mission XI.

    One of my favorite shows is Legion. I love it for its madness.

    Mission XI is an attempt to create my own madness in Sector Six.

    During this mission you will encounter:
    • Replication anomalies
    • Black spheres
    • Vertical fractures
    • Fused and stagnant minions
    • Temporal loops
    And other crazy things.

    I am an idea generator, every day I get many ideas that could end up in Sector Six or my future games.

    Many of these ideas never get implemented.
    For example, I had an idea of laser trap, but I couldn't add it to a game because that trap was not fun to avoid.

    But there are ideas that not only work but work very well.

    The fused minion idea is one of those.

    So, what are fused minions?

    Like most good ideas, it's simple.
    Take minion A and minion B, cut them in half and put them together.
    Then give the new fused minion abilities from both of original enemies and it's done.

    I made three fused minions for mission XI: Heavy veteran, revenant gatherer, and havoc collector.

    Heavy veteran uses veteran's ballistic attacks and heavy's reflection.
    Revenant gatherer is gatherer with low armor, that explodes after some time.
    Havoc collector is worst of them!
    It has havoc's missile flurry and erratic mine with collector's beam attack and mines.

    So, yeah, I'm having a lot of fun making mission XI.
    It should be released soon, maybe even before April.

    Until next time!

    [​IMG]

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    [​IMG]

    [​IMG]
     
    Last edited: Apr 8, 2018
  2. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 10!

    Sector Six has entered the final stage of development!
    I was planning to release two more story missions and then work on the last Early Access update, but decided that it will better to release them with that last update.

    Instead of posting traditional echoes weekly, now I will post short summaries of what I've done and update to-do list whenever I reach the next development milestone.

    Let the countdown begin!

    10!

    Done:
    • Mission XI.
    • Veteran's ballistic attack is now slower.
    • Improved dialogue system graphics.
    • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
    • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
    • Fixed and improved certain set descriptions.
    Remains to be done:
    • Mission XII.
    • Mission XIII.
    • Mission XIV.
    • Broken Infinity endgame activity.
    • Restoration War endgame activity.
    • Relics.
    • Relic dismantling rewards.
    • Shared stash in Deep Path to transfer items between player characters.
    • Five of the Eight Machines.
    • Improve the implemented Machines.
    • New save system.
    • 49 new achievements.
    • Full Sector Six map.
    • Rework certain achievements.
    • Rearrange achievements in the achievement interface.
    • Rebalance ability point distribution.
    • Cap ability points.
    • Increase starter ability points to 10.
    • Increase starter part limit to 10.
    • Decrease starter maximum ether to 50.
    • Rework Phase Recognition system and phase properties.
    • Rework Aggression, Resistance, and Capacity.
    • Rework starter equipment.
    • Rework Cataclysm ability.
    • New part properties.
    • Better part names.
    • Side mission dialogues.
    • Better default controls.
    • Ability to reset controls to default.
    • Ability to reset settings to default.
    • Ability to toggle side mission dialogues.
    • Settings interface improvements.
    • Fix stack buying glitch.
    • Reposition mission interface.
    • Rework achievement interface.
    • Reset difficulty level.
    • Lock modular difficulty system if the player level is lower than 3.
    • Fix W. warning button tooltip offset.
    • Virtual / physical weapon clarification / stats.
    • Stat page improvements.
    • Connection strength near avatar picture.
    • Adapt backgrounds to screen shaking.
    • Dismantle all/Uninstall all buttons should have a tooltip.
    • Holding shift button to dismantle / sell just one item from the stack.
    • Looting improvements.
    • Improve Techamer's cell.
    • Rework loot box.
    • Fix loot box stackable item glitch.
    • Improve artifact carrier.
    • Rework mission III. Again.
    • Improve siege mission.
    • Improve arena mission.
    • Reposition item management buttons.
    • Fix dialogue clash with HUD glitch.
    • Expand dialogue box.
    • Improve shield particles and animations.
    • Improve MDS decorative map in mission select screen.
    • Fix Lodeon's ship glitch when skipping intro cutscene.
    • Intro logo skipping inconsistency.
    • Improve mission I.
    • Improve alloy containers.
    • Remove filled alloy containers.
    • Make Awakening Of Inner Power support all missions.
    • Fix Guardian Of A Thousand worlds + Concentrated Fire effect timer graphical glitch.
    • Ability to reduce the power of MDS modifiers while they are disabled.
    • Improve ability bar.
    • Add map decorations.
    ETA:
    • 70 days.
    Progress:
    • 8% of the tasks completed.
    • I'll post again when the percentage will reach 20%.
    Until then!

    [​IMG]
     
    Last edited: Apr 15, 2018
  3. Hyomoto

    Hyomoto Member

    Joined:
    Jul 7, 2016
    Posts:
    998
    Very cool, you've come quite a long ways. I hope it's paying off :D
     
    Zuurix likes this.
  4. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Yeah, it's been a while.
    Money-wise it's not paying off, not yet. It was really rewarding in all other aspects.

    I grew up with this game, found my place in the world, gained confidence.
    Back in 2015 I couldn't even imagine my game on Steam, being a real game developer was a distant dream to me.

    Now it's very close. Just few more games, few more years.
    Now I know how much I can do and I can't wait to make a new game on much better foundations. If world and / or my family will not have a sudden apocalypse for a few years, nothing will stop me.
     
  5. Hyomoto

    Hyomoto Member

    Joined:
    Jul 7, 2016
    Posts:
    998
    Just having a completed project under your belt is something all by itself, and I think Sector Six is a decent entry on your portfolio. I'll be watching and rooting for you.
     
    Zuurix and Viper like this.
  6. Axyl

    Axyl Member

    Joined:
    Apr 4, 2018
    Posts:
    36
    This is looking pretty cool.
     
    Zuurix likes this.
  7. HighlandCoo

    HighlandCoo Member

    Joined:
    Jun 20, 2016
    Posts:
    141
    Hey, I just wanted to say I remember the very first post you made about this game (back on the old forums wasnt it?) and back then I thought "looks good, bet he never finishes it though".

    But here we are! You showed me lol!

    Anyway, I wanted you to know how inspired I have been by your commitment to the game and I think you should be proud of what you've made. You are so close to the finish line! Keep going!
     
    Xer0botXer0 and Zuurix like this.
  8. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Haha, awesome!
     
  9. Xer0botXer0

    Xer0botXer0 Member

    Joined:
    Jun 29, 2016
    Posts:
    661
    Same, seen this project come a long way. When I read sector six in the rss feed I immediately remembered what game it is.
    Hope you're having fun with it.
     
    Zuurix likes this.
  10. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 9!

    I have finished making mission XII!
    That's a pretty big achievement because mission XII was one of the larger chunks of content I needed to make and I did it in time.

    Now I will be working on ability and level cap update
    This update will make ability points more valuable by reducing the amount of ability points gained from level up to 1.
    It will also improve Aggression, Resistance, and Capacity abilities and replace Cataclysm with Breach - passive anti-shield ability!
    It will bring Sector Six much closer to perfection.

    Completed:
    • Mission XII.
    • Mission XI.
    Completed – Minor changes and improvements:
    • While Guardian Of A Thousand Worlds ability is active, Concentrated Fire recharges instantly.
    • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
    • Removed filled alloy containers.
    • Corrected W. warning button tooltip.
    • Ability to decrease the level of MDS modifiers even while they are disabled.
    • Fixed engine glitch.
    • Improved missiles that appear when player's spaceship leaves the enemy range.
    • Guardian is now more mobile.
    • Potentially fixed Black Rain projectile + reflect chance problem.
    • Region update flashes are now brighter.
    • Veteran's ballistic attack is now slower.
    • Improved dialogue system graphics.
    • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
    • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
    • Fixed and improved certain set descriptions.
    Not completed:
    • Mission XIII.
    • Mission XIV.
    • Broken Infinity endgame activity.
    • Restoration War endgame activity.
    • Relics.
    • Shared stash in Deep Path to transfer items between player characters.
    • The Machines.
    • New save system.
    • 49 new achievements.
    • Rebalance ability point distribution.
    Not completed – Minor changes and improvements:
    • Relic dismantling rewards.
    • Sector map interface.
    • Improve the implemented Machines.
    • Rework certain achievements.
    • Rearrange achievements in the achievement interface.
    • Level cap changes.
    • Increase starter ability points to 10.
    • Increase starter part limit to 10.
    • Decrease starter maximum ether to 50.
    • Rework Phase Recognition system and phase properties.
    • Rework Aggression, Resistance, and Capacity.
    • Rework starter equipment.
    • Rework Cataclysm ability into Breach ability.
    • Improve Rapid Fire Mode ability.
    • Improve Channel ability.
    • New part properties.
    • Better part names.
    • Side mission dialogues.
    • Better default controls.
    • Ability to reset controls to default.
    • Ability to reset settings to default.
    • Ability to toggle side mission dialogues.
    • Settings interface improvements.
    • Fix stack buying glitch.
    • Reposition mission interface.
    • Rework achievement interface.
    • Reset difficulty level button.
    • Lock modular difficulty system if the player level is lower than 3.
    • Virtual / physical weapon clarification / stats.
    • Stat page improvements.
    • Connection strength near avatar picture.
    • Adapt backgrounds to screen shaking.
    • Dismantle all / Uninstall all buttons should have a tooltip.
    • Holding shift button to dismantle / sell just one item from the stack.
    • Looting improvements.
    • Improve Techamer's cell.
    • Rework loot box.
    • Fix loot box stackable item glitch.
    • Improve artifact carrier.
    • Rework mission III. Again.
    • Improve siege mission.
    • Improve arena mission.
    • Reposition item management buttons.
    • Fix dialogue clash with HUD glitch.
    • Expand dialogue box.
    • Improve shield particles and animations.
    • Improve MDS decorative map in mission select screen.
    • Fix Lodeon's ship glitch when skipping intro cutscene.
    • Intro logo skipping inconsistency.
    • Improve mission I.
    • Make Awakening Of Inner Power support all missions.
    • Improve ability bar.
    • Add map decorations.
    • Improve Sector transition cutscene.
    • Rework contribution system.
    • Improve barrager.
    • Improve text input.
    • Character customization: Rename character and change avatar icon.
    ETA:
    • 60 days.
    Progress:
    • 20% of the tasks completed.
    • I'll post again when the percentage will reach 30%.
    Until then!
     
    Last edited: Apr 24, 2018
    IndianaBones and Xer0botXer0 like this.
  11. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 8!

    Since the last time I have posted, Sector Six has become a much better game!
    In a chain of small changes, I have made ability points more rewarding, ability scaling more important, six least useful abilities more useful, leveling more consistent, and phase mechanic more effective!

    Phase mechanic now used to turn enemy damage into player damage.
    After X amount of damage taken, player's spaceship will enter phase which will increase damage by Y% for 5 seconds.

    I have also added mission XIII.
    It's more or less a big cutscene, but with it done, I can focus on the main features of the final Early Access update.

    So, yeah, tomorrow I'm starting to work on relics!
    The arrival of relics will finally end the dark ages for Sector Six and it will become a true loot game!

    Completed:
    • Mission XIII.
    • Rebalanced ability points: +1 ability point per level, capped at level 360. Yup, level 360 =P
    • Mission XII.
    • Mission XI.
    Completed – Minor changes and improvements:
    • Fixed story mission X glitch.
    • Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
    • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
    • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
    • Renamed Phase to Phasse, to differentiate it from phase mechanic.
    • Improved Aggression, Resistance, and Capacity: More powerful, interesting, and consistent with other abilities.
    • Decreased starter part limit to 6.
    • Decreased starter maximum ether to 50.
    • Starter engine now gives less maximum armor.
    • Increased starter ability points to 10.
    • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
    • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
    • Removed filled alloy containers.
    • Corrected W. warning button tooltip.
    • Ability to decrease the level of MDS modifiers even while they are disabled.
    • Fixed engine glitch.
    • Improved missiles that appear when player's spaceship leaves the enemy range.
    • Guardian is now more mobile.
    • Potentially fixed Black Rain projectile problem.
    • Region update flashes are now brighter.
    • Veteran's ballistic attack is now slower.
    • Improved dialogue system graphics.
    • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
    • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
    • Fixed and improved certain set descriptions.
    Not completed:
    • Mission XIV.
    • Broken Infinity endgame activity.
    • Restoration War endgame activity.
    • Relics.
    • Shared stash in Deep Path to transfer items between player characters.
    • The Machines.
    • New save system.
    • 49 new achievements.
    Not completed – Minor changes and improvements:
    • Relic dismantling rewards.
    • Sector map interface.
    • Improve the implemented Machines.
    • Rework certain achievements.
    • Rearrange achievements in the achievement interface.
    • Level cap changes and game options.
    • New part properties.
    • Better part names.
    • Side mission dialogues.
    • Better default controls.
    • Ability to reset controls to default.
    • Ability to reset settings to default.
    • Ability to toggle side mission dialogues.
    • Settings interface improvements.
    • Fix stack buying glitch.
    • Reposition mission interface.
    • Rework achievement interface.
    • Reset difficulty level button.
    • Lock modular difficulty system if the player level is lower than 3.
    • Virtual and physical weapon clarification and stats.
    • Stat page improvements.
    • Connection strength near avatar picture.
    • Adapt backgrounds to screen shaking.
    • Dismantle all and uninstall all buttons should have a tooltip.
    • Holding shift button to dismantle and sell just one item from the stack.
    • Looting improvements.
    • Improve Techamer's cell.
    • Rework loot box.
    • Fix loot box stackable item glitch.
    • Improve artifact carrier.
    • Rework mission III. Again.
    • Improve siege mission.
    • Improve arena mission.
    • Reposition item management buttons.
    • Fix dialogue clash with HUD glitch.
    • Expand dialogue box.
    • Improve shield particles and animations.
    • Improve MDS decorative map in mission select screen.
    • Fix Lodeon's ship glitch when skipping intro cutscene.
    • Intro logo skipping inconsistency.
    • Improve mission I.
    • Make Awakening Of Inner Power support all missions.
    • Improve ability bar.
    • Add map decorations.
    • Improve Sector transition cutscene.
    • Rework contribution system.
    • Improve barrager.
    • Improve text input.
    • Character customization: Rename character and change avatar icon.
    • Improve ability interface.
    • Improve ability level scaling.
    • Improve damage text.
    • Almadi cathode rework.
    ETA:
    • 55 days.
    Progress:
    • 32% of the tasks completed.
    • I'll post again when the percentage will reach 40%.
    Until then!

    [​IMG]

    [​IMG]

    [​IMG]
     
    Last edited: May 1, 2018
  12. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 7!

    This and previous week, I've been improving Sector Six loot.

    I have made many changes to random part generation system, made higher grade parts more common, added 22 part properties, gave parts more interesting names, but most importantly – I have implemented relic system and first 7 relics!

    Relics not only are the rarest and the most powerful items in the game - they also have unique effects, skins, and even animations!

    I would have made a video about relics, but I didn't have enough time for that, so instead scroll down for screenshots.

    With relics implemented, now I will work on the last story mission and several small changes.

    Relic facts:
    • After rarity changes, relics are now rarest items in the game, their drop chance is 1 in 500.
    • Relics can be sold for 2 relic fragments. 8 relic fragments turn into a relic.
    • Relics give reliquary items instead of alloy when dismantled.
    • Reliquary items re-roll and transform relics.
    • Relics can have up to 7 properties, but cannot be amplified.
    • Relics are always level 1 and have properties that are useful no matter what level you are.
    • You cannot install more than 3 relics. Yet.
    • You cannot install relic duplicates. E.g.: You can't have two Quasar Domes installed.
    • 7 relics are implemented, I will implement at least 10 more before game launches.
    Completed:
    • Relics.
    • Mission XIII.
    • Rebalanced ability points: +1 ability point per level.
    • Mission XII.
    • Mission XI.
    Completed – Minor changes and improvements:
    • New part properties.
    • Improved part names.
    • Higher grade parts are now more common.
    • Relic dismantling rewards.
    • Parts give less damage reduction and reflect chance.
    • Parts give fewer wave chances.
    • Improved item generator: Now produces more random items.
    • Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
    • Fixed story mission X glitch.
    • Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
    • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
    • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
    • Renamed Phase to Phasse, to differentiate it from phase mechanic.
    • Improved Aggression, Resistance, and Capacity: More powerful, interesting, and consistent with other abilities.
    • Decreased starter part limit to 6.
    • Decreased starter maximum ether to 50.
    • Starter engine now gives less maximum armor.
    • Increased starter ability points to 10.
    • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
    • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
    • Removed filled alloy containers.
    • Corrected W. warning button tooltip.
    • Ability to decrease the level of MDS modifiers even while they are disabled.
    • Fixed engine glitch.
    • Improved missiles that appear when player's spaceship leaves the enemy range.
    • Guardian is now more mobile.
    • Potentially fixed Black Rain projectile problem.
    • Region update flashes are now brighter.
    • Veteran's ballistic attack is now slower.
    • Improved dialogue system graphics.
    • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
    • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
    • Fixed and improved certain set descriptions.
    Not completed:
    • Mission XIV.
    • Broken Infinity endgame activity.
    • Restoration War endgame activity.
    • Shared stash in secured regions.
    • The Machines.
    • New save system.
    • New achievements.
    Not completed – Minor changes and improvements:
    • Sector map interface.
    • Improve the implemented Machines.
    • Rework certain achievements.
    • Rearrange achievements in the achievement interface.
    • Level cap changes and game options.
    • Side mission dialogues.
    • Better default controls.
    • Ability to reset controls to default.
    • Ability to reset settings to default.
    • Ability to toggle side mission dialogues.
    • Settings interface improvements.
    • Fix stack buying glitch.
    • Reposition mission interface.
    • Rework achievement interface.
    • Reset difficulty level button.
    • Lock modular difficulty system if the player level is lower than 3.
    • Virtual and physical weapon clarification and stats.
    • Stat page improvements.
    • Connection strength near avatar picture.
    • Adapt backgrounds to screen shaking.
    • Dismantle all and uninstall all buttons should have a tooltip.
    • Holding shift button to dismantle and sell just one item from the stack.
    • Looting improvements.
    • Improve Techamer's cell.
    • Rework loot box.
    • Fix loot box stackable item glitch.
    • Improve artifact carrier.
    • Rework mission III. Again.
    • Improve siege mission.
    • Improve arena mission.
    • Reposition item management buttons.
    • Fix dialogue clash with HUD glitch.
    • Expand dialogue box.
    • Improve shield particles and animations.
    • Improve MDS decorative map in mission select screen.
    • Fix Lodeon's ship glitch when skipping intro cutscene.
    • Intro logo skipping inconsistency.
    • Improve mission I.
    • Make Awakening of Inner Power support all missions.
    • Improve ability bar.
    • Add map decorations.
    • Improve Sector transition cutscene.
    • Rework contribution system.
    • Improve barrager.
    • Improve text input.
    • Character customization: Rename character and change avatar icon.
    • Improve ability interface.
    • Improve ability level scaling.
    • Improve damage text.
    • Cathode rework.
    • Improve controller support.
    ETA:
    • 41 days.
    Progress:
    • 40% of the tasks completed.
    • I'll post again when the percentage will reach 50%.
    Until then!

    [​IMG] [​IMG]

    [​IMG] [​IMG]

    [​IMG] [​IMG] [​IMG]

    [​IMG]
     
    Last edited: May 8, 2018
    orSQUADstra likes this.
  13. Bearman_18

    Bearman_18 Member

    Joined:
    Jan 24, 2018
    Posts:
    107
    I can't believe I haven't noticed this yet! It looks beautiful and genuinely fun to play, looking forward to it's release.
    I can guarantee at least 10 dollars, but you will obviously make much more than that!
    Kudos!
     
    Zuurix likes this.
  14. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six: Two years on Steam!

    On this day, 2 years ago, Sector Six was released on Steam and I'm giving away a few keys on SteamGifts and Steam group!

    Go to group >>
    Go to SteamGifts >>

    I would do something bigger for this special day, but I'm really busy preparing the game for the final release.

    Luckily there will be many more anniversaries and many opportunities to do something cooler =]

    Happy birthday, Sector Six!
     
    Seabass (The Human) likes this.
  15. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    @Hyomoto New feedback, new ideas, new suggestions, and the new HUD is born!

     
  16. Hyomoto

    Hyomoto Member

    Joined:
    Jul 7, 2016
    Posts:
    998
    Goodness, happy anniversary! And yes, it is quite evident how much work you've put into this. That is leagues beyond the game that I reviewed some months ago! I noticed you are toying around a bit with some environmental hazards, and it got me thinking yes: you are on the right path there. It might be cool to see effects that deny parts of the screen, or disable slots. Obviously not all the time, but there's some good stuff going on in there and I look forwards to it. I tell you what, I'll be your first customer on launch day (if someone doesn't snipe me that is!)
     
    Zuurix likes this.
  17. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 6!

    Since the last time I posted, I've been working on inventory improvements, mission XIV, ability scaling, new HUD, and other things.

    Long story short, mission XIV is getting closer to being finished, meanwhile many parts of the game have become easier and better to use.

    Now I would be directing all my attention to mission XIV, but this week I have received a lot of new feedback and now I have to make a few important decisions.

    I might choose to do some really big changes to the game, which would delay the release by a month.
    If that happens, I will make another post explaining the situation.

    Anyway, to the task list!

    Completed:
    • Relics.
    • Mission XIII.
    • Rebalanced ability points: +1 ability point per level.
    • Mission XII.
    • Mission XI.
    Not completed:
    • Mission XIV.
    • Broken Infinity endgame activity.
    • Restoration War endgame activity.
    • Shared stash in Deep Path to transfer items between player characters.
    • The Machines.
    • New save system.
    • 49 new achievements.
    Completed – Minor changes and improvements:
    • Improved Kithalia’s Blight set penalty
    • Improved barrager.
    • Toggle XP gain feature has been removed.
    • Improved Sector transition cutscene.
    • Improved pausing.
    • Improved HUD.
    • Improved ability level scaling.
    • Improved item management and filtering.
    • Repositioned item management buttons.
    • Stat page improvements.
    • Virtual and physical weapon clarification and stats.
    • New part properties.
    • Improved part names.
    • Higher grade parts are now more common.
    • Relic dismantling rewards.
    • Parts give less damage reduction and reflect chance.
    • Parts give less wave chances.
    • Improved item generator: Now produces more random items.
    • Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
    • Fixed story mission X glitch.
    • Reworked phase break mechanic: Gain additional damage after taking certain amount of damage.
    • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
    • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
    • Renamed Phase to Phasse, to differentiate it from phase mechanic.
    • Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
    • Decreased starter part limit to 6.
    • Decreased starter maximum ether to 50.
    • Starter engine now gives less maximum armor.
    • Increased starter ability points to 10.
    • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
    • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
    • Removed filled alloy containers.
    • Corrected W. warning button tooltip.
    • Ability to decrease the level of MDS modifiers even while they are disabled.
    • Fixed engine glitch.
    • Improved missiles that appear when player's spaceship leaves enemy range.
    • Guardian is now more mobile.
    • Potentially fixed Black Rain projectile problem.
    • Region update flashes are now brighter.
    • Veteran's ballistic attack is now slower.
    • Improved dialogue system graphics.
    • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
    • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
    • Fixed and improved certain set descriptions.
    Not completed – Minor changes and improvements:
    • Sector map interface and map tutorial.
    • Improve the implemented Machines.
    • Rework certain achievements.
    • Rearrange achievements in the achievement interface.
    • Level cap changes and game options.
    • Side mission dialogues.
    • Better default controls.
    • Ability to reset controls to default.
    • Ability to reset settings to default.
    • Ability to toggle side mission dialogues.
    • Settings interface improvements.
    • Fix stack buying glitch.
    • Reposition mission interface.
    • Rework achievement interface.
    • Lock modular difficulty system if the player level is lower than 3.
    • Connection strength near avatar picture.
    • Adapt backgrounds to screen shaking.
    • Holding shift button to dismantle and sell just one item from the stack.
    • Looting improvements.
    • Improve Techamer's cell.
    • Rework loot box.
    • Fix loot box stackable item glitch.
    • Improve artifact carrier.
    • Rework mission III. Again.
    • Improve siege mission.
    • Improve arena mission.
    • Fix dialogue clash with HUD glitch.
    • Expand dialogue box.
    • Improve shield particles and animations.
    • Improve MDS decorative map in mission select screen.
    • Fix Lodeon's ship glitch when skipping intro cutscene.
    • Intro logo skipping inconsistency.
    • Improve mission I.
    • Make Awakening of Inner Power support all missions.
    • Improve ability bar.
    • Rework contribution system.
    • Improve text input.
    • Character customization: Rename character and change avatar icon.
    • Improve damage text.
    • Cathode rework.
    • Improve controller support.
    • Improve tutorial and class select.
    ETA:
    • 35 days.
    Progress:
    • 50% of the tasks completed.
    • I'll post again when the percentage will reach 60%.
    Until then!

    [​IMG]

    [​IMG]
     
    Last edited: May 16, 2018
    Hyomoto and IndianaBones like this.
  18. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Echo #102: Class merge and ability distribution rework

    In "Sector Six Release Countdown: 6!" I have said that I was considering to do some big changes to Sector Six.

    Now I have decided to do them, and this is an update on that, as promised.

    What are the changes?

    First, spaceship classes are not going to be a thing anymore.
    All abilities will use the same damage type.

    Secondly, abilities will be unlocked with level. You'll start with three basic abilities and unlock other abilities on level up until you reach level 30.

    Finally, because weapon damage is now universal to all abilities, weapons will now reduce cooldown and maybe even ether cost of certain abilities.

    Why am I doing these changes?

    Because they will make the game much better both for low-level and high-level players.
    New players won't have to deal with 36 abilities, weapons will be more interesting, leveling up will be more impactful than ever, there will be more important decisions to make, and so on!

    What's the catch?

    The catch is that it will take a week or more to do all those changes so the final Early Access update will be slightly delayed.

    Hope this sounds good, I will post again when I'll catch up to countdown or when there will be more changes in plans.
     
    Last edited: May 16, 2018
  19. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Echo #103: Weapon rework

    It's been a week since I made the last post, so here's an update on what I'm working on.

    Two days ago I have successfully merged classes and made abilities unlock when leveling up.

    Yesterday I have started working on weapon rework.

    Since abilities use the same damage type now, all weapons are the same and that is not good.

    To combat this, I have made weapons reduce ether and cooldown of abilities.

    I have doubled ether costs and cooldowns of most abilities.
    Installing right weapons would reduce ether costs and cooldowns to their normal values.

    It did make weapons more interesting than ever, but it was a little too messy.
    Just replacing one installed ability with other, would require the player to hunt for a different set of weapons.

    Plus, it didn't create any interesting decisions.

    It feels like punishment for not installing right weapons and it's not what I want.

    So, I am going revert all yesterday's progress and start working on the new idea.

    The new idea is to make weapons work in a way that allows the player to build three different spaceships.

    - Powerful spaceships that have higher damage, longer cooldowns, and burn more ether.
    - Fast spaceships that have shorter cooldowns, lower damage, and burn more ether.
    - Efficient spaceships that have longer cooldowns, lower damage, but burn less ether.

    To make it happen, weapons will get two new properties - ability ether cost reduction and ability cooldown reduction.

    To stop these properties from making abilities too fast or not expensive enough, they will not interact with ability ether costs and cooldowns directly.

    Instead, the player will need to install a certain amount of weapons to reduce ether costs or cooldowns of abilities by 25%.
    If requirements are not met, abilities will have base stats or even become 25% more expensive and/or slower.
    Requirements will rise with the number of parts installed.

    Basically, there will be three types of weapons and by focusing on one weapon type will allow the player to make spaceship powerful or fast or efficient.

    What's also good about this system is that it doesn't really end with three spaceship types.

    It will be possible to build balanced ships that are not bad or good at anything

    It will also be possible to make spaceship excel at more than one field - maybe even at all three with enough rare, amplified weapons.

    As for the final Early Access update, I'm still over a month away from releasing it.
    This rework created a huge delay, but I think that it's worth it because the game will become a lot better.

    Next week I'm hoping to continue the release countdown, so until then!

    [​IMG]

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    Last edited: May 28, 2018
  20. Morendral

    Morendral Member

    Joined:
    Jun 27, 2016
    Posts:
    307
    I just picked up your game on the steam sale. I have to say that I really like it, and think it's very polished! My only complaint right now is that I can't remap abilities to mouse buttons. I didn't like having to go from mouse to straight keyboard back and forth for different things. I was using the carrier and it would of been great to have the movement as wasd, with the abilites and other buttons right there, then have the mouse for launch mines and detonate. The controls feel a little clunky without that feature, and it also feels like my hands have to jump around the keyboard a lot.

    Keep up the great work
     
    Zuurix likes this.
  21. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    I'm glad you like it =]
    I'll consider making it mouse controls possible.
     
  22. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 5!

    Since the last time I posted, I have finished weapon and ether reworks!

    Weapons now modify ability stats and ability ether costs increase with level.
    These changes have significantly improved quality of loot and variety of possible spaceships.

    There are three weapon stats now: Weapon damage, cooling rate, and ether efficiency.

    Relays increase weapon damage, which increases ability damage.
    Pylons increase cooling rate, which reduces ability cooldowns.
    Nodes increase ether efficiency, which reduces ability ether costs.

    It's possible to focus on one weapon stat to make spaceship deal a lot of damage or have low ability ether costs or have low ability cooldowns.
    Or anything in between!

    For example, during testing, I have built myself a spaceship that reduced cooldowns of its abilities by 94%!

    While it dealt very low damage, powerful abilities like Shards of Chaos, Swarm Control, and Entropic Missile had really low cooldowns, so I was able to spam them and it compensated the lack of damage.

    It was really fun, and I can't wait to see what you guys can do with this new system.

    As for ether rework, it made each ability point spent increase ether costs of all abilities by 10%.
    This allowed me to make part ether properties scale with level, so now parts that increase ether are more rewarding than ever!

    Now I will be working on making tutorial and introduction shorter and better, which should take about a week.
    After that, I will work on story mission XIV.

    ETA is back to 50 days, because I have added new things to the list and because there were all those reworks that created a huge delay.
    Let's hope my calculations will be wrong again, but this time to our favor!

    Completed:
    • Ether rework: Ether properties now scale with level, ability ether costs increase with ability levels.
    • Weapon rework: Nodes now reduce ability ether costs and pylons reduce ability cooldowns.
    • Ability rework: Abilities now use same damage type and are unlocked as spaceship level increases.
    • Relics.
    • Mission XIII.
    • Rebalanced ability points: 1 ability point per level.
    • Mission XII.
    • Mission XI.
    Not completed:
    • Mission XIV.
    • Broken Infinity endgame activity.
    • Restoration War endgame activity.
    • Shared stash in Deep Path to transfer items between player characters.
    • The Machines.
    • New save system.
    • 49 new achievements.
    Completed – Minor changes and improvements:
    • Fixed inventory leak.
    • Adapted backgrounds to screen shaking.
    • Improved dialogue avatars.
    • Improved settings interface.
    • Added button that resets settings to default.
    • Added button that resets controls to default.
    • Modular difficulty system changes: Flow Stagnation maximum level changed to 1, rebalanced rewards.
    • Reworked Creation of Energy and Channel abilities.
    • Improved achievement interface.
    • Repositioned mission interface.
    • Fixed weapon amplifying.
    • Improved ability bar.
    • Made better ability icons.
    • Heavy Shield rework: Now called Power Shield, no longer slows down spaceship.
    • Improved ability and effect icons.
    • Improved Kithalia’s Blight set penalty
    • Improved barrager.
    • Toggle XP gain feature has been removed.
    • Improved Sector transition cutscene.
    • Improved pausing.
    • Improved HUD.
    • Improved ability level scaling.
    • Improved item management and filtering.
    • Repositioned item management buttons.
    • Stat page improvements.
    • Virtual and physical weapon clarification and stats.
    • New part properties.
    • Improved part names.
    • Higher grade parts are now more common.
    • Relic dismantling rewards.
    • Parts give less damage reduction and reflect chance.
    • Parts give fewer wave chances.
    • Improved item generator: Now produces more random items.
    • Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
    • Fixed story mission X glitch.
    • Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
    • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
    • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
    • Renamed Phase to Phasse, to differentiate it from phase mechanic.
    • Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
    • Decreased starter part limit to 6.
    • Decreased starter maximum ether to 50.
    • Starter engine now gives less maximum armor.
    • Increased starter ability points to 10.
    • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
    • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
    • Removed filled alloy containers.
    • Corrected W. warning button tooltip.
    • Ability to decrease the level of MDS modifiers even while they are disabled.
    • Fixed engine glitch.
    • Improved missiles that appear when player's spaceship leaves the enemy range.
    • Guardian is now more mobile.
    • Potentially fixed Black Rain projectile problem.
    • Region update flashes are now brighter.
    • Veteran's ballistic attack is now slower.
    • Improved dialogue system graphics.
    • Oesa's Radiance set effect changed, now base maximum armor is equal to maximum ether.
    • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
    • Fixed and improved certain set descriptions.
    Not completed – Minor changes and improvements:
    • Sector map interface and map key.
    • Improve the implemented Machines.
    • Rework certain achievements.
    • Rearrange achievements in the achievement interface.
    • Level cap changes and game options.
    • Side mission dialogues.
    • Better default controls.
    • Ability to toggle side mission dialogues.
    • Fix stack buying glitch.
    • Lock modular difficulty system if the player level is lower than 3.
    • Holding shift button to dismantle and sell just one item from the stack.
    • Looting improvements.
    • Improve Techamer's cell.
    • Rework loot box.
    • Fix loot box stackable item glitch.
    • Improve artifact carrier.
    • Rework mission III. Again.
    • Improve siege mission.
    • Improve arena mission.
    • Fix dialogue clash with HUD glitch.
    • Expand dialogue box.
    • Improve shield particles and animations.
    • Improve MDS decorative map in mission select screen.
    • Fix Lodeon's ship glitch when skipping intro cutscene.
    • Intro logo skipping inconsistency.
    • Improve mission I.
    • Make Awakening of Inner Power support all missions.
    • Rework contribution system.
    • Improve text input.
    • Character customization: Rename character and change avatar icon.
    • Improve damage text.
    • Cathode rework.
    • Improve controller support.
    • Rework tutorial and class select screen.
    • Rework introduction.
    • Optimize.
    • Improve secured region interfaces.
    ETA:
    • 50 days.
    Progress:
    • 60% of the tasks completed.
    • I’ll post again when the percentage will reach 70%.
    Until then!
     
    Last edited: Jun 22, 2018
  23. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 4!

    Since the last time I have posted, I have made a new introduction and tutorial, loot rework, region select screen, another MDS reward rework, character customization, and...
    And something else probably.

    The most important of those is, of course, loot rework!

    It's very simple - making missions more difficult will make enemies drop more and better parts.
    Additionally, drop quality is now influenced by minion power and whether it is modified or not.

    For example, modified dreadnought will drop better parts than the normal dreadnought and normal dreadnought will drop better parts than a tank.
    There are still a lot of random chances involved, so don't expect this to be true all the time.

    Introduction cutscene has been removed, because it was too long and, well, not that good.
    Instead of it, there are several dialogue boxes that appear before and after the tutorial.

    The tutorial has been shortened as well, so it takes a lot less time to get to the real game.

    Region select screen allows to quickly jump from one region to the other, without using arrow buttons.
    This is useful to higher level players and it will be even more useful when the Restoration War activity will be added.

    Finally, now it's possible to create a custom character for dialogues.
    You can change character's name and dialogue appearance.

    I'm really happy with the improvements, but not that happy with how fast I've been working.

    Unfortunately, ETA has not moved forward much. Now it's at 45 days.
    This is because there were several delays and because loot rework was not included in the previous ETA.

    Two steps forward, one step back.
    This weekend I won't be at home, so that's another delay, but when I'm back, I'll be working on the final story mission and the Machines.
    My current estimate is that it'll take 3 weeks, but if I can do it faster, this will bring the release much closer.

    Currently, story mission XIV and the Machines are the biggest tasks on the list.

    Completed:
    • Loot rework: Bigger enemies now drop better parts, difficulty level makes enemies drop better parts.
    • Ether rework: Ether properties now scale with level, ability ether costs increase with ability levels.
    • Weapon rework: Nodes now reduce ability ether costs and pylons reduce ability cooldowns.
    • Ability rework: Abilities now use same damage type and are unlocked as spaceship level increases.
    • Relics.
    • Mission XIII.
    • Rebalanced ability points: 1 ability point per level.
    • Mission XII.
    • Mission XI.
    Not completed:
    • Mission XIV.
    • Broken Infinity endgame activity.
    • Restoration War endgame activity.
    • Shared stash in Deep Path to transfer items between player characters.
    • The Machines.
    • New save system.
    • 49 new achievements.
    Completed – Minor changes and improvements:
    • Graphically improved loot.
    • Added region select screen and map key.
    • Improved mission overview interface.
    • Improved mission I.
    • Improved mission III.
    • Improved text input.
    • Reworked tutorial.
    • Reworked introduction.
    • Added avatar customization: Name your character and choose how it looks in dialogues.
    • Improved spaceship building interface.
    • Reworked Super Shield ability: Shield lasts 8 seconds and increases armor generated on kill while active.
    • Fixed inventory leak.
    • Adapted backgrounds to screen shaking.
    • Improved dialogue avatars.
    • Improved settings interface.
    • Added button that resets settings to default.
    • Added button that resets controls to default.
    • Modular difficulty system changes: Flow Stagnation maximum level changed to 1, rebalanced rewards, removed diodes.
    • Reworked Creation of Energy and Channel abilities.
    • Improved achievement interface.
    • Repositioned mission interface.
    • Fixed weapon amplifying.
    • Improved ability bar.
    • Made better ability icons.
    • Heavy Shield rework: Now called Power Shield, no longer slows down spaceship.
    • Improved ability and effect icons.
    • Improved Kithalia’s Blight set penalty
    • Improved barrager.
    • Toggle XP gain feature has been removed.
    • Improved Sector transition cutscene.
    • Improved pausing.
    • Improved HUD.
    • Improved ability level scaling.
    • Improved item management and filtering.
    • Repositioned item management buttons.
    • Stat page improvements.
    • Virtual and physical weapon clarification and stats.
    • New part properties.
    • Improved part names.
    • Higher grade parts are now more common.
    • Relic dismantling rewards.
    • Parts give less damage reduction and reflect chance.
    • Parts give fewer wave chances.
    • Improved item generator: Now produces more random items.
    • Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
    • Fixed story mission X glitch.
    • Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
    • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
    • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
    • Renamed Phase to Phasse, to differentiate it from phase mechanic.
    • Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
    • Decreased starter part limit to 6.
    • Decreased starter maximum ether to 50.
    • Starter engine now gives less maximum armor.
    • Increased starter ability points to 10.
    • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
    • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
    • Removed filled alloy containers.
    • Corrected W. warning button tooltip.
    • Ability to decrease the level of MDS modifiers even while they are disabled.
    • Fixed engine glitch.
    • Improved missiles that appear when player's spaceship leaves the enemy range.
    • Guardian is now more mobile.
    • Potentially fixed Black Rain projectile problem.
    • Region update flashes are now brighter.
    • Veteran's ballistic attack is now slower.
    • Improved dialogue system graphics.
    • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
    • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
    • Fixed and improved certain set descriptions.
    Not completed – Minor changes and improvements:
    • Improve the implemented Machines.
    • Rework certain achievements.
    • Rearrange achievements in the achievement interface.
    • Better default controls.
    • Fix stack buying glitch.
    • Lock modular difficulty system if the player level is lower than 3.
    • Holding shift button to dismantle and sell just one item from the stack.
    • Improve Techamer's cell.
    • Rework loot box.
    • Fix loot box stackable item glitch.
    • Improve siege mission.
    • Improve arena mission.
    • Fix dialogue clash with HUD glitch.
    • Expand dialogue box.
    • Improve shield particles and animations.
    • Intro logo skipping inconsistency.
    • Make Awakening of Inner Power support all missions.
    • Rework contribution system.
    • Improve damage text.
    • Cathode rework.
    • Improve controller support.
    • Optimize.
    • Improve secured regions.
    • Rework evolving mechanic.
    • Replace gauntlet missions.
    • Improve collision system.
    • Add help pages.
    ETA:
    • 45 days.
    Progress:
    • 70% of the tasks completed.
    • I’ll post again when the percentage will reach 80%.
    Until then!

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    Last edited: Jul 24, 2018
  24. sitebender

    sitebender Member

    Joined:
    Sep 13, 2016
    Posts:
    650
    I was just thinking about this today and yesterday... you were due for another countdown. I look forward to playing it again once you're finished with the game.

    I still feel like you need prettier background colors in game to make it look more lively.
     
    Zuurix likes this.
  25. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 3!

    Sector Six story is completed!

    I admit that I wanted too much from it.
    14 different missions, 8 bosses, choices, all those dialogues - it was too much for me to do it flawlessly.

    But the most important thing for me was to make a story campaign that is more than just...
    More than just a bunch of "go there" goals so that player would know what to do.

    So I think I have accomplished that and I'm happy.

    Other cool things that I did:

    The story is now literally bigger because I increased dialogue font size!

    Loot box now shows up to 170 items!

    I have updated boss missions to use all minions, instead of just scions, sentinels, and gatherers.
    It also supports Manifestations of Destruction and doesn't support The Decision modifiers now, so it's, well, better.

    I have added more bulwark blocks for siege missions, now there are explosive blocks that destroy blocks diagonally when hit and blocks that contain loot!

    Finally, the arena missions have been improved significantly.
    Now they support The Assault of the Modified and The Rain of Fire modifiers, and you no longer need to keep going back to summon new minions.

    And now I'm going to work on endgame content!

    The current plan is to make the procedurally generated region with objectives and rising loot quality, war to secure all areas, new mission type, and more relics!

    The new estimated time of arrival for Sector Six is 24 days:

    Completed:
    • Mission XIV.
    • The Machines.
    • Loot rework: Bigger enemies now drop better parts, difficulty level makes enemies drop better parts.
    • Ether rework: Ether properties now scale with level, ability ether costs increase with ability levels.
    • Weapon rework: Nodes now reduce ability ether costs and pylons reduce ability cooldowns.
    • Ability rework: Abilities now use same damage type and are unlocked as spaceship level increases.
    • Relics.
    • Mission XIII.
    • Rebalanced ability points: 1 ability point per level.
    • Mission XII.
    • Mission XI.
    Not completed:
    • Broken Infinity endgame activity.
    • Restoration War endgame activity.
    • New save system.
    • New achievements.
    • Compressed part rework.
    Completed – Minor changes and improvements:
    • Expanded dialogue box.
    • Improved cathodes.
    • Improved loot box: Up to 170 looted items visible, glitch free.
    • Updated boss mission.
    • Improved arena mission: Better loop, supports The Assault of the Modified and The Rain of Fire modifiers.
    • Improved siege mission: New blocks, minor graphical improvements.
    • Expanded credits.
    • Graphically improved loot.
    • Added region select screen and map key.
    • Improved mission overview interface.
    • Improved mission I.
    • Improved mission III.
    • Improved text input.
    • Reworked tutorial.
    • Reworked introduction.
    • Added avatar customization: Name your character and choose how it looks in dialogues.
    • Improved spaceship building interface.
    • Reworked Super Shield ability: Shield lasts 8 seconds and increases armor generated on kill while active.
    • Fixed inventory leak.
    • Adapted backgrounds to screen shaking.
    • Improved dialogue avatars.
    • Improved settings interface.
    • Added button that resets settings to default.
    • Added button that resets controls to default.
    • Modular difficulty system changes: Flow Stagnation maximum level changed to 1, rebalanced rewards, removed diodes.
    • Reworked Creation of Energy and Channel abilities.
    • Improved achievement interface.
    • Repositioned mission interface.
    • Fixed weapon amplifying.
    • Improved ability bar.
    • Made better ability icons.
    • Heavy Shield rework: Now called Power Shield, no longer slows down spaceship.
    • Improved ability and effect icons.
    • Improved Kithalia’s Blight set penalty
    • Improved barrager.
    • Toggle XP gain feature has been removed.
    • Improved Sector transition cutscene.
    • Improved pausing.
    • Improved HUD.
    • Improved ability level scaling.
    • Improved item management and filtering.
    • Repositioned item management buttons.
    • Stat page improvements.
    • Virtual and physical weapon clarification and stats.
    • New part properties.
    • Improved part names.
    • Higher grade parts are now more common.
    • Relic dismantling rewards.
    • Parts give less damage reduction and reflect chance.
    • Parts give fewer wave chances.
    • Improved item generator: Now produces more random items.
    • Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
    • Fixed story mission X glitch.
    • Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
    • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
    • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
    • Renamed Phase to Phasse, to differentiate it from phase mechanic.
    • Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
    • Decreased starter part limit to 6.
    • Decreased starter maximum ether to 50.
    • Starter engine now gives less maximum armor.
    • Increased starter ability points to 10.
    • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
    • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
    • Removed filled alloy containers.
    • Corrected W. warning button tooltip.
    • Fixed engine glitch.
    • Improved missiles that appear when player's spaceship leaves the enemy range.
    • Guardian is now more mobile.
    • Potentially fixed Black Rain projectile problem.
    • Region update flashes are now brighter.
    • Veteran's and revenant factory’s ballistic attacks are now slower.
    • Improved dialogue system graphics.
    • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
    • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
    • Fixed and improved certain set descriptions.
    Not completed – Minor changes and improvements:
    • Rework certain achievements.
    • Rearrange achievements in the achievement interface.
    • Lock advanced features if the player level is lower than 5.
    • Holding shift button to dismantle and sell just one item from the stack.
    • Improve Techamer's cell.
    • Improve shield particles and animations.
    • Intro logo skipping inconsistency.
    • Make Awakening of Inner Power support all missions.
    • Improve damage text.
    • Improve controller support.
    • Optimize.
    • Improve secured regions.
    • Rework evolving mechanic.
    • Replace gauntlet missions.
    • Improve collision system.
    • Add help pages.
    • Improve background system.
    ETA:
    • 24 days.
    Progress:
    • 80% of the tasks completed.
    • I’ll post again when the percentage will reach 90%.
    Until then!



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    Last edited: Aug 9, 2018
    Bearman_18 and IndianaBones like this.
  26. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 2!

    Sector Six endgame content batch 1 is done!

    I have added three endgame activities:

    Infinity Instances
    Complete areas in procedurally generated regions that are in Broken Infinity to gain loot quality bonus.
    Includes instance boss missions and increased chance of spawning uncommon mission types.

    Restoration War
    In the endgame, random regions get scaled to your level, so you can complete missions in low-level regions and secure areas you haven't secured yet.
    Securing all 144 areas in Sector Six will reward you with a very powerful relic.

    Arcane Arsenal
    Obtain all relics in the game to get a special relic that will appear in all your saves.

    If there will be a demand for more content, I'll add more endgame activities.

    Now I will be working on new achievements, the new save system, a few minor things and...

    Well, that is all!

    The new ETA is 13 days.
    I have added extra few days to ETA just in case =]

    Normally I'd put task list and screenshots here, but that takes a lot of time and soon it will be possible to experience changes directly, so I won't bother this time =]

    I am going to make another post about my plans for the future of Sector Six, pre-release beta, and out of Early Access release, so until then!



     
    Last edited: Aug 11, 2018
    Cloaked Games likes this.
  27. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Echo #104: End of Early Access, Pre-release beta, and Perfection Project

    Here are my plans for the end of Early Access, pre-release beta, and post-release updates:

    [​IMG]

    Release preparations

    Testing, uploading new achievements, etc.

    Pre-release beta

    IMPORTANT: Saves will not be erased after pre-release beta.
    IMPORTANT: In pre-release beta, the game is essentially complete. The beta is just in case, I expect Sector Six to be without any major flaws at this point.


    During the beta, I'll ask everyone to play the game to find as many problems as possible!
    There's a lot of new features and it's too much for me to test on my own.
    During this period I'll also be making a new, final Sector Six trailer and updating the store page.

    End of Early Access

    The big release!

    Post-release

    During September, I'll be releasing updates to fix glitches and balance things, if needed.
    After September, I'll either start working on a new game or continue developing Sector Six.
    This depends on the number of sales.

    If the game will sell much more copies than it sells now, on average, I'll continue working on Sector Six.
    I doubt that it will happen, but it's not impossible.

    If the game will not sell much more than during Early Access, I'll move on to the next game. I'll still update Sector Six annually to add the content that is currently missing.

    Perfection Project updates

    If the game will sell enough copies, some or most of this will be implemented:

    - Full scaling support
    - Maze mission
    - Boss craft mission
    - Boss siege mission
    - Tomb capture mission
    - Tomb purge mission
    - Perfected time attack mission
    - Perfected arena mission
    - Two more bosses for boss missions.
    - Improved armored colony seeker.
    - Improved mission entering and leaving times.
    - Massive parts.
    - Intellect Encryption Template activity.
    - Lost Regions activity.
    - Level 30-90 content.
    - Full background overhaul.
    - New modes.
    - New enemies and ruins.
    - 100+ relics.

    Minimum Project updates

    Otherwise, only this will be implemented:

    - Tomb capture mission
    - Tomb purge mission
    - Perfected time attack mission
    - Perfected arena mission
    - Two more bosses for boss missions.
    - Improved armored colony seeker.
    - Improved mission entering and leaving times.
    - 30+ relics.

    IMPORTANT: Everything between minimum and perfection is possible =]

    Like always, I will do everything based on feedback and analysis, so these lists will probably change.

    Prepare for the beta!
     
    Last edited: Aug 23, 2018
    amusudan likes this.
  28. Toque

    Toque Member

    Joined:
    May 25, 2017
    Posts:
    502
    You should be proud.
     
    Zuurix likes this.
  29. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six Release Countdown: 1!

    About 3 years and 8 months ago, I have started working on Sector Six. And now it's finished.

    When I started working on Sector Six, I thought that I'll complete it in 3 months. It was supposed to be a small sequel to Sector Seven. I wanted to make it just because I promised I'll have a sequel to Sector Seven.

    It was 2015 January or February when I have released an alpha version of Sector Six.
    I didn't expect anything and I was surprised to get positive feedback.

    It was enough for me to thinking about making Sector Six into a bigger game than I initially planned.

    I said to myself: "People like this, and I can do much better so why not do it?"
    So I started working harder.

    Hundreds of times I decided to rework something because it wasn't as good as I could do, and I'm very glad I did.

    Sector Six is not perfect, but it is about 10 times better than I imagined it in the beginning.
    And it is like that because of feedback. Every "Great game, but X could be better" made Sector Six better.

    I always wanted to be a game developer and make games like Sector Six and I'm incredibly happy and grateful that it happened.

    I hope that this is not the end of Sector Six. I hope I'll be able to continue working on it and make it even better.

    Sector Six was finished on 21st August. 22nd August was a bad day - I had problems with a monitor, so I had to spend an entire day fixing them.

    This day I was testing Sector Six. I have already spent like 8 hours testing the game, and I have only completed half of the story.

    Tomorrow I hope to finish testing and with luck, Sector Six version 0.9.9 will become available for everyone to play in the weekend.

    Here's a full list of what changed since the last Sector Six update:

    Completed:
    • New save system.
    • Compressed part rework: Parts received from drops, removed manual compression, added super compressed parts.
    • Added 70 new achievements.
    • Arcane Arsenal: Endgame activity.
    • Infinity Instances: Endgame activity.
    • Restoration War: Endgame activity.
    • Added mission 14.
    • The Machines.
    • Loot rework: Bigger enemies now drop better parts, difficulty level makes enemies drop better parts.
    • Ether rework: Ether properties now scale with level, ability ether costs increase with ability levels.
    • Weapon rework: Nodes now reduce ability ether costs and pylons reduce ability cooldowns.
    • Ability rework: Abilities now use same damage type and are unlocked as spaceship level increases.
    • Added 12 relics.
    • Added mission 13.
    • Rebalanced ability points: 1 ability point per level.
    • Added mission 12.
    • Added mission 11.
    Completed – Minor changes and improvements:
    • Mission 6 boss fights now end earlier.
    • Improved controller support.
    • Added new particle settings: Now you can tone down particles, instead of turning them off completely.
    • Improved optimization: Game will now run better.
    • Moved tips to separate interface.
    • Added evolving minion tutorial.
    • Reworked evolving mechanic: Now minions evolve while attack abilities are not on cooldown.
    • It’s no longer possible to use weapon amplifiers on engines.
    • It’s no longer possible to sell items that have no value.
    • Now it’s possible to use anodes on compressed parts.
    • Rearranged achievements in the achievement interface.
    • Improved Ionize ability: Now adds extra 2 alloy per ionized enemy, glitch free.
    • Awakening of Inner Power ability now supports all mission types.
    • You can no longer install alloy containers if their level is higher than your spaceship level.
    • Now locked until the spaceship level is higher than 4: Difficulty system, set interface, item management, new missions button.
    • Improved/replaced certain sound effects.
    • Secured region changes: Removed manual compression from secured region interface, added highlight toggle button.
    • Improved shield particles, sounds, and animations.
    • Shields now destroy ruins.
    • Spaceship collisions with certain objects are now better.
    • Improved cooldown and effect timer text: Now shows second fractions.
    • Improved number conversion.
    • Improved damage text.
    • Reduced amount of units dropped.
    • Improved region rewards: Now includes uncommon and rare rewards, such as five fractal parts, +200% experience, etc.
    • Replaced gauntlet missions with new retrieval missions.
    • Changed music system: Now tracks in side missions play regardless of area status.
    • Changed time vortex: Improved dialogue, can only reset story, made it more accessible.
    • Changed contribution system: No longer saved between missions, must be claimed immediately.
    • Improved region destruction.
    • Expanded dialogue box.
    • Improved cathodes.
    • Improved loot box: Up to 170 looted items visible, glitch free.
    • Updated boss mission.
    • Improved arena mission: Better loop, supports The Assault of the Modified and The Rain of Fire modifiers.
    • Improved siege mission: New blocks, minor graphical improvements.
    • Expanded credits.
    • Graphically improved loot.
    • Added region select screen and map key.
    • Improved mission overview interface.
    • Improved mission 1.
    • Improved mission 3.
    • Improved text input.
    • Reworked tutorial.
    • Reworked introduction.
    • Added avatar customization: Name your character and choose how it looks in dialogues.
    • Improved spaceship building interface.
    • Reworked Super Shield ability: Shield lasts 8 seconds and increases armor generated on kill while active.
    • Fixed inventory leak.
    • Adapted backgrounds to screen shaking.
    • Improved dialogue avatars.
    • Improved settings interface.
    • Added button that resets settings to default.
    • Added button that resets controls to default.
    • Modular difficulty system changes: Flow Stagnation maximum level changed to 1, rebalanced rewards, removed diodes.
    • Reworked Creation of Energy and Channel abilities.
    • Improved achievement interface.
    • Repositioned mission interface.
    • Fixed weapon amplifying.
    • Improved ability bar.
    • Made better ability icons.
    • Heavy Shield rework: Now called Power Shield, no longer slows down spaceship.
    • Improved ability and effect icons.
    • Improved Kithalia’s Blight set penalty
    • Improved barrager.
    • Toggle XP gain feature has been removed.
    • Improved Sector transition cutscene.
    • Improved pausing.
    • Improved HUD.
    • Improved ability level scaling.
    • Improved item management and filtering.
    • Repositioned item management buttons.
    • Stat page improvements.
    • Virtual and physical weapon clarification and stats.
    • New part properties.
    • Improved part names.
    • Higher grade parts are now more common.
    • Relic dismantling rewards.
    • Parts give less damage reduction and reflect chance.
    • Parts give fewer wave chances.
    • Improved item generator: Now produces more random items.
    • Item changes: Changed diode cost, changed certain item sprites, improved item use error messages, improved tooltips.
    • Fixed story mission X glitch.
    • Reworked phase break mechanic: Gain additional damage after taking a certain amount of damage.
    • Channel ability’s ether cost reducing effect now lasts 3 seconds, making Channel much easier to use.
    • Cataclysm ability has been replaced with passive anti-shield ability: Breach.
    • Renamed Phase to Phasse, to differentiate it from phase mechanic.
    • Improved Aggression, Resistance, and Capacity: More powerful, more interesting, and consistent with other abilities.
    • Decreased starter part limit to 6.
    • Decreased starter maximum ether to 50.
    • Starter engine now gives less maximum armor.
    • Increased starter ability points to 10.
    • While Guardian of a Thousand Worlds ability is active, Concentrated Fire recharges instantly.
    • Improved alloy containers: New property, increased sell and buy price, reduced city stock.
    • Removed filled alloy containers.
    • Corrected W. warning button tooltip.
    • Fixed engine glitch.
    • Improved missiles that appear when player's spaceship leaves the enemy range.
    • Guardian is now more mobile.
    • Potentially fixed Black Rain projectile problem.
    • Region update flashes are now brighter.
    • Veteran's and revenant factory’s ballistic attacks are now slower.
    • Improved dialogue system graphics.
    • Oesa's Radiance set effect changed, now base maximum armor is equal maximum ether.
    • Damage bonuses now are applied to damage while Lodeon's Ultimatum set is active.
    • Fixed and improved certain set descriptions.
    • Fixed many glitches.
    Until the release!

    [​IMG]

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    [​IMG]
     
    Last edited: Aug 31, 2018
  30. RichHopelessComposer

    RichHopelessComposer Member

    Joined:
    Jun 20, 2016
    Posts:
    1,261
    Congrats on finishing! Best of luck to you! =)
     
    Zuurix likes this.
  31. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six version 0.9.9 is now available! Play now!

    Important: Your saves will not be deleted from now on.


    Version 0.9.9 highlights:

    Full story

    The story campaign is finished!
    Will you stop the Machines?

    Relics

    The most powerful parts ever!
    Each relic comes with unique skin and game-changing effects.

    Weapon rework

    Modify your ability ether costs and cooldowns by installing reworked nodes and pylons!
    Includes new part properties.

    Ability rework

    Abilities now unlock with level and they are no longer bound to classes.
    More possibilities and better progression!

    Ether rework

    Ether properties now scale with level!
    Everything that relates to ether has improved.

    Loot rework

    Loot quality is now affected by minion strength and difficulty level!
    Plus, tons of improvements to all sources of rewards.

    Compressed part rework

    Compressed parts are now obtainable from drops and region rewards!
    Manual compression has been removed to make super compressed - 4 in 1! - parts possible.

    Endgame: Infinity Instances

    Fight in forever changing, procedurally generated instances of Broken Infinity!
    Made for experienced players: Higher chance of rare mission types, harsher failure penalties, and a huge boost to loot quality!

    Endgame: Restoration War

    Secure every area in Sector Six to get Ultra Aegis, Ascension Catalyst!
    Random regions get scaled to your level: Return to low-level regions with a high-level spaceship for the final battle against the Machine minions.

    And more!

    Avatar customization, Arcane Arsenal, new save system, improved side missions, evolved modification rework, 70 new achievements...

    Full list of version 0.9.9 changes >>

    Sector Six will come out of Early Access on September 7th and I need your help to spot problems - more than ever!
    I can't guarantee that there are no crashes/balancing issues left, but most of the content should work as intended.

    Have fun!

    [​IMG]

    [​IMG]

    [​IMG]
     
    Last edited: Sep 8, 2018
  32. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Sector Six: Now out of Early Access!

    After 3 years of development, 2 years of Early Access, hundreds of changes, fixes, reworks, and additions - Sector Six is finally complete!

    Watch the trailer:



    For those who don't know what Sector Six is:

    Sector Six is a shooter with many RPG elements: Inventory, procedurally generated equipment, a leveling system, rewards, story missions, and so on!
    Your goal - alongside stopping the Machine invasion - is to build the best spaceship ever.

    Unlike arcade shooters, in Sector Six won't be fighting more than 5 enemies at once, but fights are more tactical and enemies can take more than one shot.
    Most enemies have unique attacks or weak spots, which means that the more you play, the more skilled you'll become at fighting those enemies.

    You will also get better at using your spaceship's abilities - there are 31 active combat abilities and 9 of them can be taken to battle.

    The final and most important layer of your progression is spaceship building.

    Destroying enemies will reward you with procedurally generated parts.
    There are 7 rarity grades of parts, starting with generic parts, that are most common and only have one property and ending with relics, that are rare, have 7 properties, unique skins and effects.
    There are also part sets, that unleash game-changing effects if you install 6 parts of the same set.

    You can install up to 80 parts, up to 9 relics, and have one set effect active - and if you'll find a right way to combine them, your spaceship will become unstoppable!

    The better you and your spaceship get, the more difficult missions you can complete and modular difficulty system allows you control almost every aspect of difficulty - even enemy swarm size and mission length!
    Increasing difficulty increases rewards, which will allow you complete even higher difficulty missions - so you can keep pushing yourself.

    But you can also play the game just for the story.
    Each story mission has something that other missions don't have, they vary in length and structure, have dialogues, cutscenes, bosses, special events, and enemies.

    So, that's the game!

    For those who know what Sector Six is, but didn't play version 0.9.9:

    Version 0.9.9 has added the remaining story missions, endgame content, new bosses, relics, and more.
    Weapons, ether, abilities, and reward systems have been improved as well.
    Read more about what changed with version 0.9.9 >>

    For those who played version 0.9.9, here's a list of changes:
    • Fixed: The apostrophe symbol is missing and a black box is displayed instead.
    • Fixed: It's impossible to choose Ourend's black option.
    • Fixed: Time Vortex description wording mistake.
    • Fixed: Aggression ability mentions "Maximum damage" instead of "Weapon damage".
    • Fixed: Shield destroys ruins even while inactive.
    • Fixed: Channel ability doesn't have a cooldown.
    • Fixed: Impossible to close the mission reward screen after reaching maximum level.
    • Fixed: Black Rain deals damage based on cooling rate instead of weapon damage.
    • Fixed: Crash caused by getting armor above maximum with armor generation.
    • Fixed: It's possible to access missions 11 and above from Sector Five.
    • Fixed: Upgrading and uninstalling ability uses the same controller button.
    • Made minor changes to Channel ability sounds and particle effects.
    • Improved Channel ability level scaling.
    • Made minions drop more units.
    • Improved main interface and settings page buttons.
    • Made beacon stop repairing after a repairing a certain amount of armor.
    • Reduced minion shield durations.
    • Returned "Gain XP" toggle button.
    • Added button to toggle mission objective hiding.
    • Made elimination mission objective show remaining minions again.
    • Improved killer's seeking missile attack.
    • Made new achievements flash when seen.
    • Changed Concentrated Fire to need reloading every 50 uses, instead of 25.
    • Compressed parts no longer drop: Instead, use compression modules to get them.
    • Replaced decompression modules with compression modules.
    • Made beacons spawn only in level 6+ regions.
    • Made parts give more part upgrade chance and removed "Part upgraded" message.
    The future:

    For a week or so, I'll be taking a break from development, while keeping an eye on discussions, comments, and reviews.
    After that, I'll be working on weapon, cooling rate, and ether efficiency rework + shared stash.
    After that is released, I'll be looking for your feedback to help me decide what the game needs most.

    Have fun!

    [​IMG]

    [​IMG]

    [​IMG]
     
    IndianaBones likes this.
  33. sitebender

    sitebender Member

    Joined:
    Sep 13, 2016
    Posts:
    650
    I played it yesterday for the first time in probably years. It feels more fun and engaging than it was. Good job.
     
    Zuurix likes this.
  34. Zuurix

    Zuurix Member

    Joined:
    Jun 20, 2016
    Posts:
    248
    Update! XP and experience changes, fixes + new content!

    Save system status:

    This update should fix the last problem with the save system, hopefully, save files will no longer get corrupted.
    If you're still having problems - report them immediately.
    I also recommend backing up save files just in case - don't forget that Sector Six save file folders get synced and backups get erased in they are stored there.

    New content:
    • Added new minion: Pyramid.
    • Added new relic: Incarnation of Impossibility, Trapped Phasar.
    • Added new relic: Amplifier Well, Upgrade Sockets.
    • Added new relic: Duality of Transience, Etherion's Catalyst.
    • Added new relic: Mark of Defender, Hero's Exempt.
    • Added new relic: Strengthsource, Tridenkorian Flagship Systems.
    Experience changes:
    • Removed region XP bonus.
    • Enemies now give 200% more XP.
    • Boss enemies now give less XP, but with global 200% increase it should still be right.
    • Reduced region XP rewards back to 50%/100%/200%.
    • Players will no longer gain XP after failing mission.
    • Players will no longer gain XP in lower level regions.
    Vendor changes:
    • Reduced mythical part and etalon prices.
    • Removed generic and optimized part vendors.
    • Removed some of the advanced part vendors.
    • Replaced removed vendors with fractal part vendors in regions 2, 6, 9, 15, 17, 20 and 29.
    • Replaced removed vendors with part vendors in regions 2, 8, 15, 18, 20 and 25.
    Ability changes:
    • Reworked Guardian of a Thousand Worlds ability.
    • Reworked Breach ability: Now deals weapon damage whenever enemy shield is removed.
    • Searing Beam now unlocks at spaceship level 18.
    • Entropic Missile now unlocks at spaceship level 4.
    • Spread Mines and Detonate now unlocks at spaceship level 12.
    • Attract Mines now unlocks at spaceship level 13.
    • Creation of Energy now unlocks at spaceship level 22.
    • Concentrated Fire now unlocks at spaceship level 6.
    • Phase Recognition System now unlocks at spaceship level 11.
    • Entropic Fracture ability has been renamed to Dimensional Fracture.
    • Unstable Shield ability has been renamed to Heat Shield.
    • Entropic Missile cooldown has been increased to 10 seconds.
    • Entropic Missile ability has been renamed to Nuke.
    • Capacity ability has been renamed to System Capacity.
    • Resistance ability has been renamed to Defense And Retaliation.
    • Moved Rapid Fire Mode animation.
    • Made minor improvements to Assemble Obelisk ability.
    • Player bladed mines now pierce destructible minion segments.
    Term changes:
    • "Phase threshold" changed to "Phase charge speed".
    • "Phase intensity" changed to "Phase damage".
    Miscellaneous changes:
    • Optimized parts now have two properties, but can no longer be upgraded with amplifiers.
    • Dropped parts can no longer have cooling rate and ether efficiency.
    • Changed part upgrade chance: Creates pop-up, upgraded instantly.
    • Instead of "Warning: Difficult mission" game now shows recommended spaceship armor and damage for that mission.
    • Waves now affect all minions on screen - minions outside the screen are not affected.
    • Changed what minions spawn in regions to reduce repetition.
    • Effect timers no longer stop while spaceship is in a dust cloud.
    • Improved Asylomandrenlysk's animation.
    • Improved mission 1 artifact carrier collisions with the player.
    • Reduced the number of missions required to fully clear regions. Note: Changes will be visible in new saves only.
    • "Press any key" now applies to the mouse in a first game screen.
    • Base phase damage has been increased from 0% to 100%
    Fixes:
    • Fixed: Physical part boost calculation mistake - works with virtual parts as well.
    • Fixed: Damaging wave damage calculation mistake.
    • Fixed: It's possible to break story mission 1.
    • Fixed: Mission 3 database collision bug.
    • Fixed: Bulwark pulls problem.
    • Fixed: Oesa's Radiance set effect is not changing maximum armor correctly.
    • Fixed: Overload ability cannot reduce spaceship's armor to 0.
    • Fixed: Phase delay timer graphical issue.
    • Fixed: Cathode region reward.
    • Fixed: Players can receive level 91+ items.
    • Fixed: Vendor hint is visible after the player gets advanced access, not before.
    Have fun!



    [​IMG]

    [​IMG]
     
    Xer0botXer0 and sitebender like this.

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