Patch Notes: Build 0.95 "Achievements Tracker"
This update brings an in-game Achievement Tracker, so you can keep track of those that are not on Steam and it will help finding out why certain Steam achievements aren't triggering for some players. The two late game missions, Gulch and Spiral, are now Refinery missions with new random challenges every time they are started. Long range heroes and turrets are now really good at hitting fast moving distant targets.
Added:
In-Game Achievement Tracker. See all achievements and their progress, including those not on Steam (Steam has a 100-achievement limit for smaller games).
The missions Gulch & Spiral's challenges are randomized each time they load.
Balance:
Rayn’s Special now has the same range as his base weapon (significantly increased).
Bride starts using her electric ability from further away.
Circle Selection (Neoteric) hold delay reduced from 0.4s → 0.3s.
Gulch's challenge increased from 50 → 100.
Spiral's challenge increased from 35 → 90.
Changes:
Sniper & Ray Turrets now switch targets less often.
Holding the Selection Modifier key (Default: SHIFT) now skips confirmation in "No Move" missions.
Room Tooltip now includes "Click and Hold to drag Rooms."
Howitzer, Rocket Artillery, Sniper & Ray Turrets got even smarter targeting.
Gulch & Spiral are now Refinery missions.
Temperature is now taken into account when calculating projectiles interception point.
Heroes and Turrets have better targeting at long range against fast enemies.
Minefield Reinforcement Modifier now applies to Elite Drop Pods.
The "Push" mission's Monster Base is now much harder to kill without the Nuke.
Resource Bar stays active while trading.
Hovering over the sides of the Resource Bar displays all planet resources.
Fixes:
Carbon Steel Rewards now display correctly (previously, Nano Alloy was sometimes shown instead).
Rayn’s Range is now displayed correctly.
Loop Event Enemies now appear properly after the 10th loop.
The Bomber in the "Frostburn" mission no longer flies away at the start if you restart after it has flown off.
Mech no longer spins randomly when out of targets.
Mech will be pushed out of any collider, preventing it from getting stuck.
As always, your feedback is what shapes the game, keep it coming!