This week I have started working on story mission V!
Because it's a story mission, I don't have much to write about in this echo, because I don't want to spoil it. So, about mission V: It's massive, it's about four times longer than mission IV. It will feature first real story boss! It has different structure than other missions, it's first non-linear story mission. That's all I can say about it! I can't even post screenshots. But wait! I have few questions for those who played Sector Six recently: 1. What do you think about modular difficulty system? Does it need to be improved? 2. Next two updates are mission V and controller support. What would you like for me to work on after they are released? 3. What is your favorite story mission? 4. What do you find most irritating in Sector Six? This is the end of this short echo. Normally I post echoes on Sundays or Mondays, but since I can't write about story missions, I will probably won't write new echoes until I'm done with mission V.
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Modular difficulty system balance has been adjusted.
Now it will be a lot harder to get high grade parts!
This update also features small, but important change - now before starting new game it's possible to choose starter spaceship! You can choose from two starter spaceships - apocalypse class spaceship and carrier class spaceship. Other two spaceships will be available when nomad and titan classes will be added to game. Other changes:
Until next time! This week I didn't had much time to work on Sector Six. I didn't do much, but now it's possible to start game with carrier class spaceship! Starter carrier class spaceship comes with carrier class weapons and abilities. Next week I am going try to fix modular difficulty system. Apparently modular difficulty system doesn't make game that hard and gives too good rewards! If I'll fix modular difficulty system in time, I will release new Sector Six version next weekend. When modular difficulty system will be fixed, I will make story mission V, that will be at least 4 times longer than story mission IV! It will also feature boss fight, that will change based on your actions during mission. In other news, I have finally bought controller! I will start working on controller support after story mission V. Future is bright. Until next time! Modular difficulty system is now live!
You can now increase difficulty of the missions and earn rewards for beating them! Before starting the mission, now you're taken to mission overview screen. There you can enable different challenges that make mission harder. You can:
You can enable as much challenges as you want. More challenges means that you will get more and higher grade parts/amplifiers if you will complete mission! No need to worry about not being able to hold so much parts and amplifiers! Now inventory becomes bigger when you fill it up! Additionally, new inventory supports item stacking, you can have hundreds of amplifiers and fill just few inventory slots. Keep in mind that while inventory is infinite, you cannot start missions if you have more than three inventory pages. Pages disappear if you empty them. The last big change of this update is the return of the modified enemies! You now have chance to encounter enemies with sniper weapons, doubled armour, doubled damage, ether draining and swarmlings inside! Modified enemies drop optimized and advanced parts. List of other changes:
Have fun! Next update: Story mission V! PS.: If your inventory is broken, go to settings and press "Normalize legacy spaceship" button. |
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