Update 3: Two Player Co-op!
Null Vector Patch Notes — December 8, 2017
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Update 3 adds a local two player co-op mode, better support for 'generic' dual analog controllers, as well as some balance and bug fixes for the single player mode. The full change log is at the bottom of this post.
Overall the most exciting addition in this update is the two player co-op. It's still fairly early in development for this mode, so please let me know in the discussion board what you think! Player 1 controls the standard ship, while player 2 directly controls a helper bot. After completing each sector, player 2 is allowed to upgrade their weapon. Player 2 also has the unique option of using "Abilities", which are recharge-able weapons that can be used while enemies are present. Abilities can be chosen and upgraded after completing a sector.
The Overheat property has been removed in Update 3. In testing the property worked well, but thanks to substantial feedback since Update 2 it's clear that complicating the simple, old-school firing system just isn't fun. Instead, parts that granted Overheat before (Homing Shot and Multi-Shot) visually pulse red and white and reduce the player's max HP by 1 upon pickup. I think this does a much better job of balancing these two powerful parts without complicating the simple and fun firing mechanics. Thanks for the feedback everyone!
The Radar machine now simply shows 1 hidden machine in the sector for 2 crystals and Nanobots are now a much more effective option against the final boss.
I've also implemented a new input system that should allow better controller support for almost any controller with dual analog sticks.
Enjoy the update!
- Alex (Optical Override)
Full Change Log:
Content:
- 2 Player mode added (local co-op game mode)
- 2 Player high score table (press Interact key when viewing the Scores in the main menu to toggle viewing 1P/2P scores)
- Some parts remove Max HP upon pickup, shown by parts that pulse red/white (Max HP is regained when dropping the part)
Balance:
- Weapon property: removed Overheat (Homing Shot and Multi-Shot no longer grant Overheat)
- Parts: removed Heat Sink (because Overheat is gone, may come back later)
- Parts: Multi-Shot part now lowers Max HP by 1
- Parts: Multi-Shot also lowers Fire Rate by 1
- Parts: Multi-Shot part no longer upgradeable at the Upgrade machine (have to find another part to upgrade)
- Parts: Homing Shot part now lowers Max HP by 1 (same as Multi-Shot)
- Parts: Homing Shot now only lowers Fire Rate by 1 (instead of 2)
- Parts: Homing Shot part no longer upgradeable at the Upgrade machine (have to find another part to upgrade)
- Parts: Nanobots now have a small chance to spawn when hitting an enemy (not just by killing them)
- Parts: Nanobots can attack the boss
- Parts: Nanobots also have a slightly lower chance of spawning upon killing an enemy
- Machines: Radar machine now just reveals a new, "hidden" machine in the sector (costs 2 crystals)
- Machines: Radar machine no longer guaranteed to spawn after Sector 1 (chance of spawning in any sector)
Additional Changes:
- indirect support for generic, "dual analog" controllers through Rewired v1.1.7.8 (Steam Controller not directly supported at this time)
- the collectibles in the "Collect" challenge rooms now pulse in size, hopefully making them visually more obvious
Bug Fixes:
- pickups (like crystals and HP) will now reset their position to the center of the room if they get "stuck" on top of obstacles
- the enemies that split from the splitting followers in sector 6 won't persist after completing a collect challenge room