Hello everyone! Happy New Year (in late March)! We’ve been cramming away at one hell of an update for The Chaser’s Voyage. This update doesn’t contain one single big change like the rest of our big updates, but instead is crammed full of a bunch of random changes we’ve wanted to make for while and even more bug fixes. This is our last big planned update before we tackle finalizing the options menu, so we wanted to go all out!
First up on the list was performance. Since this update was to serve as our final big systems check, I wanted to go through and improve performance related to collisions. It’s a small thing, but definitely something we had to do before we exit Early Access. This involved making the Player’s hurt box a little more forgiving towards the player, enemy hurt boxes more generous for the player, and simplifying obstacle hit boxes. We also made sure all unnecessary collision checks were removed, like the player’s shots checking if they are colliding with the player. Thankfully most of those were already squared away, but we did find some more while we were double checking!
With the performance & collision changes done, we started to add a few balance changes that had been on the back burner, since they were lower priority than implementing the Crew Journal and Flight Simulator. One such change was to slightly buff Bounty Hunters against undesired player behavior. Since the hunters only have one gun, the player could too easily turtle their attacks depending on the hunter’s weapon preference. So to fix this, we made hunters switch their weapons to laser shots when they notice that the player has not moved in a while. This lets them break through the player’s defenses and forces the player to focus on dodging shots again. We also buffed missiles, by increasing their speed more when the player’s engines are low and also by increasing the time between the player’s burst fire volleys. This makes it much harder to just sit there against missiles with low engines and high weapons. After lowering the level 4 weapon fire rate, we needed to increase the damage of each shot at level 4 to keep max weapons feeling impactful. That change then made it so that we needed to increase the health of large debris in Ship Graveyards and the health of sentries in Sentry Fields to not have weapons be too strong in those environments. In a small nerf to asteroids however, we did not change their health at all, so level 4 weapons will now be more effective in an Asteroid Field. Next, we now have the player go straight into a Captain mode Voyage after finishing the tutorial, as opposed to a Voyager mode Voyage. This way, players can complete “The Chaser’s Voyage” from prologue to credits in what we lovingly refer to as “the canon story.” (Because the Chaser does not have the power to rewind time or magically respawn.) Finally, we decreased the amount of money clients offer. We had previously added a bonus to their offers of 1.3 times, but we’ve reduced that multiplier to 1.15 as it was too much money too consistently.
To account for the fact that new players will probably get a game over after being put into Captain mode, we added a redone version of the tutorial’s death notice, which explains the game over conditions and our three modes. This notice appears the first time a player dies in the main game. Finally we made the enemy fighters in space battles no longer wait to start opening fire on the player. The space battles are chaotic, not time to waste, fighters!
Oh look, new mine effects and a new sensor function!
Our next changes were focused on adding some cool new features to already existing game systems. First, thanks to some feedback from the wonderful ROOKRULES, we decided we wanted to make it a little clearer which obstacles the player could collide with. We did this by buffing the sensors (level 2 of Auxiliary) so that they highlight incoming obstacles if they will collide with the player if no movement is made. This gives the player more use out of the sensors, but we didn’t stop there! We also made sensors show how far away Pirate and Bounty Hunter ships are from the player, similar to how Battleship distance is shown. This lets the player know not only when these enemies are falling back, but also gives the player an idea of how far they have to get away before the enemy retreats. Next was mines! We used to have mine explosions be stationary so that they could trigger other mines that flew into them, creating chain explosions. It felt weird having only those explosions not move, so we made them move just like every other explosion in the game. However, now we needed a way to keep chain explosions, as they are one of the coolest things about Minefields. So after a bit of brainstorming, we landed on shock waves as a trigger mechanism. Now, when a mine explodes, it sends out a sizable shock wave of shrapnel. This shock wave deals no damage to anything, but does cause mines hit by it to explode, creating more impressive chain explosions than ever before!
We also did a batch of small changes that can be split into 2 groups: quality of life changes and random minor adjustments (aka, the rest). Here are the changes, rapid fire style!
Quality of life changes include:
- We made Clients show whether you’ve been to a planet before, to make planet hunting for filling out the Crew Journal easier.
- If the player asks for help in a Space Battle, their side will no longer have their Battleships fire when near the player.
- Repairs will now automatically start once you dock with a fleet or a space port. After all, you docked specifically for repairs, might as well get them started faster!
- We slightly reordered the Tutorial’s first death notice and added back buttons to it.
For minor changes we have the following:
- We made the Battleship laser shots cast more light on nearby objects to make them seem more powerful and made Battleships in Space Battles move their guns slower and have a delay before moving them again after shooting.
- When a Bounty Hunter chases the player off from a dock, the Live Feed display for your crew mates will now display their names instead of their stations.
- We updated some names of Crew Journal entries for length and lore feel and edited the “Guide to Battleships” Entry to better reflect the player’s ability to sense Battleship Cannons in storms.
- We increased the volume of enemy shots to make them slightly more noticeable.
- In the end game victory cutscene that plays after the player delivers their 1.5 million bounty, Pirate Lady Styx will now be in shadow, adding more mystery to her. Now she will only be unveiled if you pay your debt off in time!
- Speaking of cutscenes we also bit the bullet and decided to flip some sprites to always face the center since it just plain looks better.
The LONG awaited Anchor Pirates!
And FINALLY we fixed TWENTY SIX different bugs! (And quite a few typos!) Too many to list here, with 1 slightly humorous exception. We have a lot of really cool pirate ship designs, with one of Eos’s favorites being the Anchor Pirates. This is the design the player fights at the end of the tutorial. Now, Eos had noticed something while she’d been playing through the game. She wasn’t seeing them. We thought she was just being unlucky, but since we were doing our final systems check, we decided to dig into this and see if she really was just unlucky, or if we had errored. . . We had indeed errored. Pirates 21-25 would never appear in the main game, nor the Flight Simulator. An embarrassing oversight, but one we are very glad to have fixed! So enjoy the “new” pirate type, the Anchor Pilots!
With this update now live, our plans are to finalize the options menu and to get the game officially out of Early Access and launched! We’re so close we can taste it! So until next time, safe flying!
You can read the full patch notes here and can follow Bright at Midnight on Bluesky! If you wish to play The Chaser’s Voyage, you can buy it while we’re still in Early Access on Steam: