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◉ Enemy Variants Updated.
• Stage 5 and Stage 7+ now include a variant of the 'monoblade' drone with a radial laser.
• Stage 7+ now includes a new drone type with a peripheral laser field.
• These enemies were in the concept stage but weren't quite ready in time for the initial release, so have fun dodging / destroying them!
• The "Borg" enemy types (bipedal mechs) are less bullet-spongey. This should allow players to maintain combos easier.
• The damage area around the Stratos boss type thrusters has been decreased to be slightly more forgiving.
◉ Tutorial Toggle Added.
• Players could already choose to skip the tutorial via the pause menu, however due to popular demand I've added a toggle to disable it completely.
• Players must of course complete the tutorial at least once before being able to shut it off.
◉ Caravan Mode Added for Level Select.
• Special thanks to our kindly community for suggesting this.
• The "Caravan Mode" implements a 5 minute timer for Level Select. Enemy waves come fast, and feature the strongest enemies for that stage.
• Playing on "Hard" or "Extreme" difficulty will net an additional score bonus!
• Upon completing, the Caravan Score will be visible in the upper left corner of the stage select movie for each stage.
• Disabling Caravan mode will hide the current Caravan score for that stage.
◉ Bonus Livery 1 Added.
• To celebrate the launch, I've added a new set of liveries to the livery editor, featuring 5 alternative color schemes.
◉ Game Credits updated.
• Game credits now include individual credits for our FIGS localizers, as well as folks who have kindly assisted with our Japanese localization.
◉ General bug fixes and QOL updates.
• Global Rank will now be visible for steam users: We've crossed an important threshold so now scores will be visible in the 'ship settings' menu when the various sub menus are opened.
• Fixed the Japanese "New Game +" description which was incorrect
• Disabled windowed mode switch - this was causing serious issues with audio sync during cinematics, as Unity would not register the focus loss to all objects. As this is an engine-level bug, the only remedy here is to prevent the switch.