v0.22.0

v0.22.0: Full speed

A pace and pressure pass. Runs move at their labeled speed, the opening act wakes up, deep waves fill the sky instead of armoring it, drafts keep coming, and explosions finally kick the camera.

This patch is about the fight itself. The sim was quietly running below its labeled speed, the opening minutes dragged, and the deep game escalated by making ships tougher instead of more numerous. Every one of those choices was defensible on its own; together they made the game calmer than it should be. This pass turns the heat back up.

Changed

  • x1 means x1. Every run was running about a tenth slower than its speed label said. The labels are honest now, at every step.
  • The opening moves. Enemies fly nearer full pace from the first wave and hit it by wave 10 instead of 14. The roster arrives sooner too: gnats from wave 5, tumblers from 9, javelins and the warden from 13, rams from 17. The drone overture still teaches the shot; it just stops overstaying.
  • Deep waves crowd the sky. Later waves send noticeably more ships, and each one is less of a sponge. The overall difficulty curve is unchanged; what changes is what it looks like. A hard wave now looks hard.
  • Drafts keep their rhythm. The level bar grows more gently past the opening act, so card picks stay a regular beat all the way down instead of thinning to one every few waves.
  • Common weapons reach further. The 40mm Cannon, the Blaster and the RPG Launcher all gained reach, so less of an enemy's approach happens outside your whole arsenal's range.

Added

  • Screen shake, for real. The Options switch existed; now it does something. Every explosion kicks the camera in proportion to its size, from a drone popping to the array going up. The switch still turns it off, and the minimal effects setting drops it along with the rest of the garnish.

Recorded runs made before this version are marked as approximate: the waves themselves changed, so older recordings no longer play back exactly.

All patch notes

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