v0.22.2

v0.22.2: The lower sky

Weapon reach returns to its pre-pass numbers, the Flak Battery learns to hold its fire up close and shoots faster for it, defeat points you at what is left to buy, and leaving a run mid-fight works again.

Changed

  • The reach experiment ends. v0.22.0 gave the 40mm Cannon, the Blaster and the RPG Launcher about ten percent more range. With the fuller, slower sky of v0.22.1 that reach let the guns open fire near the middle of the field, and the approach, the part where you watch trouble come, mostly disappeared. All three are back to their original reach; the fight lives in the lower sky again.
  • The Flak Battery is artillery now, all the way. It holds its fire on anything closer than its shells can arc, instead of bursting point blank on top of the cannon, and its cadence is about fifteen percent faster in exchange. If everything you field is artillery, the guns keep working the sky past a threat that slips inside the arc; that close-in blind spot is the loadout's trade to make. Its gallery page shows the dead zone.
  • Defeat points at your next purchase. The game-over screen now shows a Perks button only while you still have perk ranks left to buy, and adds an Arsenal button while any weapon is still locked. Shops with nothing left on the shelf no longer get a door.

Fixed

  • You can leave a run again. The dialog that guards against mis-taps mid-run re-asked its own question forever: choosing Leave put the prompt right back on screen instead of leaving. It leaves now. The same fault held the door shut after a mid-run orbit insertion's "Return to command".

Recorded runs made before this version are marked as approximate: weapon reach and the Flak Battery's behavior changed, so older recordings resolve their fights differently.

All patch notes

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