IXION Patch 1.0.2.2 - Bug Fixes and Future Plans

IXION Patch 1.0.2.2 - Bug Fixes and Future Plans
Published by 19 Dec, 2022 0 likes

Hello Administrators! Patch - 1. 0.

2. 2 is live! Both the Bulwark and Kasedo teams will soon be winding down for Christmas and as such, this will be the last patch of the year.

We have been processing all the appreciated feedback we have received so far.

This has informed some of our next steps for 2023 - here’s a look ahead to the start of the new year and the areas we will be focusing on:Continued Balancing - We feel passionately about continuing to refine and update IXION’s balancing to bring you the best experience possible.

UI improvements - There are some areas of the UI we would like to review and improve, to ensure player understanding and enjoyment.

Accessibility Options - We would like to add further accessibility options to support IXION’s players. Difficulty Options - The big one.

IXION is intended to be a challenging game. We are looking at implementing a range of options and/or sliders to influence the game’s systems and difficulty.

It is too early to detail how this will look, but we will provide optional presets alongside this - to identify the intended experience, to provide an option for a (very) hard mode, and to allow the player to focus on, and enjoy, the game’s story.

We are a small team, but a passionate one. The reception to the game has been overwhelming in the best way possible.

Please allow us the time to continue to respond to, and address, the items being raised by our wonderful community. We look forward to the new year, and the future of IXION.

Changelog - 1. 0.

2. 219/12/2022Balancing:Stability:The stability debuff from stored cryonic pods has been updated - you will now get -1 in a Sector that is storing more cryonic pods than the total active population of the Sector, rather than the previous station-wide debuff of -1 per group of 250 stored cryonic pods.

Internal events:The ‘Sector Growth’ internal event now triggers slightly later in gameplay.

Chapter 1:Increased the worker to non-worker ratio of cryonic pods in Chapter 1. Tutorials:Updated resource transfer tutorialUpdated cryonics center tutorial Added details to weather tutorialAdded details to requests tutorialAdded details to Sectors tutorial Added details to workplace safety tutorial Added details to Starvation tutorialFixes:Critical path:

Fix to an issue where a game over event could supersede an ending cutscene Fixed an issue with an end game objective getting stuck at 99%Fixed an issue where saving and loading during Edden dialogue broke a Chapter 4 mechanicFixed an issue where Chapter 4 objectives would not progress correctly Accidents:Fixed a bug where accidents were being triggered at the same time in different Sectors sharing the same Overwork level.

Fixed a bug where accidents were being triggered instantly linked to the player switching buildings back on manually.

Visual:Fixed an issue where a Science Ship icon could appear over a planet arrival cutscene Fixed an issue with how textures would appear during Train Station construction Fixed issues with visuals during auxiliary ship construction Cutscenes:Fixed an issue where cutscene audio could continue to play while in settings menu Fixed an issue where the player was unable to use the pause menu during VOHLE exit cutscenesFixed an issue where cutscenes were automatically being skipped Set the Space bar as the button to skip cutscenes Pathing:Fixed a number of pathing issues, where roads were not being correctly recognised Saves:Fix to issue where erasing old save did not erase ‘restart chapter’ saveFix to issue where ‘restart chapter’ was taking players back to incorrect chapter startFixed a number of issues with saves, save corruption and infinite loading Achievements: Achievements should now function correctly Localisation:Fixes to a number of UI elements where localized texts would overlap fieldsMining Ships:Tier 3 Mining Ships should now have the correct extraction rate Other fixes:Fix to Alternative life center’s stability modifier not correctly disappearing on deconstructionExo-fighting Dome stability bonus should now function correctly (with Train Stations) Exo-fighting Dome tech upgrades should now correctly applyFixes to Population specialization not functioning correctly with upgraded Mess Hall Fixes to a number of starvation issues (we do want to look further into starvation, its systems, and its associated UI) Fix where auxiliary ships that had been previously dismantled were still returning for maintenance (spooky)Further GPU optimization Fixed issue where if a ship assigned to be dismantled was destroyed on its return journey to the Tiqqun, it could prevent the Docking Bay from functioning Cryonic pods should now spawn correctly on the Chapter 4 event ‘Wrecks – Remnants’Fix to issue where canceling a building’s destruction could remove UI elements Fix to issue where EVA airlock wouldn’t deconstruct if mid-repairFixes to certain areas of text displaying code instead of ship names Fix to ‘set decree’ objective having incorrect time limits Fix to ‘Pulsar - The monster's awakening’ event incorrectly displaying 'technology: {0}'Fixed an issue where powering off a Docking Bay mid maintenance broke some UI elementsFixed an issue with game movement freezing (related to EKP movement)Mushroom Wall building description should now be correctFixed an issue where Blackouts occurred despite charged batteries being presentGateway electronics cost reduction upgrade should now work correctly Fixed an issue where loading an autosave of a fail-state would make Edden dialogue non dismissibleTech tree tier unlocking should now account for critical path techs as well

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