The Tactical Update - Part 3
Hello again!
It’s time for the 3rd part of the tactical update. This time around I have balancing changes and a more rounded dive experience for you. Lets have a look.
New Runs:
I have changed the way, runs work. There is now a notable progression in each of them, that should make it easier to find your way around and make a more informed decision if you want to keep diving deeper or leave the run with what you got.
The “rare artifacts” - also known as temporal damping units - have been repurposed. You still collect them from cracking flesh boxes and clearing rooms. (More activities in the future!) Now you will need them to be able to dive into deeper levels of the anomaly. With each level, the map will become more complex and the enemies plenty.
In a future update, these deep levels will be the place to hunt for new ships! I know. It seems like a fairly important feature. And it will come. But it felt important to me to drop the new update now. Because …
… of the balancing changes:
Enemy damage has been toned down slightly to account for the player damage that has been toned down overall. This was necessary for a number of reasons. But most importantly, I wanted you to feel the impact of the various damage mod opportunities.
There are some ship mods you can equip, that made no noticable difference to your combat because the base damage output was already pretty high.
Now taking ship mods along that cause damage output changes is a viable and meaningful decision. I have also changed how Weapon Overdrive works. Instead of crippling your base damage as a trade-off for boosting damage pickups, the capacity of damage pickups is drastically reduced instead. So you get a LOT of firepower. Only for a limited amount of shots. But you will not need to sacrifice your base damage output anymore.
Lastly, the weapons got their unique feel and reason for existence back. You’ll see.
Alright. And for good measure, I threw in a new post-run screen. You can earn badges now. See what you can get!
Know Issues:
- Some transit elements currently can appear at the end of the map and they are not shut off.
- You can exit the map, break your immersion and possibly experience some funky rendering shenanigans this way. I’m working on fixing the generator to prevent such generations from happening.
- Meanwhile, if you’re into behind-the-scenes sillyness, go ahead and enjoy the breakage. Otherwise, just turn around, the generated map is still 100% operational.
And that’s it for this update. I hope you’ll enjoy it!
Cheers
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Liha
Pilot your rusty-but-trusty Zero-G ship through forsaken, procgen ruins. Survive the descent into insane 6-dof fights.
Status | Prototype |
Authors | Game Kombinat, Chris |
Genre | Action, Shooter |
Tags | 3D, 6dof, Atmospheric, First-Person, Procedural Generation, Roguelite, Sci-fi, Singleplayer |
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- The Tactical Update - Part 230 days ago
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