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描述

Nova Drift
- SURVIVE - EVOLVE - DOMINATE -

Nova Driftis a 'rogue-lite' space shooter that melds a classic arcade experience with modern action-RPG elements, emphasizing build-crafting and deep customization. Your ship rapidly evolves as you defeat enemies, allowing you to take a build from inception to execution in a single, captivating game session.

Build to play how you want, creating a unique build every game. Runs are quick, allowing for rapid experimentation and iteration.

DEFINE YOUR BUILD, combining dozens of choices of Weapon, Shield, and Body GEAR, including:

Weapon - Thermal Lance: Channel a focused lance of heat that makes targets vulnerable to further damage.

Weapon - Swords: Wield a pair of monomolecular double-edged swords that parry projectiles.

Shield - Warp: Teleport when your shield breaks, creating an entry and exit blast.

Shield - Halo: Burn targets within your shields radius.

Body - Carrier: Command a legion of Swarm Constructs.

Body - Leviathan: Become an ever-growing serpent that shreds with its body.

Body - Firefly: Sear targets with massive thrusters.
Unlock an arsenal of over 200 MODULAR UPGRADES:

Transform your build, choosing from dozens of SUPER MODS:

Charged Mines: Your mines charge, unleashing your weapon on detonation.

Dying Star: Take constant damage, but burn nearby targets based on proximity and how damaged you are.

Barrage: Transform any weapon into a bullet hose.

Singular Strike: Fuse all of your projectiles into one giant projectile.

Ataraxia: Gain powerful passive buffs for each unspent upgrade point.

Antimatter Rounds: Your weapon can punch through hostile projectiles.

Void Slice: Teleport, slicing through anything in your path.

Warp Strike: Your projectiles can screen-wrap.

Sanctuary: Convert your shield into a massive roving bubble and gain power while within it.
Enjoy varied GAME MODES:

Endless: Find out just how far you can push your build after victory.

Draft: Jump deep into enemy territory with a pre-constructed build.

Wild Metamorphosis: Enjoy a challenging "rogue-like" experience that offers powerful, transformative mods.
Unlock MODULAR CHALLENGE MODES as your skills grow. Greater risk means greater rewards!

EXAMPLE BUILD - Celestial Striker:

This unconventional build defeats enemies by slamming right through them, detonating its shields, and burning anything nearby.

Hullbreaker is the cornerstone of our build, fast, resilient, and able to deal massive crash damage based on its velocity.

Amp Shield increases our velocity and damage, which results in massive crash damage.

Volatile Shields ensures that when our Amp Shield breaks on impact, nearby enemies receive a devastating explosion.

Flash Shielding lets us get our shield back quickly.

Celestial Lance converts our speed into a burning aura, letting us crowd control as we soar.

Celestial Surge lets us convert our aura into a massive burning projectile on demand, igniting anything in its path.

Nova Drift is a decade-long labor of love developed by Jeffrey Nielson (Chimeric) in collaboration with its community, featuring music and audio by Miles Tilmann (Pixeljam).
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#1. Nova Drift (GOG) 由: Pixeljam
#2. Nova Drift (GOG) 由: Pixeljam
#3. Nova Drift (GOG) 由: Pixeljam
#4. Nova Drift (GOG) 由: Pixeljam
#5. Nova Drift (GOG) 由: Pixeljam
#6. Nova Drift (GOG) 由: Pixeljam
#7. Nova Drift (GOG) 由: Pixeljam
#8. Nova Drift (GOG) 由: Pixeljam
#9. Nova Drift (GOG) 由: Pixeljam
#10. Nova Drift (GOG) 由: Pixeljam

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新功能

  • 版本: Windows
  • 發佈日期:
  • Update 0.31.19 (13 April 2021)

    Speedrun Mode has been added to the Settings menu. While this is toggled, you'll always see your game time and wave. Additionally, the game will display your splits for each boss you defeat and submit to the new leaderboard once Seraph is defeated (wave 100).

    2 new music tracks have been added: Parallelism (in normal mode) and its remix Parallelism (Freed) (in Wild Meta mode)

    Added a unique animation and sound effect for player death that scales in intensity as your level (for that run) increases. This is powered the shiny brand new Visual FX Engine that will be used in other parts of the game in future updates.

    Major reworks for Singular Strike, Warp Shield, Salvo & Vortex.

    Over 100 balance adjustments and bug fixes!
    Update 0.31.15 (2 April 2021) Minor Features and Improvements

    Speedrun Mode has been added to the Settings menu! While this is toggled, you'll always see your game time and wave. Additionally, the game will display your splits for each boss you defeat

    Since we're supporting speedrunning, the game now uses "real time" instead of game time. As a result, your time at game end is accurate regardless of your hardware

    Comets now shatter on enemies they can't one shot, creating a spray of rock and ice. This helps make comets less swingy on boss fights and more interesting during encounters

    Added a unique FX and SFX for the player death! The higher your level when you die, the more spectacular it is (up to level 50). The SFX you hear will be a little different, each time, too

    Added a new setting: Auto deploy Turrets

    Added a new setting: Auto deploy Mines

    Added a new BGM Track: "Parallelism"

    Added a new BGM Track: "Parallelism Freed", the remix to Parallellism, that plays in Wild Metamorphosis

    BGM Tracks: Zeroed, Recursor, and NoGrav now play in both Wild Metamorphosis and standard as they have no remix

    Auto deploy will no longer behave differently for Architect. If you do not want architect to auto deploy, you can leave these settings off

    Constructs will now attempt to avoid impending blasts, such as Celestial bombs

    "Centering" enemies on screen now works better with various monitor aspect ratios

    Grenades, Grenade submunitions, and Salvo missiles are no longer removed from the game if you level up while they are present

    The player won't take damage from enemies or celestial hazards while touching a singularity until 3 seconds after they come out

    Reroll drops in the Wild Metamorphosis challenge mode are consistent with the reroll penalty at game start, which is 50% fewer rerolls. Previously this rate was reduced, but not consistently

    Improved the accuracy of measuring various shield radii
    Balance and Mechanical Changes

    Super Mod: Singular Strike has been reworked. New rules: Your weapon behaves as though your projectile count is 1. Your projectile count beyond 1 is fused into your single projectile, strengthening it. Up to 25 projectiles can be fused. +15% damage, size, and blast radius. Each projectile fused adds an additional 50% of its damage to your projectile. Each projectile fused further increases the size and blast radius of your projectile, with diminishing returns. +.1-second rate of fire delay

    Warp Shield has been reworked, and given updated visuals. The warp destination no longer automatically rotates around you, and is instead forward facing. It has gained a new power: If your shield protects you when it breaks, you will be intangible for .75s while teleporting. In this state, you may steer the position of the destination point around your shield radius

    Salvo has been reworked. Salvo now stockpiles 4 missiles per .5 second interval. Modifiers to projectile count affect the number of missiles stockpiled per interval while modifiers to rate of fire affect the interval duration. It still has diminishing returns as the stockpile becomes larger. Salvo is considered a 4-base-projectile weapon

    As a result of the above changes, Salvo begins weaker, but scales much more powerfully from many weapon mods. Also, Salvo always fires 1 missile and ignores burst fire. However, for the purposes of barrage, it still behaves as it previously did

    Salvo seeking begins to decay after being in existence for too long (this is only noticeable with really, really slow projectiles)

    Salvo-Loaded Mines now calculate their projectile count based on a stockpile of one second

    Vortex has been reworked, with the goal of making it easier to use at low levels, and less out of control when pushed to the maximum. Vortex charges faster at small sizes, and has a lower base cost of self-damage. However, to compensate, the self-damage costs scale more exponentially with the size of the vortex. You may need to release your Vortex sooner at very high sizes!

    Vortex scaling has been made generally more sensible and consistent under the hood. Singular Strike now applies its size bonus during the charge rather than on release

    Vortex has been given new visuals that are less blinding and occlusive. Also, the Vortex is held slightly farther away from the player so you are less likely to collide with your target

    18 -> 12 base projectile count for Flak. Flak has gained a new power: Doubles added projectiles gained from upgrades. Slightly reduced Flak spread and projectile size

    Made Grenade's cluster count less prolific at high size modifiers. Shouldn't affect much at low values

    Blade used to deal "area" damage if it was in contact with a target. Blade now does this all the time, making it more reliable and generally more destructive, especially at larger sizes. Its area hitbox has been made more accurate

    Blades have a new hidden ability: They now take -50% less total damage from all sources (except self-damage)

    1.75s -> 1.5s Blade assembly time

    Blades no longer trigger so much player self-damage from mods that scale with your rate of fire

    Overseer will now only add additional blades from base construct count and added constructs, not from projectile mods

    180 -> 220 base damage for Pulse

    Pulse projectiles now work with all projectile mods!

    50% -> 35% Pulse base damage for Pulse shards

    Thermal Lance base beam damage has been increased by 15%

    Cloak rate for Spectre is now 1% faster per your level

    +200% -> +250% cloak max stealth bonus

    Shockwave shield small pulses have a 22% longer delay between pulses. Shockwave shield now only releases its large shockwave on shield reset if the shield has broken

    Orbital Shield now gains less magnitude based on how much magnitude it already has, resulting in a soft cap on size and damage. To compensate, the base magnitude gain from damage has been increased ~21%. (Orbital was reaching potentially screen-sized sizes, shutting down enemies completely)

    Firefly thruster size now also scales with sources of "total" thrust, such as Amp and Ataraxia

    25% -> 15% Firefly self-damage resistance

    25% -> 15% Firefly crash damage resistance (Firefly was already the whole package with no drawbacks on top of being capable of massive area burn damage)

    Body power multipliers now affect Battery projectile size modifier

    600% -> 400% for Leviathan max crash damage bonus

    Banishing any Wild Mod using the Research body gear now costs 2 rerolls, however Research now gains its defensive buff for spending rerolls by banishing, not for the amount of mods banished. (Research has become a staple of truly busted Wild Metamorphosis builds to the point of becoming practically mandatory in the highest scoring builds. Something had to be done)

    Overseer has been reworked. It now provides +1 to advanced constructs instead of doubling them. It still doubles basic and standard construct assembly limits. Overseer's assembly speed buff has been increased 1% to 2% to match its thrust malus. (Overseer's explosive power when combined with Engineer was negatively impacting game balance. Without making this change, advanced constructs would need to be made weaker, which negatively impacts all other ship bodies). As a result of this change, some constructs have been adjusted to help compensate for the loss of power to Engineer via Overseer:

    30 -> 25 second assembly time for Allies

    35 -> 30 second assembly time for Turrets

    125 -> 150 hull for Turrets

    25 -> 30 damage for Drones

    .04% -> .05% assembly speed per your level for Elegant Construction

    -30% -> -40% drone rate of fire for Rocket Drones

    +25% -> +60% damage for Rocket Drones

    +30% -> +40% drone hull for Reinforced Drones

    Weapon movement and turn rate modifiers now apply to Interceptor Ally

    Interceptor Allies will not fire a number of Blade Drones exceeding your Blade assembly limit

    Barrage will now only scale additional projectiles for Blades from projectile modifiers, not construct assembly limit modifiers

    Splinter Shot projectile count has been made less prolific at very high size values

    Super Mod: Tempest Break now requires Deadly Wake and Flash Shielding instead of Streamline and Flash Shielding. (Shieldbreaker builds couldn't afford to be this fragile)

    +8 -> +10 base damage for Super Mod: Barrage, which now grants base damage instead of flat damage

    25% -> 30% maximum hull or shields converted for Conversion

    Siege Weaponry now works with Charged Shot, Thermal Lance, and Vortex. This applies self-damage continuously while charging, and the rate of fire multiplier from Siege-Weaponry applies to the charge rate

    Siege Weaponry + Charged Shot now boosts Salvo stockpile rate while charging

    Siege Weaponry + Interceptor Ally now applies construct fire rate multiplier

    Weapon total thrust while firing malus are now multiplicative with each other. Base maluses of this type have been adjusted: Thermal Lance, Torrent, and Vortex -35% -> -30%

    -90% -> -80% total thrust while firing for Siege Weaponry. Siege Weaponry's ramping self damage has been made less severe

    Charged Shot minimum bonus value is now +0%, instead of +15%

    -80% -> -90% for Calibrate max spread reduction

    Splinter shot velocity now has a floor. This helps things like Blade bursts stay relevant when the projectile is at the apex of boomeranging

    Rare Wild Mod: Twin Strike spread reduction is now a "total" modifier to your spread

    -15% -> -10% for rare Wild Mod: Twin Strike total spread modifier

    -5% -> -7% for rare Wild Mod: Twin Strike cooldown and recovery

    +10% -> +7% weapon damage and projectile size for Heavy Caliber

    -10% -> -7% weapon velocity for Heavy Caliber

    Wild Mod: Maelstrom scaling has been adjusted similarly to how Orbital Shield was

    Wild Mod: Scorching Wake fireballs now offset more the more you have, causing them to be less clumped-up

    Wild Mod: Solar Heart has been made more impactful. It's bonuses have been doubled and it's malus has been more than doubled

    +50% -> +40% global damage for Hidden Power (This massive bonus was from an older time, where there were fewer ways to deal "secondary damage")

    Firing Array has been reworked. New Rules: +15% total projectile damage and blast radius for your central projectile. Other projectiles also receive adjustments to projectile damage and blast radius, incrementally decreasing to 0% for your outermost projectiles. +30% total projectile size for your central projectile. Your other projectiles also receive adjustments to projectile size, incrementally decreasing to -30% for your outermost projectiles

    Gemini Protocol now works for shielded constructs

    Rare Wild Mod: Obsession has been reworked. It now only applies the malus for recursive mods added by Obsession, not for your total Wild Mods owned. As a result, the malus has been increased from 1 % to 3% of your total hull and shields

    Wild Mod: Spontaneous Generation no longer self-destructs Architect's constructs.

    +3% -> +2% maximum hull and shields for Wild Mod: Rampage

    Hull threshold triggers have been reworked. This affects Retribution and Outrage Module. They now trigger based on the original damage dealt, and not the damage taken. Since this is more damage, the trigger threshold has been increased from 10% to 15% of your maximum hull (This change was primarily made so that "Minebreaker" builds could work again, now that Retribution has limitations)

    Armor stack quantity gained by taking damage has been reduced by 37.5%. To compensate, Rebuke damage has been increased 60%. (Adaptive Armor was insane value for one point, and pretty much a mandate for any very high scoring build. It still provides a lot of defense when needed, but it's now more in line with other defensive mods)

    Self damage "hits" no longer always give at least one armor stack, but Self-damage now generates armor stacks at a more favorable rate. 50% -> 75% efficiency

    35 -> 40 base hull from Rapid Reconstruction

    +80% -> +100% regeneration from Rapid Reconstruction

    25 -> 100 damage for Blink (This change was primarily made so that the Super Mod: Displacement deals more relevant damage

    Super Mod: Burnout Reactors + Gemini Protocol now behaves as you'd expect

    Each type of damage resistance is now additive with other sources of the same type instead of either additive or multiplicative. Fixed several inconsistencies with how damage resistance is calculated

    Stacking burn damage from enemy orbs, especially from Seraph, takes longer to ramp up to its full damage, starting from 0. This effect has been applied to enemy deadly wakes, as well. My hope is that these are less of a hard counter to Leviathan as a result, as well as making Seraph and Spitfire less of an "insta-kill" at very high waves

    Regeneration and shield cooldown no longer occurs if the player is invulnerable (except during Emergency Systems)

    Made knockback from the player less extreme at high values

    Localization Changes

    For strings that were changed this update, and new strings moving forward, tool-tip numbers now reflect in-game variables. This means that changes which only affect numbers will not require re-translation

    Improved dozens of upgrade descriptions
    Fixes and Under The Hood

    Removed the requirement that you first orb come from an enemy if you're skipping waves using the Danger Zone challenge mod

    Previously, "flat" damage and "base" damage behaved inconsistently, scaling from some things they should not, in order of operations different than what you'd expect. This has been corrected. All instances of flat damage are now base damage, and base damage is simply added to the weapon base damage before modifiers. This affects: Wild Mod: Solar Heart, Super Mod: Antimatter Rounds, and Super Mod: Barrage

    Fixed some hitboxes that were slowly and invisibly rotating, causing some unintended behavior

    Fixed Corrosion's wildly inaccurate tool tip damage

    Rewrote Bastion code to try to be less of an error-prone special snowflake

    Windowed Mode: For window sizes that fit vertically but not horizontally, we now clamp the width to the maximum and allow it to be used

    Leviathan tries harder to keep its segments together

    Leviathan, at extreme sizes, now doesn't show its seams while wrapping

    Crates outside the edge of the screen are allowed to generate loot normally when destroyed

    Charged Mines now correctly reduces your mine assembly limit, as it claims it does

    Fixed Constructs using Siege Weaponry automatically having Saturation Fire

    Fixed reflected projectiles not getting handled properly in a few places

    Fixed recoil resistance not affecting player recoil from Heavy Caliber

    Fixed Calibrate applying in a few cases it shouldn't have

    Fixed some inconsistencies with Blade assembly limit being misreported

    Fixed Turret Specialist not reducing Turret self-damage

    Fixed the Construct Swarm rate of fire boost only applying to a single advanced Swarm Construct

    Fixed Venom Strike not scaling with body power multipliers

    Warp Strike now wraps wider, allowing the weapon to hit off-screen enemies more reliably

    Railgun and crash damage now can't reach quite such extreme values of screen shake and has a cap

    Fixed a silly bug where one half of Eclipse chassis had their rarity bonuses applied twice, and the other had none

    Fixed the possibility of Retribution occurring if you can't assemble and deploy constructs

    Fixed some strange scaling with some blast radii

    Fixed several cases where weird things could apply Essense Sap

    Fixed Hives being trapped off-screen

    Dart projectiles now disable wrapping and destroy-outside behavior while lodged in something

    Made the knockback modifier from Polar Inversion work on a case by case basis so things like enemy recoil and comets aren't affected

    Things that worked in a circular range have been made more accurate, using real pixel values

    Included some missing Simplified Chinese characters

    Wild Mod: Winnow can no longer banish THE VOID and does not grant rerolls or size reduction for them
    Update 0.30.8 (3 December 2020) FEATURES

    Outrage Module fires in the direction of the incoming hit!

    Evolutionary Niche & Bravado now scale Research's power-up duration bonus

    Upgrades and Rerolls numbers are blue once again for visibility

    Guardian Ally now wants to be further away from the player ship when it has Decoy Signal

    With Leviathan: Deadly Wake emits from the tail body segment, 2/3 of Scorching Wake emits from random body segments
    FIXES & UNDER THE HOOD

    Continued making Bastion and Blades less of "special snowflakes", removing some bugs in the process

    Fixed Bastion taking too little damage from Burnout Reactors

    Fixed a strange interaction between Bastion and Stealth

    Fixed Bastion triggering shield break effects when its down and you gain a level

    Fixed Volatile Shields from triggering too many times with Bastion and Shielded Constructs

    Homing Strike Blade projectiles now return to their launcher

    Fixed a typo that was preventing the custom banish keybinding from being saved

    Fixed many cases of upgrades not applying until your next upgrade

    Fixed the formatting of end-of-game unlock messages

    Fixed several problems with Interceptor Ally configurations

    Adjusted position and size of construct count numbers so they're more legible (especially double-digit counts)

    Reduced depth of player-related objects by 100 so they're less likely to get obscured

    Fixed the level up notification not appearing under certain conditions

    Hive continuously reduces emission rate as spawned count increases (This prevents the number of Hive Drones from growing as uncontrollably)

    Optimized Hive swarms

    Fixed Viper granting inconsistent damage reduction

    The pause menu now considers Viper's bonus to ignite duration

    Overseer now displays the Apex Machinery Supermod combo

    Retribution now displays Apex Machinery and Vital Bond Supermod combos

    Fixed an outdated appearance of the old interceptor icon

    Fixed a depth sorting error with Blade & Shield artwork

    Fixed Outrage Module not firing forward in cases where it should

    You no longer recoil with no weapon, if something makes you fire without one

    Small code optimizations

    Fixed a few minor text issues

    Improved translations: Japanese

    Improved translations: Brazilian Portuguese

    Improved translations: Simplified Chinese
    Update 0.30.5 (17 November 2020) NEW LOCALIZATIONS

    Brazilian Portuguese, Japanese, and Polish languages are now supported.
    ENEMIES 2.0 STATUS UPDATE:

    Over the last few months, we've been working on the exciting tech needed for Enemies 2.0, which includes enemy behaviors and formations. While the tech is finished, we haven't had the time to implement it yet. This will be a big design challenge, and any change to enemies this large is certain to incur a lot of rebalance needs. Additionally, it'd be nice to have new enemies and bosses ready to take full advantage of the tech. For these reasons, this will be included in a later update. That said, there are plenty of improvements in this update that are ready for you!
    NEW FEATURES

    Enemy Entrances

    Certain enemies can now enter anywhere on the battlefield via emerging from the background or utilizing portal technology.

    Enemy Overhaul: Celestials

    These feared creatures now boast improved visuals and revamped attacks to match their ferocity!

    Construct Improvements

    Allies can now utilize Charged Shot and Siege Weaponry. Additionally, several constructs have refined movement.
    BOOOOST!

    -Rainbow cycling improves everything, right? Added about a dozen new instances of rainbow cycling for the BOOST power up and improved existing effects.
    Update 0.29.8 Major Features

    Added a new Body Gear: Leviathan (Nova Drift's most requested feature!)

    Major rework: Helix Shield has been replaced with Orbital Shield, and has been given entirely new mechanics and visuals (Nova Drift's second most requested feature!)

    Rework: Assault Body has been granted new power: There is an 8% chance for weapons fired by you to be "empowered", greatly increasing the stats of the attack. As with all unique body powers, certain mods can scale this power

    Rework: Assault Body now resists mobility-reducing effects from weaponry by 15%

    You gain additional gear choices at account level 25 and 50, to a maximum of 7. This means that with 7 choices, it will never cost more than 1 reroll to get the gear you want

    Added the above "Empower" mechanic to a few Wild Mods: Outrage Module & Phantom Strike. More mods will gain this keyword later

    Added a new BGM, "Recursor", to both Standard and Wild Metamorphosis modes

    Added the game credits to the main menu. If I missed anyone, please don't hesitate to mention it
    Wild Metamorphosis Adjusments

    Added a new Wild Mod: Evolutionary Niche

    Added a new Wild Mod: Grandeur

    Added a new Wild Mod: Maelstrom

    Added a new Wild Mod: Quantum Decoherence

    Added a new Wild Mod: Spontaneous Generation

    Rare Wild Mods are now slightly more common (1 in 4 -> 1 in 3.5)

    If Chaotic Ambition increases your maximum Wild Mods per level by more than 7 it will begin to increase your minimum Wild Mods per level instead

    Transmogrification now grants +1 level

    Obsession penalties -1.25% / level -> -1% / level

    Phantom Strike is now an empowered attack

    Outrage Module is now an empowered attack
    Improvements & Balance

    Research hull 90 -> 85

    Research shields -10% -> -15%

    Research can no longer banish THE VOID (Void banishes you)

    Research must now pay 2 rerolls in order to banish a rare Wild Mod

    Rare Wild Mods now say "RARE" in their titles

    Added shake and sound feedback for failing a Banish

    110 -> 115 shields for Reflect Shield

    There is now a hard level cap of 100. If you manage to somehow reach this, we've got a problem, please report it

    Homing projectiles now seek enemies and targets equally

    You can now toggle healing numbers in settings for you and your constructs, off by default

    You can now toggle self-damage numbers in settings for you and your constructs, off by default

    Drones now spread out their firing sequence evenly

    If you have an old corrupted save file, the game will attempt to fix it

    Experience orbs now scatter a bit from enemies

    Experience orb probabilities change as waves progress, resulting in less but more valuable orbs for the same value. This reduces visual clutter

    Increased base exp needed per level a touch. This only really impacts the first dozen waves or so

    Increasing your level by a mod no longer affects the EXP curve at all. You will be treated as though you are your base level

    Added a border and some breathing room to owned mod displays

    Retribution gained a new rule: If Retribution causes your mines to exceed your mine construct limit, an existing mine is detonated

    Charged Mines gained a new rule: -1 to mine construct limit

    Antimatter Rounds is now stronger but only affects weapons fired by you. This change was made because it enabled insane shenanigans with mines, especially when charged. - Additionally, the game could use more incentives for self-firing builds Since it is now possible to achieve +50%, or even +100%, for unique body powers, Engineer's added construct limits now respects this modifier (rounded down)

    Courser & Battery now scale their added projectiles with modifiers to body unique powers (rounded down)

    Warp Strike total damage -35% -> -30%

    Homing Strike has been given a more informative description

    Homing Strike total projectile damage -80% -> -70%

    Homing Strike total blast, velocity & size modifiers -70% -> -60%

    Homing Strike grace degeneration time extended from .6667 -> 1 seconds

    Changed how targeting affects various weapons. Most notably, very fast projectiles are now better at targeting

    Modifiers to thrust now have a minimum value of 0%

    Rampage now scales with modifiers to thrust, and the text has been changed to "You gain constant added thrust power"

    The pause menu now reports your size modifier

    The pause menu now reports your plating
    Construct Improvements:

    Interceptor allies with Salvo now build up stockpile count and fire a spray of missiles of at least 10

    Improved construct targeting behavior, especially for Guardian Allies:

    Guardian targets the objects closest to the player

    Guardian tries to stay between the player and its combat target

    Turret with Counter-Artillery tries to shoot down projectiles heading toward the player

    Construct aiming rotation now has more damping so they don't overshoot

    Swarm Constructs now deal 6 -> 7 damage

    Swarm Constructs cap their firing range at 240 units so they don't fire out of range

    Swarm Construct attack scaling based on their target's distance is now more likely to hit

    Swarm Constructs consider the average of sprite width and height for the purpose of range, instead of the larger

    Swarm Constructs are allowed to clump up a bit closer

    Swarm Construct target range is now slightly shorter
    Enemy Changes

    Triangle mines, from Pulsars, now spray projectiles 3 at a time with wider spacing (Because triangles)

    Enemy serpents use degrees for sinusoidal movement and reduce sinusoidal movement when near a screen edge to avoid leaving the screen. If they do leave the screen, they now wrap

    Bolt-Throwers linger a bit longer after firing

    Interceptor Champion charge speed ramps up more slowly, and they spend more time "charging". They drop mines less frequently for longer. As a result, mines are dropped farther apart, and you have more time to react to the charge

    Saucers now require wave 10 to be elite and wave 15 to be champion

    Saucers now screen-wrap more tightly

    Spitfire grants you an extra half-second to react to its arrival and deal with other waves before charging its orb

    Saucers give +25% orbs
    Fixes

    Fixed a silly bug where enemy knockback would apply twice from collisions, resulting in about +25% more effective knockback from all crashes than intended (I'm so sorry)

    Interceptor Ally aim now takes firing direction modifier from Propulsive Munitions into account

    Fixed a crash with Ally

    Overseer's movement penalty now works properly

    Blades created by allies can no longer take blast or beam damage to their non-existent shields

    Made global damage calculations more sensible

    Fixed a bug where Scion wouldn't drop its rewards

    Fixed a bug where Settings would become stuck if you tried to go to the online leaderboards, but they aren't available on that game version

    Having both Overseer, a construct that can use your weapon, and Rapid Reconstruction no longer results in no Weapon Gear being offered

    Removed an exploit where you could enable Mayhem mode and disable the other modes by editing your save file

    Fixed a bug that would cause certain effects and objects to be deleted if you pause while the player is in a black hole

    Various performance optimizations
    Update 0.28.12 (25 May 2020) Major Features

    Added French, Russian, Traditional Chinese, and Simplified Chinese localization, which you can toggle between in the Settings menu. The game will attempt to detect your OS language settings and otherwise default to English

    Added a menu to the pause screen. You can now resume, quit, change your settings, or view Super Mod requirements during a game. The pause menu has also been improved, displaying more stats about your build. Quitting from the pause menu now requires a confirmation Overhauled the Settings menu

    "Mouse Mode" and "Keyboard Mode" have been consolidated into one mode. Both always work. The toggle for WASD or Arrow Keys has been removed, but you can reset to the defaults for either one in the customization menu. You can now assign two bindings to both thrust and fire, which accepts mouse or keyboard inputs. If you were previously using Mouse Mode, or Customized Mouse Mode, you may need to rebind your custom controls

    Updated Gamepad and Keyboard / Mouse customization menus to be more intuitive and consistent

    You can now choose which gamepad stick is used for steering, which works with all 3 aim styles

    If you are already using directional aiming, it will default to the right stick, and otherwise default to the left stick

    Gamepad Stabilize is now PRESSING the stick, because down doesn't make sense for the directional aim setting

    Gamepad can now rebind Stabilize

    There are now multiple toggles for windowed resolution. The game will also accept any resolutions that you manually input into your save file

    Rewrote Nova Drift's system for handling audio. Music, SFX, and global volume can now all be adjusted separately from settings

    The Challenge Modes you used are now displayed on your High Score list! However, this addition isn't retroactive for old scores

    Added new BGM: the Infinitum remix, Infinitum (Genesis), now plays in Wild Metamorphosis
    Improvements

    Removed the delay when switching from mouse aim to keyboard/gamepad aim

    Reduced the delay when switching from keyboard/gamepad aim to mouse aim (This delay exists so that accidentally brushing your trackpad or mouse doesn't interfere with keyboard controls)

    More mouse buttons are now supported for customization

    Whenever avoidable, text is no longer used in tutorials to increase the ease of localization

    Collapsed a few tutorials into one

    Framed tutorial buttons now have a few discrete sizes to make localization easier (There is a known bug with this where the button is larger than needed)

    Added hue cycle offsets to Super Mods

    Reworked sound effects for huge explosions, large explosions, Torrent, Saucer enemy shots, and several EMP blast sfx

    Barrage variants have been added for Blade, Torrent, and Dart Addes SFX for Champion Beamcasters
    Game Balance

    Salvo can no longer stockpile while your weapon is on cooldown, but the base damage has been increased 60 -> 90

    Salvo now unloads your stockpile faster for each stock you have remaining

    Salvo's diminishing returns for high levels of stock are now more favorable

    Thermal Lance base damage has been increased by 10%

    Charged Shot now properly considers Rancor if benefiting from extra projectiles from Charged Shot

    Constructs pursuing targets do so faster and more efficiently. This is especially meaningful for Swarm Constructs
    Fixes

    Fixed a bug where Singular Strike always considered you having one more pre-existing projectile than it should (so it does 10% more total damage now)

    Added a very small cooldown to Player wrapping, to prevent a bug where Singularities could cause you to wrap dozens of times per second

    Fixed Viper's burn duration not applying to Incendiary Strike

    Fixed Incendiary Strike not benefiting properly by increased Burn Duration

    Warden plasma shots generate smaller "splinters" after being degraded by Counter Artillery

    Optimized trail performance

    Optimized construct performance
    Update 0.27.20 (1 May 2020) Visibility, Features, and QoL

    Started improving the pause menu. It has a bit more info, and it is partially dynamic to your loadout

    Asteroids now have a slight outline to differentiate them more from the background

    Added a finder circle and a finder pointer for when you're near the edges of the screen

    Grenade explosion artwork has been made less occlusive

    Salvo explosion effects have been made smaller (the blast radius is the same)

    When you screen wrap, the pulsing effect now moves with you, making the player object easier to locate

    The volume and pitch of the crash sfx now changes depending on how hard you are knocked back

    Added some pitch randomization to a few other sfx to try it out

    More fonts are now retina friendly. All fonts now scale at 50% for non-retina to reduce distortion

    Enemy missiles no longer screen flash if fired rapidly

    Firing direction no longer modifies your forward-facing aim scope
    Enemy and Wave Balance

    Made the wave speed modifier from Danger Zone and Mayhem a little less crazy compared to the previous adjustment

    Added considerably more wave time padding for early waves, before wave 30 (was 20), up to 8 seconds

    Enemies now start becoming stronger at wave 100 instead of 120

    Reduced the scaling value, and the maximum value, of enemy knockback dealt to the player based on their hull

    Serpent Elites fire their spines a little less frequently

    Serpent Elites won't appear in the wild before wave 25 now, up from 20

    Wardens and Interceptors now allow a little more time to defeat them

    Pulsars now chase you somewhat less quickly

    Normal and elite Pulsar shots have a little less targeting

    Spitfires now won't introduce more Pulsars if there are already 2 or more

    Spitfire is now a little harder to trick into not firing

    Eclipse champions won't spawn randomly before wave 45 (was 40)

    Eclipse shield retaliation cooldown 2 frames -> 3 frames

    Small asteroids now push less hard

    Small asteroids are more likely to contain orbs

    Small Asteroids deal 10 -> 5 damage
    Game Balance

    Grenade's knockback has been halved, making it easier to hit with clusters

    Grenade base damage: 75 -> 85

    Salvo base damage: 50 -> 60

    Salvo's stockpile rate from projectile count now works consistently with other sources of rate of fire, and also has been improved from 5% -> 15% per projectile (If you go this route, I recommend Convergence over Fusillade)

    A previous buff to Salvo's stockpile diminishing returns was accidentally a nerf. I have inverted this and buffed it further

    Barrage now properly affects projectile count for the purposes of Loaded Mines (with all projectile-based weapons) and Stockpile

    Mine hull 30 -> 25

    Charged Mines now prevents mines from using a trigger radius. They will still detonate on impact (This is a huge buff for this mod in most set ups)

    Mine trigger radius decreased by 25%

    Loaded mines now take 2 -> 4 damage for innately charging weapons

    Swarm Construct damage 5 -> 6

    Interceptor Ally now uses a larger cone angle for targeting integrated weaponry. It is now more likely to start charging Vortex, more likely to start or keep firing Thermal Lance, and more likely to fire other weapons near enemies

    Vortex base damage 4 -> 3.4 (-15% base damage)

    Loaded Mines last rule has been modified: "For weapons that charge innately, your mines charge your weapon at 75% of your charge rate. Additionally, they constantly take 4 damage /s and pay +100% charge costs" (Note that Thermal Lance does not have a "charge cost", only Vortex does)

    Mine effect, for innately charging weapons, has been made consistent with other forms of charge rate scaling instead of being multiplicative

    Explanation: Vortex is most fun when it has a high risk vs reward element. Recent changes to its scaling allowed it to become monstrous without ever really putting you at much risk, due to increased levels of crowd control and charge rate. This reduction in damage will require that you spend longer charging and taking damage to reach those huge damage numbers from huge vortexes. As for the mine changes, Architect was on another level, with Vortex Mines being substantially better than any other kind of mine (or maybe even any other Architect choice). This was because of both mine hull being disposable, unlike the hull of the player or allies, as well as some explosive scaling with Architect's mine effect. Combined, these changes affect Vortex considerably, and Thermal Lance mines only a little.
    Fixes

    Fixed Adrenal Module setting a value where it should be adding a value, overwriting the global damage gained from Masochism

    Homing Strike now works properly with Burst Fire for Allies

    Construct formations no longer flip out if the player teleports or is schlorped into a singularity -The finder no longer activates if the player does the above

    Fixed some description formatting

    Gemini + Shielded Drones + Discharge now properly ignores Gemini

    Architect charging a blade doesn't detonate other constructs until it actually fires

    Prevented the Ludicrous Speed achievement from being earned in debug mode

    Phantom Strike and Outrage module now work with Homing Strike

    Fixed a crash with Outrage module

    Square Drift no longer crashes (perfectly square aspect ratios)

    Grenades with Hyperboost are now less occlusive

    Fixed Grenade's damage being misreported

    Gemini Protocol now indicates that your shield must protect you, as was the case

    Allies using Thermal Lance no longer discontinue the charge if a valid target exists

    Ally burst fire homing strike no longer breaks projectile count

    Halo + Gemini no longer works with Shielded Constructs, as intended

    Prevented Bastion + Architect from detonating mines when it is assembled but not deployed (using Shielded Constructs)

    Fixed Shockwave not creating a shockwave when your shield cooldown completes, but your shield capacity is full

    Fixed Echo Strike misreporting that it hits twice

    Fixed Carrier text colors

    Blade now informs you that its construct limit is equal to your projectile count

    Fixed Shockwave depth sorting

    Stabilize now works while thrusting if Thrust and Up are bound to the same input

    Defensive Drones prioritize hazards in Orbit formation

    Orbit and Rampart formations prefer targets in the direction they're facing

    Vortex charge and Thermal Lance beam now take directional offset from Propulsive Munitions into account

    Antimatter Rounds proced with Salvo's stockpile now divides its added self-damage by your burst fire count, preventing unintentional massive self-damage from burst fire

    Antimatter rounds with Salvo's Stockpile was additionally being applied a second time at a value far greater than intended. This has been removed

    Clamped Bastion Shield's sprite index to prevent a crash when it gets too high

    Prevented a crash involving enemy beam charges being unable to find their leader (when its cleaned up for being off-screen for too long)

    Prevented Sanctuary from (improperly) working with Shielded Constructs

    Fixed cases of Gemini Protocol (improperly) working with Bastion Shield when you have Shielded Constructs

    Fixed some cases of Bastion using base damage instead of current damage to trigger hull-threshold-based mods

    Prevented hull-damage-threshold-triggered mods (that they themselves trigger self-damage) from overwriting the original hull damage you were intended to take (?!)

    Siege Weaponry self-damage now reports in the combat log

    Outrage Module trigger now reports in the proper place in the combat log

    Architect now properly triggers detonate on your constructs when a blade is produced by Phantom Strike or Outrage Module

    The pause menu now properly reports ignite duration modifiers from body gear

    The singularity doesn't blot out the pause menu anymore

    The singularity doesn't draw in front of the darkness anymore

    Fixed excessive Volatile Shield / Tempest Break with Blade + Bastion + Shielded Constructs + Burnout Reactors

    Blade + Burst Fire + Courser / Battery can no longer cheat blade count and fire extra projectiles

    Blades with Shielded Constructs no longer do less damage after taking damage

    Visual Warp Shield radius now works with shield radius modifiers

    Essense Sap can no longer leech from Asteroids and such using Force Armor's blast

    Thermal Lance beam now resets its color after Hyperboost ends

    The Blink reticle no longer disappears if you pause during a blink

    Champion Juggernaut displays its hull bar

    Fixed cargo train box hull bars

    Hidden Power now prevents Mortar

    Rancor charge slow down no longer persists with Mortar

    Swarm Constructs will now attack Eclipses properly. When targeting, they have more accurate ranging (it was using square hitboxes, so oddly shaped enemies were an issue)
    GENESIS UPDATE (24 March 2020) New Features:

    Weapon gear: Thermal Lance

    Shield gear: Shockwave

    Body gear: Carrier

    Added a new super mod: Mortar

    Added a new super mod: Charged Mines

    The mine tree has been reworked and mines have been adjusted

    Auto Mines has been replaced by a new mod: Minefield

    Loaded Mines and Retribution have switched places

    Two new BGM tracks have been added to the game: Superlumen (and its Wild Metamorphosis remix, Superlumen (Warped)), and Infinitum

    Large or dangerous enemies are now announced with a HUD warning, similar to what comets use. This feature will be further iterated on in the future as enemies 2.0 progresses

    Allies that can fire your weapon can now utilize innately charging weapons (Vortex and Thermal Lance)

    Mines that can fire your weapon can now utilize innately charging weapons (Vortex and Thermal Lance) while deployed
    Mechanical Changes:

    Vortex uses new, more sensible logic to calculate its damage and charge rate

    Vortex charge rate now additionally scales with weapon blast radius mods

    Power Reserves now reduces the malus from turn rate penalties (presently only Thermal Lance while firing)

    Rancor now works differently. Instead of the increased charge level gained being permanent, it now falls off over time. The charge level gained is ~5x greater than before

    Retribution now has a 0.5-second internal cooldown

    Mines now have a shorter fuse, which no longer resets when you upgrade

    Mines check their proximity detonation more often

    Architect now detonates all constructs if there are more than one when you switch to it

    Blades not produced by the player no longer screen-wrap Firefly + Rampage now combos as you'd expect

    Mayhem and Danger Zone have been adjusted, along with small aspects of the difficulty curve. The first 20 waves grant additional, but decrementing, bonus time per wave instead of only the first 10 waves. Danger Zone now affects wave speed by a factor of 0.65 again, down from 0.70. As a result, Mayhem is fast and more hardcore again, but the very early waves are a little less overwhelming
    Balance Adjustments

    Drones in Predator formation move 33.33% faster than they previously did -5% -> -7% recovery and shield cooldown on Twin Strike +70% -> +80% regeneration rate on Rapid Reconstruction +30 -> +35 base hull on Rapid Reconstruction +15% -> +10% hull damage resistance on Shielded Constructs

    Galvanic Outburst does considerably less damage

    Pulsar's blast attack now has far less knockback

    Temporal Shield's effect has been made ~11% stronger
    Bug Fixes and Optimizations:

    Fixed a case where Gemini + Absorption actually creates lethal damage with shields up by splitting a damage value less than 0 and then increasing it to 1

    Made many major improvements to game terminology and text descriptions

    Streamlined the player upgrade script and removed a lot of redundancies

    Blades now use "dynamic trails" which is far more performant, especially in extreme cases

    Medicharge takes Hypermetabolism-reserved shield and hull into account

    Fixed a crash with Priority Zero

    Vortex + Gemini now properly soft-triggers shield cooldown

    Having no weapon now prevents any mobility-reducing effects from your weaponry

    Fixed a problem where shielded constructs would be counted at the wrong moment

    Temporal shield now properly slows Pulsar enemy dashes

    Fixed many instances of things apply Corrosion but shouldn't. Player constructs, their abilities, and even some enemies self-inflicting

    Fixed some cases where Corrosion would last forever

    Fixed a mistake with how mine projectiles / Thermal Lance mines are calculated.

    You should see a smooth progression of projectiles, thermal lances, or pulses as your rate of fire and mine effect increases

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