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v1.009

v1.009 __Bug Fixes:__ - Biden Bug potentially fixed. __General:__ - **Global Damage: 1.0 -> 0.95** - Integrated Module Graphic added. - **Resistances floor set to 0 (see Armor Rework below).** - Default Bertha updated. - Default Valhalla updated. __**Chassis:**__ - Sentry EMP Resistance: 0% -> 15% - Precursor EMP Resistance: 0% -> 15% - Scorpion EMP Resistance: 0% -> 15% - **Integrity: 1150 -> 750** - Thrust: 120 -> 100 - **Thrust Ratio Above: 1.3 -> 0.8** - Thrust Ratio Below: 1.3 -> 1.2 - Turtle EMP Resistance: 0% -> 25% - Commando EMP Resistance: 0% -> 25% - Hurricane EMP Resistance: 0% -> 25% - Crusher EMP Resistance: 0% -> 25% - Integrity: 1800 -> 1750 - Jump Ratio Above: 0.96 -> 1.20 - Bertha EMP Resistance: 0% -> 25% - **Integrity: 2430 -> 2100** - Valhalla EMP Resistance: 0% -> 25% - **Jump Ratio Above: 0.47 -> 1.30** - Jump Ratio Below: 0.11 -> 0.10 - Aquila EMP Resistance: 0% -> 35% - Jump: 110 -> 145 - Orbital EMP Resistance: 0% -> 35% - **Integrity: 500 -> 600** - Thrust: 90 -> 150 - Min Thrust: 135 -> 150 - Babel EMP Resistance: 0% -> 35% - Explosive Resistance: 0% -> 25% - Kinetic Resistance: 0% -> 25% __Components:__ - Visor Head Thrust: -45 -> -40 - Visor Head Jump: -18 -> -20 - Shield Head Thrust: -48 -> -60 - Shield Head Jump: -48 -> -30 - Shield Head Adaptive Plating reworked (see Armor Rework below). - Sinistar Head Thrust: -45 -> -30 - Sinistar Head Jump: -8 -> -15 - Doom's Visage Jump: -75 -> -45 - Orion Arm Same arcs as Orion Arm 2. - Orion Arm Thrust: -60 -> -35 __Weapons:__ - Pulse Laser Kills Missiles Enabled. - Laserbeam Kills Missiles Disabled. - **Rail Cannon Energy Use: .75 -> .35** - Ice Cannon - **Damage Curve Removed.** - Damage 20 - Damage to Shields: 130 -> 75 - EMP Duration: 0 -> 2 - Blizzard Cannon - **Damage Curve Removed.** - Damage 40 - Damage to Shields: 160 -> 150 - EMP Duration: 0 -> 3 - The Absolute Zero - **Damage Curve Removed.** - Damage 60 - Damage to Shields: 800 -> 225 - Energy Use: 0.6125 -> .33 - EMP Duration: 0 -> 4 - Flamethrower - **Energy Use: 0 -> 0.01** - Kills Missiles: On -> Off - Solar Incinerator - Damage: 0.79 -> 0.805 - **Energy Use: 0 -> 0.01** - Damage To Shields: 4 -> 5 - Kills Missiles: On -> Off - Piercer Rocket - Damage: 170 -> 185 - Rapier Rocket - Damage: 70 -> 85 - EMP Rocket - EMP: 0.5 -> 5 - Damage To Shields: 300 -> 3000 - MultiRocket - Velocity: 1688 -> 2.5 - Maxlifetime: 15 -> 11 - Super EMP Rocket - EMP: 1 -> 15 - Damage To Shields: 900 -> 9000 - EMP Duration: 5 -> 50 - Weapon Path: Nuke -> Rocket - Nuke Duration: 200 -> 250 - Turbo Nuke Duration: 200 -> 250 - Turbo Nuke Radius: 6 -> 5 - **Bulletstorm** - 1x Integrated PIN added. - 1x Integrated ETA added. - Death Lotus - 1x Integrated Enhanced Generator added. - 1x Integrated Large Capacitor added. - Default energy regeneration removed. - Default energy capacity removed. - Worldcrusher - 1x Integrated Scanner added. - 1x Integrated Sun Capacitor added. - **Ammobliterator** - 1x Integrated Nanite Repair Kit added. - 1x Integrated Gravity Pods added. - Red Eyes - Module Slot: 1x -> 0x - **Cold Blue** - 1x Integrated Interlaced Energy Shield added. - 1x Integrated Charged Plating added. - **Black Sun** - 1x Targeter - 1x Ordnance Stabilizers - Damage 30 -> 106.25 - Missile Health 3 -> 14 - **Atomic Equalizer** - 2x Integrated Atomic Generator added. - Damage Curve Revised. - Damage: 1 -> 1.5 __Modules:__ - **Armor Rework** - **Resistances floor set to 0** (This is to make armor stacking not OP). - Blast Plating - +400 integrity - +10% Melee Resistance - -10% Kinetic Resistance - -10% Explosive Resistance - -10% EMP Resistance - -5% Thermal Resistance - -20 Thrust - -10 Jump - Kinetic Plating - +35% Explosive Resistance - +35% Kinetic Resistance - +10% Thermal Resistance - -10% EMP Resistance - -5% Melee Resistance - -20 Thrust - -10 Jump - Charged Plating - +1.5% hp per TJ (what it is currently) - Shields regenerate upon damage restored. - Append to description, "Damage restores Shields by (x%)." - -10% Explosive Resistance - -10% Kinetic Resistance - -10% EMP Resistance - -5% Melee Resistance - -5% Thermal Resistance - -20 Thrust - -10 Jump - EMP Plating - +50% EMP Resistance - increased per GJ - -5% Explosive Resistance - -5% Kinetic Resistance - -5% Melee Resistance - -5% Thermal Resistance - Adaptive Plating (Shield Head Integrated Module) - Armor Resistance penalties are not counted.


[ 2024-05-09 00:38:32 CET ] [ Original post ]

Steel Symphony
Steel Symphony Development Team Developer
Steel Symphony Development Team Publisher
Coming soon Release
Game News Posts: 33
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (10 reviews)
Public Linux Depots:
  • [0 B]
Inspired by JaGeX's Steel Sentinels, Steel Symphony is a 2D Action-Strategy platformer where players choose from an assortment of components to build their robot, or sentinel. The key to formidable customization is creatively balancing & optimizing statistics such as integrity, shielding, mass, weapon capabilities, modular arrange, and equipment carried. Chassis configuration, weapon loadout, and module selection constitute the essence of a sentinel: Chassis are selected archetypally dependent on class such as runner, jumper, flier, tank, colossus, etc... that are further configured to fill multiple roles. Weapons are chosen based on damage, range, rate of fire, energy dependency, area of effect, synergy with other weapons, and additional effects. Modules are delegated to give the sentinel protection, maneuverability, extra power, and/or more complex effects.

MINIMAL SETUP
  • OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
  • Processor: x64 architecture with SSE2 instruction set support.
  • Graphics: OpenGL 3.2+. Vulkan capable.
  • Storage: 1 GB available space
GAMEBILLET

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12.20$ (39%)
1.60$ (92%)
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26.68$ (11%)
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33.97$ (15%)
4.95$ (17%)
24.87$ (17%)
GAMERSGATE

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16.57$ (45%)
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6.0$ (85%)
2.64$ (91%)
2.0$ (75%)
7.65$ (74%)
26.99$ (10%)
0.87$ (91%)
6.4$ (60%)
4.5$ (62%)
12.99$ (35%)
0.37$ (63%)
1.72$ (89%)
3.0$ (80%)
9.6$ (84%)
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6.0$ (70%)
0.87$ (71%)
12.99$ (35%)

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