News

Get Overload Version 0.7 with new Campaign Level NOW!

Posted October 6, 2017 by Cathy Schneider

Overload Version 0.7 Build 83 is now available on Steam Early Access! This is a big drop including a new campaign level, the player ship model, and a ton of smaller changes.  As always, we want to hear your comments and feedback.  Join the discussion on the forums or email us at [email protected]

New Content
  • Level 4 (Phoebe Peleus)
New Features
  • New Player Ship Exterior – will still be teaked a bit, but now mostly final
  • Rear View (not mapped by default, on ‘Additional Controls’ page of mapping)
  • Quicksave (Default is F8, saves in last slot. Previously had been combined with Checkpoint Save – now these things are separate)
  • 3rd reticle option
  • Ambient sounds in story missions
  • Ability to select which controller is “Primary.” The primary controller is the one that controls the menus.
  • Function Keys can be remapped (Quicksave/Toggle Cockpit F8/F9, etc)
  • Selection wheel controls can be remapped (Additional Contols Page)
  • New fastest speed option for the Joystick/Keyboard turn speed
  • New ‘Low’ option for Joystick Sensitivity
  • Joystick/KB Roll Speed (Turn Speed already controls Yaw & Pitch)
  • Can enter Challenge Mode with less than full loadout (For 2nd+ Primary/Secondary slot, choose “-none-“)
  • Automap now indicates Energy Centers
  • Can delete Pilots with a controller
  • Can quit directly to the Challenge Mode menu to save time when replaying
  • Can go to the Load Game menu from the SP death screen
Feature Changes
  • Holo-Guide will no longer lead to secret powerups until the player finds them
  • Holo-Guide no longer in Challenge Mode
  • Removed “heatmaps” from the automap
  • Removed the option to change FoV in VR (not needed, and didn’t do anything anyway)
  • Removed Super variants of Guardian, Kraken, & Scourge so their new ‘Upgrades’ will be a surprise in the final game 🙂
Tweaks
  • Optimizations
  • Weapon & Missile are now called Primary & Secondary
  • Super Secondary Weapon (Missile) Pickups now give *full
  • ammo (allowing player to have more than max ammo)
  • Changed AI in CM so robots engage the player a little faster at the start of the game (to decrease starting lull)
  • Changed aim on ‘first shots’ by AI, so the player will get more warning shots and be a little less surprised
  • Lowered Robot accuracy on Wind Tunnel Exit (was too precise/unfair)
  • Page Up/Down now wrap for Challenge Mode levels
  • Added First/Last Page controls to menus that support Page Up/Down.
  • Added ‘Jump to My Score’ to in-game leaderbaord.
  • Made [Cancel] not back out of Automap (caused conflicts, mainly with joysticks
    and zoom)
  • Improved robot AI when the player is cloaked
  • Increased movement in automap by 50%
  • Tweaked SFX for supers to differentiate them from their regular versions
Fixes
  • Better fix to the issue with close-spawning in Challenge Mode
  • Fixed issue with robots getting stuck at exit of wind tunnel
  • Fixed an issue with the cursor re-centering on changing pages (pgup/pgdn)
  • Fixed issue where Holo-Guide was listed as the killer in Countdown
  • Fixed an issue with Reflex & Missile Pods quantum tunneling out of the world
  • Snipers will no longer ‘fall asleep’ in Challenge Mode
  • Cleaned up some timing-related issues with player death
  • Cryopod Numbers now correspond to normal counting, not computer counting (1, 2, 3,… instead of 0, 1, 2,…)
  • Fixed an issue with loading old profiles
  • Fixed an issue preventing the game from starting in Fullscreen
  • Fixed an issue in which the Saved Game Menu wouldn’t render
  • Fixed an issue with Tarvos that would cause certain parts to disappear/not render
  • Fixed a font issue with dashes
  • Corrected the Automap Legend