Updates

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Roboquest has been through various stages during development, where different updates have allowed to build up the game as it is today. In this section, the different Update Notes will be displayed, as a legacy section to go through the changes experimented by the title.

Launch Version Updates

1.2 (Arsenal Update)

Here are the patch-notes for the 1.2 version of Roboquest: the Arsenal Update.

Gameplay

  • New resource: Crystal Powder
  • Crystal Powder can be acquired at the end of levels containing a Corrupted Crystal you've already claimed
  • Crystal Powder is used to increase a weapon's rarity from Epic to Fantastic in the new friendly robot Willy Wonder (view in the Friendly Robots section later)
  • New keyword: Summon
  • Summoning is the action of deploying allies like drones, decoy, sentry turrets and everything else that is tagged as Summon in its description
  • Several ingame elements such as Perks and Items grants bonus effects to your Summons
  • Reworked several parts of the code to make sure your summons apply your additional effect like "marking burns"

Classes

  • Several perks have been reworked to now include the Summon keyword

Weapons

General

  • New weapons:
  • Missile Battery * We had a minigun but we didn't have a ROCKET minigun.
  • Rapier * En garde!
  • Sling Gun * And the stone goes boom!
  • Minion Box * Raise my minions!
  • Mini Cricket * We liked that gun from a famous movie with aliens. Such boomer times.
  • Gauss Rifle * Pro Quake player, anyone?
  • Bee Cannon * A mysterious vacuum that shoots bees.
  • Boomerang * Whoosh in and whoosh out.
  • Shuriken * For all the robot-ninja mains out there (you know who I'm talking about).
  • The damage of summons deployed by alt-fires has been increased by 15% per weapon level to 20% per weapon level
  • Overall increase of the explosion radius for all weapons (detailed below)

Alt-Fire

  • Increased Bayonet base damage from 60 to 72 and healing cell bonus drops from 2 to 3

Affixes

  • Updated the number of shots required to trigger Volatile
  • Increased Buckshot trigger chance from 15% to 20%
  • Increased Puncture damage bonus from 50% to 75%
  • Decreased Cadence firerate bonus from 15% to 10%
  • Fragmentation reworked, now works as Buckshot but sends a volley of explosive projectiles

Developers' Note: Fragmentation always felt awkward and a bit misplaced due to its graphical implementation and its projectile speed. Replacing it with something that propels several projectiles similar to its origin weapon will probably feel better overall and works best for us in terms of balancing and implementation. Beware Kaboom Buckshot!

  • New affixes:
  • Echo * Additional Ricochet and Ricochet damage
  • Interceptor * Bonus damage against flying enemies
  • Big-Game * Bonus damage against elites, goliaths and bosses
  • Uproot * Bonus damage against turrets
  • Eraser * Bonus damage against marked enemies
  • Haste * Bonus movespeed while in hand
  • Leader * Bonus summon damage
  • Piñata * Chance to drop several healing-cells on takedown

Balance Changes Junk Rifle Alternative Fire

  • Projectile speed increased from 4000 to 4250

Thumper Primary Fire

  • Damage decreased from 57.0 to 56.0
  • Firerate decreased from 2.22/s to 2.08/s
  • Explosion radius decreased from 1.9m to 1.6m

Flare Gun Primary Fire

  • Explosion radius increased from 2.3m to 2.4m

Elephant Gun Primary Fire

  • Explosion radius increased from 0.9m to 1.0m

Dragoon Mortar Primary Fire

  • Explosion radius increased from 2.3m to 2.4m

Torpedo Rifle Primary Fire

  • Explosion radius increased from 0.7m to 1.0m

Comet Cannon Primary Fire

  • Damage increased from 50.0 to 53.0
  • Impact force decreased from 62.0 to 56.0
  • Explosion radius increased from 1.0m to 1.4m
  • Energy cost increased from 8.0 to 10.0

Beluga Cannon Primary Fire

  • Damage decreased from 53.0 to 50.0
  • Explosion radius increased from 1.8m to 2.2m

Volcano Rifle

  • Can no longer roll the Bounce affix

Developers' Note: This felt more like a nerf to the weapon to roll this affix than anything else, so hey, we're removing it cause affix gotta be fun. Primary Fire

  • Explosion radius increased from 1.0m to 1.2m

Junk Beam Primary Fire

  • Damage decreased from 18.0 to 8.5
  • Firerate increased from 7.69/s to 15.38/s
  • Energy cost decreased from 2.5 to 1.25

Hurricane Rifle Primary Fire

  • Damage increased from 10.5 to 11.0

Mammoth Minigun Primary Fire

  • Damage decreased from 11.0 to 10.5

Ram Shotgun Primary Fire

  • Damage decreased from 10.5 to 8.0
  • Firerate increased from 2.5/s to 2.77/s

Gorilla Bolter Primary Fire

  • Damage decreased from 46.0 to 44.0
  • Critical ratio increased from 1.25 to 1.5

Buffalo Cannon Primary Fire

  • Explosion radius increased from 2.1m to 2.2m

Pulsar Rifle Primary Fire

  • Explosion radius decreased from 1.1m to 0.8m
  • Projectile speed increased from 4500 to 6000

Shark Sniper Primary Fire

  • Damage increased from 96.0 to 98.0

Kangaroo Sentry Alternative Fire

  • Increased summon sentry base damage from 4 to 7
  • Action duration decreased from 0.55 to 0.25

Gadgets

  • Increased Grappling Hook cooldown from 4s to 5s
  • Increased Hero Cape maximum bonus damage from distance traveled from 200% to 300%

Items

  • All multiplayer-only items now also trigger off being nearby a friendly summon and can now be looted in single player
  • Hourglass damage bonus increased from 25% to 30%
  • Magnet now marks nearby enemies instead of shocking them

Developers' Note: And we changed its icon color, because you know, it no longer shocks.

  • Cheese jetpack bonus duration increased from 1.5s to 2s
  • Phone Charger now also increases your summon health
  • Heart Necklace now also increases your armor if a summon is nearby
  • Candle now only increases burn damage (moved the explosion part on a new item)

Developers' Note: The "burn or explosion" part of the description was always confusing for players so we're splitting that into two items.

  • Removed Walkie Talkie from the game

Developers' Note: This was the last "multiplayer-only" effect remaining and we didn't find an interesting enough alternative to it work.

  • New items:
  • Chestnut * Your bonus armor increases Hero Cape damage
  • Ocarina * Increases summon damage and reduces your damage
  • Onion * Increases summons firerate
  • Transformer Toy * Summons a drone to fight alongside you permanently
  • Potato * Increases explosion damage
  • Ball and Chain * Increases Grappling Hook damage and its cooldown

Basecamp

  • Added a Training Range to the Basecamp
  • Training Range: Punching-Bot * To try out your DPS
  • Training Range: Weapon Vending Machine * To spawn any weapon you have the card of
  • Training Range: Weapon Upgrader * To upgrade weapons from the Vending Machine
  • Training Range: Shooting Range * To have fun while waiting for your brobot
  • Training Range: Some of these elements are unlocked once you completed Burger Bill's quest
  • Added an interface breaking down all the stats of a weapon in the Museum
  • Added a hit animation for Bosses in the Museum
  • Added an idle animation for Bosses in the Museum
  • Updated the Elite Punk picture in the Museum

Workshop

  • Removed Rolling Foot from the upgrades, added its 5% bonus movespeed to character's base movespeed
  • Chronosphere moved to previous Rolling Foot slot
  • Loot Hoarder moved to previous Chronosphere slot
  • Added a new upgrade to unlock Willy Wonder to the previous Loot Hoarder slot

Friendly Robots

  • New friendly robot: Willy Wonder
  • Willy Wonder is unlocked with a basecamp upgrade
  • Willy Wonder is a friendly bot that belongs to Max's Crew and can appear in safe areas of the levels
  • Willy Wonder can increase your weapons rarity and grant them additional affixes
  • New friendly robot: Burger Bill
  • A quest has been added in relation to Burger Bill, completing it will unlock the full Training Range at the Basecamp
  • Lottery Luke will now appear in multiplayer for both players if at least one of them has unlocked it

Enemies

  • Increased base health of Goliath Cruiser from 660 to 720

Levels

  • Replaced the Goliath Destroyer by a Goliath Cruiser in Fields

Developers' Note: While it is fun to have some kind of "bouncer" to mark the beginning of the second act, this one was taking its job a tad too seriously.

  • Reworked many safe areas to be able to include Willy Wonder
  • Reduced the number of Security Pods in Haven City by approximately 33.3%
  • Added more random chunks (variations) to Haven-City and

Quality of Life

  • Added several quality of life settings:
  • Show Items * To show or hide the icon list of all the items you've equipped
  • Show Gadgets * Same than above for Gadget icon list
  • Show Perks * Same than above for Perk icon list
  • Show Compass * To show or hide the compass locator indicating enemy presence around you
  • Show Damage Counter * Displays a counter below the minimap displaying how many damage you've dealt this run
  • Reverse X Axis * For those of you weird unique enough to play with reverted X axis
  • Hybrid Control * Playing with both a gamepad and mouse/keyboard should now work properly
  • You can now use Colon, Comma, Exclamation and Period in the keybinds settings

Interface

  • Entirely reworked the localization for German, Korean, Simplified Chinese and Traditional Chinese
  • Added Dutch and Farsi to the game's languages
  • Added Starbreeze to the game's bumpers

Developers' Note: Don't worry, nothing has changed internally ;)

Optimization

  • Optimized UI rendering
  • Optimized loading of VFXs and SFXs

Bug Fixes

  • Speculative Fix: Players failing to play with each other should now be able to, regardless of their platforms.

Developers' Note: We're sorry for the time it takes us to fix those issues. We're trying our best and we hope this round of fixes will do the trick. If not, we'll be on the hunt again.

  • You will no longer be stuck in Haven City after unlocking the door while your brobot disconnects
  • Fixed an issue where Rover enemies wouldn't disappear for the client player
  • Vsync no longer reactivates itself automatically upon game restart
  • Fixed an issue displaying the remaining stack of alt-fire despite having the setting to show them disabled
  • Status effects UI will no longer remain permanently on screen after activating screenshot mode while being under their effects
  • Aim Assist now works properly even with very high or low field of view values
  • The Gotta Catch Them All achievement will unlock the next time you open the Museum if you have everything unlocked but the game previously failed to detect it

1.0.1 (Hotfix)

Important Fixes

  • Cloud Save should now properly work between different devices
  • Fixed issues with long connection times or failed connection attempts for players on Microsoft platforms
  • Fixed the issue where a brobot would properly join and connect your session bit you'd remain in a permanent state of "looking for a brobot"
  • Cleaned up account linking process, linking your accounts to Xbox/Epic/Steam should now properly work
  • Achievements earned while in offline mode will properly register when going back in online mode
  • Playing the free demo on Steam then playing the full game will properly grant you any potential achievements you should have unlocked
  • The soundtrack on Steam has been updated with all tracks
  • Trading Cards and Badges drops have been enabled on Steam


Gameplay

  • Increased bonus wrenches gained by level in Hard difficulty from 1 to 2
  • Snapshot Sam now have a visual effect when showing a weapon to it
  • Quality of Life
  • You can now bind the same hotkey twice (helps with controller keybinding)
  • You can now chose what type of gamepad buttons to display on screen (Xbox, Playstation or Switch)
  • Minor Bug Fixes
  • Deployed minions will no longer infinitely gain damage each time they're being deployed
  • Fixed an issue preventing sounds and music to be played after a cinematic
  • Fixed Max being MIA in the Rift
  • Fixed an issue where you'd be stuck forever in IRIS pt1 if you'd dash right before killing it
  • Removed a hidden hotkey that was used for debug purposes
  • Another attempt at properly sync'ing Elementalist current mantra in multiplayer
  • Playing with inverted mouse look will no longer invert the aim assist while playing with a controller
  • Switching to a difficulty you haven't completed yet in the selector will properly hide the difficulty icon
  • Unlock feedback can no longer trigger during loading screen
  • Fixed the interaction between Double Tap wouldn't properly trigger Hot Potatoe and leave you in a state where the perk would no longer trigger properly
  • Fixed an issue where the Wallstreet Slim's quest could not be completed unless you would already have shown at least one weapon to Snapshot Sam
  • You can no longer earn the Billy Boom achievement if you die before it explodes
  • Fixed multiple OOB and collision issues in various levels
  • Fixed a visual glitch in the Compendium's World display
  • Fixed two crashes related to sounds on Xbox
  • Fixed a crash ocurring when a brobot disconnects during the first loading
  • Fixed an issue with Hero Cape leaving you unable to jump after triggering it
  • Fixed a rare occurrence of merchants selling both extra Wrenches and Brushido's brush in the same item slot
  • Fixed an issue where you would hear the music while the game's running in the background despite having set the music volume to 0


Other Issues

  • Investigated into crashes in general and their fixes
  • Investigated into multiplayer issues and their fixes
  • The 'Thunder' affix now properly works with Burn weapons
  • Looking for a brobot in Discovery difficulty through the matchmaking while having the game language in French should now work properly


Early Access Updates

Winter Playtest Update

General

  • All player explosions now trigger a rocket-jump, propelling you in the direction opposed to the explosion center (some explosions such as the Pulse Blaster’s do not trigger the rocket-jump)
  • Increased the requirements to reach rank A
  • Reduced the requirements to reach rank C

Developers' Note: Most of you were getting rank A kind of regardless of your performance. We decided to modify that to create a more visible difference between succeeding and performing. Also, rank D really felt like a harsh punishment for players who were actually trying to do well and should only be limited to players really ignoring most enemies while still going slow.

  • Increased player size and player camera height a bit

Developers' Note: This was made to clearly show how big of a height difference there is between the guardian and the other characters in the game and to better grasp the environment scale. This shouldn’t have any impact on the gameplay whatsoever.

  • Armor and movement speed bonus are now clamped at 70%
  • Player abilities damage scaling per level increased from 20% to 25%

Developers' Note: This should have been the case in the previous update and we missed it. That’s why the ability-centric builds seemed to be a little less viable than weapon-based builds. It should feel better in this update.

  • Your brobot will automatically be rebooted after 60s if you do not reboot it yourself

Developers' Note: This makes sure you’re not soft-locked in multiplayer if your brobot dies in a spot you can’t reach (because you don’t have the proper gadget for example).

  • Player stun duration increased from 1.75s to 2s
  • Enemy stun duration increased from 3s to 3.5s
  • Enemy freeze duration increased from 4s to 6s
  • Effects increasing your damage based on your current movement speed bonus will no longer reduce your damage when you’re slowed or have movement speed reduction effects


Classes

  • A new class has been added: the Ranger

Ranger (new!)

  • Unlocked by finding the lost javelin in one of the level

Javelin

  • New Secondary Ability
  • Throws a spear which you can then pickup on the ground to refill, has 2 charges by default

Stealth

  • New Primary Ability
  • Your OG’ stealth, except it reloads all of your Javelin charges

Awareness

  • New Passive Ability
  • Passively generates charges every second, increases critical damage per charge, some charges are lost upon taking damage

Perks

  • Added all previous Stealth’s Recon perks to the Ranger (and modified a few of them)

Recon Blink

  • New Primary Ability
  • Dashes a short distance, becoming immune to damage during travel and staggering enemies at the arrival point

Laser Dagger

  • Damage increased from 50.0 to 65.0
  • Healing cell generation when hitting bosses increased from 1 to 3

Perks

  • Added perks for its new primary ability
  • Updated, reworked and moved around lots of upgrades following the addition of its new ability and the Ranger/Recon ability swap

Guardian Bash

  • Damage increased from 35.0 to 50.0
  • Impact force increased from 70.0 to 80.0

Commando Shorty

  • Damage increased from 11.0 to 12.0
  • Impact force increased from 14.0 to 15.0

Engineer Scrap Blaster

  • Impact force increased from 60.0 to 66.0


Perks

  • Increased the number of class-upgrades from 2 to 3
  • Modified the metric values and effects of many different perks
  • Moved some upgrades to different perks or as class-upgrades

Guardian Tactical Slap

  • Piercing arc range increased from 1600 to 1800

Stim Bubble

  • Bonus firerate increased from 30% to 50%

Quadrinity (previously Trinity)

  • Next shot damage increased from 50% to 60%
  • Now triggers every 4 shots instead of 3

Lucky Ammo

  • Auto-critical chance bonus decreased from 30% to 25%

Lock N' Load

  • Bonus firerate increased from 30% to 40%

Recon Dancing Blade

  • Bonus damage increased from 30% to 35%

Favorite Weapon

  • Bonus damage increased from 25% to 30%
  • Bonus reload speed decreased from 25% to 20%

Discipline

  • Duration needed to activate decreased from 1.35s to 1.25s
  • Now also activates when using your primary ability

Good Fortune

  • Auto-critical chance bonus decreased from 12% to 10%

Engineer Targeting Protocol

  • Duration of drone bonus increased from 5s to 6s

Commando Hot Potato

  • Cooldown between weapon throw increased from 3s to 4s

Ranger Night Shroud

  • Duration increased from 6s to 9s
  • Bonus armor decreased from 30% to 20%
  • Bonus movement speed decreased from 20% to 15%
  • Bonus damage increased from 35% to 50%


Weapons
Energy Weapons Developers' Note: Read the highlights for more details on these changes.

  • You can now press R to force your weapon to overheat
  • Added new overheating animations shared by different energy weapons
  • All energy weapons regenerates their energy slower
  • All energy weapons energy cost has been reduced
  • Increased the impact force of all energy weapons

General

  • Added a new weapon: Throwing Axe
  • Reworked ‘Bubble Splasher’ shoot pattern

Affixes

  • Added 4 new affixes
  • Removed ‘Trigger Tap’ from the ‘Shock Cannon’ (thanks StoutShakoForTwoRefined, it was indeed pretty useless of an affix on this weapon)
  • ‘Warmup’ firerate bonus increased from 20% to 25% (affecting only the affix which can roll randomly on weapons, not the base affix some weapons inherently have)
  • ‘Amplifier’ damage bonus for consecutive hits reduced from 60% to 40%

Developers' Note: The Mine Gun and the Pulse Blaster were doing exceptionally well against bosses and that was mainly due to the effects of the Amplifier base affix they both have. Reducing this affix should put them closer to other weapons in terms of efficiency against bosses in particular without hurting their other performances. Alt-Fires

  • All alt-fires that shoots a volley of projectiles have more spread (and therefore should hit more enemies than before while still dealing the same amount of damage per enemy)

Balance Changes Developers' Note: You will see a lot of buffs and a few nerfs in the next section. We tried to raise a lot of weapons to the level of the average “good-performing” weapons and to tune down the few “godlike-performing” weapons a bit. We followed our statistics, your feedback and our feelings to validate those changes. We will obviously keep monitoring the balance of the game. Dual Uzis Primary Fire

  • Damage increased from 7.5 to 8.0

Assault SMG Primary Fire

  • Impact force increased from 8.0 to 9.0
  • Critical ratio increased from 1.25 to 1.5

Windmill Rifle Primary Fire

  • Damage increased from 11.0 to 13.0
  • Impact force increased from 11.0 to 13.0

Light Machine Gun Primary Fire

  • Recoil pattern has been updated
  • Damage increased from 13.0 to 15.0
  • Impact force increased from 13.0 to 15.0

Blast SMG Primary Fire

  • Damage increased from 10.0 to 11.0
  • Impact force increased from 7.0 to 9.0
  • Energy cost decreased from 2.75 to 2.25

Scratch Rifle Primary Fire

  • Critical ratio increased from 1.25 to 1.5

Alternative Fire

  • Damage increased from 60.0 to 64.0

Pumping Shotgun Primary Fire

  • Damage increased from 12.0 to 14.0

Sawed-Offs Primary Fire

  • Damage increased from 9.0 to 10.0

Grandma's Shotgun Primary Fire

  • Damage increased from 12.0 to 14.0

Kramer Primary Fire

  • Damage increased from 14.0 to 17.0
  • Energy cost decreased from 4.5 to 3.0

Blunderbuss Primary Fire

  • Damage increased from 9.0 to 10.0
  • Impact force increased from 8.0 to 13.0
  • Energy cost decreased from 12.0 to 10.0

Power Gloves Primary Fire

  • Damage increased from 38.0 to 52.0
  • Impact force increased from 68.0 to 76.0
  • Energy cost decreased from 8.0 to 6.0

Graviton Launcher Primary Fire

  • Damage increased from 50.0 to 52.0
  • Impact force increased from 42.0 to 62.0
  • Explosion radius increased from 1.0m to 1.2m
  • Energy cost decreased from 14.0 to 10.0

Flare Gun Primary Fire

  • Damage increased from 36.0 to 38.0

Torpedo Gun Primary Fire

  • Damage decreased from 12.0 to 11.0

Mortar Primary Fire

  • Impact force increased from 80.0 to 92.0

Missile Gatling Primary Fire

  • Damage increased from 22.0 to 24.0
  • Impact force decreased from 35.0 to 26.0

Throwing Knife Primary Fire

  • Damage increased from 25.0 to 28.0
  • Impact force increased from 10.0 to 16.0

Rifle Crossbow Primary Fire

  • Critical ratio increased from 1.5 to 1.75

Revolver Primary Fire

  • Critical ratio increased from 1.5 to 2.0
  • Removed ‘Bullseye’ as a base affix

Dual Crossbows Primary Fire

  • Damage increased from 30.0 to 36.0
  • Impact force increased from 32.0 to 36.0
  • Critical ratio decreased from 2.25 to 2.0

Scout Sniper Primary Fire

  • Damage increased from 52.0 to 54.0
  • Critical ratio increased from 2.25 to 2.5
  • Removed ‘Bullseye’ as a base affix

Arquebus Primary Fire

  • Impact force increased from 26.0 to 40.0
  • Critical ratio increased from 1.75 to 2.0
  • Energy cost decreased from 15.0 to 10.0

Sheriff's Carbine Primary Fire

  • Damage increased from 53.0 to 55.0
  • Impact force increased from 46.0 to 48.0

Longbow Primary Fire

  • Damage increased from 70.0 to 72.0
  • Critical ratio increased from 1.5 to 1.75

Ice Cannon Primary Fire

  • Damage increased from 50.0 to 52.0
  • Energy cost decreased from 22.0 to 12.0

Cryo Launcher Primary Fire

  • Firerate increased from 4.54/s to 5.0/s
  • Energy cost decreased from 6.0 to 3.5

Fire Gun Primary Fire

  • Damage increased from 14.0 to 15.0
  • Energy cost decreased from 6.0 to 4.0

Shock Rifle Primary Fire

  • Energy cost decreased from 3.0 to 2.25

Shock Cannon Primary Fire

  • Damage increased from 8.0 to 9.0
  • Energy cost decreased from 4.0 to 3.0

Fire Launcher Primary Fire

  • Damage increased from 30.0 to 36.0
  • Projectile speed increased from 5600 to 6500
  • Energy cost decreased from 8.0 to 7.0

Junk Beam Primary Fire

  • Energy cost decreased from 3.5 to 2.5

Blast Rifle Primary Fire

  • Damage increased from 9.5 to 10.0
  • Impact force increased from 7.0 to 9.0

Assault Rifle

  • Ammo in clip increased from 30 to 35

Primary Fire

  • Damage decreased from 11.0 to 10.0
  • Impact force increased from 9.5 to 10.0
  • Critical ratio increased from 1.25 to 1.5

Militia Rifle Primary Fire

  • Damage increased from 11.0 to 13.0
  • Impact force decreased from 13.0 to 12.0

Minigun

  • Ammo in clip decreased from 100 to 80

Primary Fire

  • Damage decreased from 10.0 to 9.0

Blastgun Primary Fire

  • Impact force increased from 14.0 to 18.0
  • Energy cost decreased from 6.0 to 5.0

Blast Minigun Primary Fire

  • Damage increased from 7.0 to 8.0
  • Impact force increased from 5.0 to 7.0
  • Energy cost decreased from 1.5 to 1.2

Dual Guns Primary Fire

  • Impact force increased from 10.0 to 12.0
  • Critical ratio increased from 1.25 to 1.5

Blast Shotgun Primary Fire

  • Damage increased from 10.0 to 11.0
  • Impact force increased from 5.0 to 10.0

Sulfator Shotgun Primary Fire

  • Damage increased from 6.0 to 7.0
  • Impact force increased from 10.0 to 11.0

Laser Saw Primary Fire

  • Damage increased from 15.0 to 16.0
  • Firerate increased from 2.5/s to 3.12/s
  • Projectile speed increased from 7000 to 9000
  • Energy cost decreased from 10.0 to 8.0

Barrel Cannon Primary Fire

  • Explosion radius increased from 1.0m to 1.2m

Rocket Launcher Primary Fire

  • Damage increased from 64.0 to 66.0

Pulse Blaster Primary Fire

  • Impact force increased from 4.0 to 14.0
  • Energy cost decreased from 3.5 to 2.5

Flak Cannon Primary Fire

  • Damage increased from 16.0 to 18.0
  • Impact force increased from 12.0 to 18.0

Alternative Fire

  • Damage increased from 70.0 to 72.0
  • Impact force increased from 76.0 to 82.0

Long Rifle Primary Fire

  • Damage increased from 36.0 to 40.0
  • Impact force increased from 32.0 to 36.0
  • Firerate decreased from 3.03/s to 2.77/s
  • Critical ratio increased from 1.5 to 2.0
  • Removed ‘Bullseye’ as a base affix

Blast Sniper Primary Fire

  • Impact force increased from 26.0 to 42.0
  • Energy cost decreased from 12.0 to 10.0

Dual Blast Guns Primary Fire

  • Damage increased from 34.0 to 42.0
  • Impact force increased from 26.0 to 38.0
  • Firerate increased from 3.12/s to 3.57/s
  • Energy cost decreased from 8.0 to 6.0

Elite Sniper Primary Fire

  • Damage increased from 80.0 to 86.0
  • Impact force increased from 80.0 to 86.0
  • Critical ratio increased from 2.0 to 2.25

Elite Crossbow Primary Fire

  • Damage increased from 52.0 to 56.0
  • Critical ratio increased from 1.5 to 1.75

Blast Palms Primary Fire

  • Impact force increased from 15.0 to 17.0
  • Energy cost decreased from 4.0 to 3.0

Assault Sentry Primary Fire

  • Damage increased from 18.0 to 20.0

Ball Cannon Primary Fire

  • Impact force increased from 80.0 to 96.0
  • Energy cost decreased from 48.0 to 30.0

Cyclone Primary Fire

  • Impact force increased from 32.0 to 46.0

Alternative Fire

  • Impact force increased from 90.0 to 110.0

Blast Arbalest Primary Fire

  • Damage increased from 39.0 to 48.0
  • Impact force increased from 29.0 to 46.0
  • Firerate increased from 2.5/s to 2.77/s
  • Energy cost decreased from 10.0 to 8.0


Items

  • Added 28 new bazaar items

Balance Changes Boombox

  • Bonus firerate decreased from 35% to 30%

Rice Cooker

  • Healing-cell efficiency bonus decreased from 35% to 20%

Ugly Tie

  • Bonus damage against bosses decreased from 15% to 10%

Rake

  • Bonus damage against turrets decreased from 15% to 10%

Bug Net

  • Bonus damage against flying enemies decreased from 15% to 10%

Credit Card

  • Chance to refund ammo increased from 8% to 10%
  • Ammo refunded decreased from 2 to 1
  • Energy refunded decreased from 6% to 2%

Party Popper

  • Chance to drop a healing cell increased from 2.25% to 3%

Olive-Oil Bottle

  • Bonus reload speed increased from 7% to 10%

Claw String

  • No longer reduces health
  • Bonus melee damage decreased from 30% to 10%

Knight Banner

  • Bonus armor increased from 10% to 15%

Atomic Radish

  • Rocket-jump damage increased from 60 to 65
  • Rocket-jump explosion radius decreased from 1600 to 800

Super Sandwich

  • Bonus duration increased from 2s to 6s
  • Bonus movement speed increased from 20% to 25%

Toy Helicopter

  • Rocket-jump damage increased from 20 to 65
  • Rocket-jump impact force increased from 20 to 75

Artishock

  • Now has a chance to stun you when you take damage rather than when dealing shock damage
  • Bonus damage decreased from 30% to 20%
  • Chance to stun upon taking damage increased from 1.5% to 5%

Snow Globe

  • Now always deals cryo damage to enemies attacking you
  • Chance to freeze upon taking damage increased from 3% to 10%
  • Freeze rate increased from 2 to 2.5 (freezes more efficiently)

Bonsaï Tree

  • Bonus auto-critical chance decreased from 25% to 20%

Dragonfly Ball

  • Healing-cell efficiency decreased from 100% to 40%
  • Now reduces Healing cell duration by 30% instead of 50%

Hero Knee Pads

  • Firing grenades no longer has a cooldown


Shop

  • Added the visuals for Bazaar Bob (he’s now a polite and gentle monsieur)


Basecamp

  • Completely overhauled the basecamp map, size, buildings visuals and placement
  • Added 7 visual levels for the basecamp buildings (each have 7 different appearances based on your level and many other aspects of the basecamp will evolve alongside them)

Developers' Note: For now, you will only witness the visual evolution when going back into the map after you leveled up your basecamp through purchasing upgrades. Later down the road, you will probably get to experience it on-the-fly. Upgrades

  • The upgrade ‘Lottery Ticket’ level 2 now grants a chance to find 2 powercells in Max’ Chests


Gadgets

  • ‘Safety Helmet’ now grants Armor instead of Health

Developers' Note: ‘Yoyo design’, remember?
Enemies

  • Added several new enemies: Firepawn, Ghostpawn, Hatfly, Larvabug, Goliath Larvabug, Firepod and Elitepawn (4 variations)
  • Added a new boss in the random pool of Act 1 bosses
  • Updated the size of several different enemies

Developers' Note: Shouldn’t change much from a gameplay perspective aside from being just a tiny bit easier to shoot at. This change was mainly a subsequent change of the player-character height change.

  • Increased ‘Bullfly’ impact resistance
  • Movement prediction on enemies such as the ‘Shockpod’ (and other ground area patterns) reduced to make them easier to dodge when moving at full speed
  • The ‘Shotgun’ pattern of Goliath enemies changed to more of a ‘Gatling’ pattern to reduce the number of projectiles being spawned at once (therefore reducing the performance overload)

Developers' Note: We therefore reworked the pattern a bit and it should even be a little more interesting to play around (in terms of movement skills). Elite Enemies

  • Elite enemies are different variations of the new enemy ‘Elitepawn’
  • Based on your current difficulty level, a certain number of elite enemies will spawn in each level (starting from the very beginning)
  • Elite enemies won’t appear on Standard difficulty and below

Developers' Note: View the patch highlights for more details. Bosses Dr. Turret

  • Laser speed rotation has been decreased
  • Fire area damage reduced but now deals burn damage (I mean… like walking into a literal burning area would)
  • Replaced its mortar attack by an homing missile attack

Judgeball

  • Mine hitbox detection, explosion and visual effects aligned to better reflect their actual danger zone
  • Removed the shockwave from the artillery pattern
  • Laser bars and laser blasts from the artillery pattern have more spread (leaving more room to move left and right)
  • Reduced charge speed acceleration
  • Increased preshoot timings for most attacks

Uncle Jim

  • The duration of its head-helmet protection has been reduced
  • Missile attack preshoot time decreased from 1.5s to 1s


Levels

  • Removed the hidden upgrade in ‘Oasis’
  • Fully reworked ‘Haven-City’ and ‘Haven-City’ corrupted visuals
  • Removed the dead-end containing enemies in ‘Haven-City’
  • Added easier access to ‘Haven-City’ heights
  • Added new railings in ‘Haven-City’ heights

Developers' Note: These 3 previous changes should make backtracking in ‘Haven-City’ less frequent and the entire level faster to travel therefore reducing the amount of time spent in ‘Haven-City’ overall.

  • Reworked the corruption visuals (you know, these purplish thingy things)
  • Reworked the enemy line-up of all levels (following the introduction of new enemies)
  • Added 2 Goliath enemies in ‘Haven-City Corrupted’ (you don’t have to take them down to unlock the door to the boss)
  • Added 1 Goliath enemy in ‘Quarry’
  • Added 2 Goliath enemies in ‘Fields’
  • Added ‘Larvabug’ as an enemy in ‘Oasis’ (it’s a huge enemy, but less threatening than usual Goliaths)
  • Reduced the frequency of Flashflies encounter in ‘Ruins’
  • Reduced the frequency of Leashbots encounter in ‘Fields’
  • Reduced the enemy density in ‘Fields’ battle room
  • Added new challenge rooms everywhere


Story

  • Max no longer talks through the dialogue bubble in the top-right corner (except in the tutorial level)
  • Max now talks using a 3D bubble above its head when you meet her in the different levels, approaching her will pop-up the bubble and allow you to read it
  • Updated all Max dialogues

Developers' Note: This is just the very first step of the integration of a more ‘final’ experience for the story elements. Do not be surprised if Max tells you about things you already know or have already completed as the new system is based on your game progression (and the dialogue system starts fresh: he considers you as a new player). We will be monitoring your feedback and reactions to this new system and update it accordingly.
Interface

  • Entirely reworked the Class Selector interface
  • Added an option to remove the white-flash damage indicator on enemies when dealing damage to them
  • Added a colored frame to the text popping in when interacting with ingame shop
  • Switched the colored frame to red when you don’t have enough powercells to interact with ingame shops
  • Switched the stun interface from displaying arrows to displaying movement keys
  • Updated the key design of the stun interface to also displays the movement direction
  • Increased the size of the screen-space available when being flashed
  • Added new elements and polished the end-level and end-game screen

Developers' Note: This is just the first step in improving these screens, we’re thinking of adding more elements and information including but not limited to the scores and figures of your run as well as detailed information regarding your build.
Visual Effects

  • Updated the attachment point of all enemy invulnerable bubbles (one by one, by hand, with love and passion for the task)
  • Updated the tail indicator on enemy invulnerable bubble
  • Updated enemy projectile, trails, muzzle flash and laser color
  • Updated challenge rooms laser and projectiles color
  • Updated ‘Flare Gun’ explosion and added elemental variations
  • Improved ‘Bullfly’ preshot visual effects
  • Added a pulsing shield visual effect to ‘Judgeball’ shielding pillars
  • Reworked overheating visual effect for all weapons
  • Added a Burn and Cryo variations of enemy explosions
  • Updated explosion and trail visuals effects of the enemy homing projectiles
  • Updated explosive barrels visuals in ‘Quarry’


Audio
Developers' Note: Audio has been ongoing several in-depth changes regarding spatialization (spatial recognition), attenuation (range recognition), concurrency (managing multiple instances of the same sound) and mix (the overall balance of volume between the different sounds of the game). While it should be healthier for the game in the long-run (both in terms of future implementation as well as future game experience), it also means that things might sound a bit different than before (and maybe a bit broken). We will be monitoring this and taking appropriate measures to fix and improve that.

  • Reworked the importance of interface sounds within the global mix
  • Modified interface sounds volume ducking depending on music volume
  • Reworked the attenuation settings for all the different sound categories
  • Reworked the concurrency settings of all sounds in the game

Developers' Note: This was particularly important for all older devices which are unable to render more than 32 sounds at once. Changing the concurrency settings will make sure to never reach that limit (and also prevent our ears from exploding if one sound would be spawned a dozen times at once).

  • Added some missing explosion sounds for both players and enemies
  • Added some missing enemy sounds regarding attack animations and shoots
  • Added or tweaked enemy projectile impact and travel sounds
  • Normalized interface sound volumes
  • Reworked button hover sound (new one should sound way more pleasing)
  • The level ambient sound now also plays during loading screen and end-game screen
  • Added a “mega land” sound that plays when landing from a very high spot
  • Added a sound for the triple-jump to make it sound different than the double-jump
  • Updated destructible sounds
  • Added some missing sounds on several perks, items and status effects


Bug Fixes

  • Fixed an issue with the ‘Electro Punishment’ perk which made it trigger against Frozen enemies rather than Stunned ones
  • Other numerous bug fixes


Known Issues

  • Some languages still have missing localization

0.11.0 (Autumn Update)

Gameplay

Player

  • Reduced player health gain per level from 40 to 30
  • Increased base player speed by 5%

Developers' Note: We removed the ‘Weird Hat’ gadget from the game, it was picked way too often and we didn’t feel it was fun to have a mandatory gadget. We reallocated the bonus it was giving to this base value increase but also in a new basecamp upgrade. This should promote a higher gadget diversity while still giving players their sweet movement speed bonus.

  • Considering the base movespeed of the player has been increased, all movement speed bonuses increase the speed by a higher value than before
  • Added new statuses for the player:
  • Burned * Slowly burns your scratch damage bar until there’s none, then stops burning
  • Blinded * Covers a part of your screen and puts everything in black and white
  • Hacked * Reverses your movement keys
  • Reduced player stun duration from 3s to 1.75s

Developers' Note: We always thought that people were going to spam the QTE much faster than some actually are. These people were stunned for 3 seconds which seems a bit… unfun. This shouldn’t change much for people already succeeding the QTE.

  • Taking another stun while already being stunned no longer resets the stun QTE

Developers' Note: This actually wasn’t really intended, felt pretty bad and on top of it was pretty confusing if you were already focused on completing the previous QTE. Pickups

  • Powercell lifespan increased from 9s to 12s
  • Updated powercell blink-warning time window to better indicate when they are about to disappear
  • Healing cells lifespan increased from 6s to 7s

Rewards

  • Cleaned up chests types and names:
  • The ‘Starter Pack’ is the chest appearing at the very beginning of your run, at the start of the canyons, it contains specific rewards based on your basecamp upgrades
  • ‘Max’s Chests’ are the chests containing weapons and other rewards in the safe areas
  • ‘Corrupted Crates’ are the chests you can find at the end of challenge rooms
  • These chests all have their own unique reward system

Developers' Note: Each chest will have their own unique visual later down the road.

  • ‘Max’s Chests’ can now contain items
  • Basecamp upgrades now clearly indicate what type of chest they are improving

Classes

Developers' Note: In this update, we’ve brushed off and improved the perk roster for both the Commando and the Engineer. We’re planning to do the same for the Recon and the Guardian in the future. Commando

  • Replaced some perks that were underpicked or didn’t seem interesting with new ones
  • Re-balanced perks overall
  • Maximum Fury increased from 10 to 12

Rocket

  • Damage increased from 75.0 to 80.0
  • Impact force increased from 95.0 to 100.0

Shorty

  • Damage increased from 9.0 to 11.0

Engineer

  • Replaced some perks that were underpicked or didn’t seem interesting with new ones
  • Re-balanced perks overall

Summon-Buddies

  • Cooldown increased from 14.0 to 16.0
  • Drones dodge less often
  • Drones draw less aggro
  • Reduced drone health
  • Increased damage of drone secondary attacks (from perks)
  • Drones can be summoned for free in safe areas (summoning does not trigger the ability cooldown)

Scrap Blaster

  • Damage decreased from 55.0 to 50.0
  • Impact force increased from 50.0 to 60.0
  • Now deals explosive damage
  • Projectile speed increased from 7000 to 12000
  • Cooldown decreased from 5.0 to 3.0
  • No longer homes
  • Reduced scrap generated by 1

Recon Laser Dagger

  • Damage increased from 40.0 to 50.0
  • Now drops extra healing cell on takedowns (like other melee attacks)

Weapons

  • Added two new weapons:
  • Bubble Splasher * A cooling weapon hurling waves of bouncing bubbles
  • Missile-Gatling * A burst-fire weapon blasting volleys of homing rockets
  • Reworked and improved the gunfeel (recoil patterns) of many weapons
  • Sentries summoned by the ‘Assault Sentry’ now inherit the element of the weapon
  • Added ammo and reload system to Assault Sentry, Throwing Knife, Elite Crossbow and Longbow

Developers' Note: While it may seem like a direct nerf to these weapons, it makes them viable in much more builds than before (noticeably those in relation with reload and ammo counters). Affixes

  • Added new white affixes for weapons:
  • Havoc * Bonus melee damage and attack speed while in hand
  • Sidekick * Takedowns reload your other weapons
  • Added new green affixes for weapons:
  • Lag * The last shot deals more damage
  • Top * The first shot is always critical
  • Added new blue affixes for weapons:
  • Breach * Bonus firerate for a short time after applying a critical hit
  • Velocity * Bonus critical damage and projectile speed
  • Bullseye * Bonus critical damage after applying a critical hit

Balance Changes Dual Uzis Primary Fire

  • Recoil pattern has been updated

Assault SMG Primary Fire

  • Impact force increased from 7.0 to 8.0

Tommy Gun Primary Fire

  • Damage increased from 8.0 to 9.0

Light Machine Gun Primary Fire

  • Recoil pattern has been updated

Power Gloves Primary Fire

  • Damage increased from 35.0 to 38.0
  • Impact force increased from 55.0 to 68.0

Torpedo Gun Primary Fire

  • Recoil pattern has been updated

Mortar Primary Fire

  • Impact force increased from 50.0 to 80.0

Throwing Knife

  • Ammo in clip increased from 1 to 8

Primary Fire

  • Critical ratio increased from 3.25 to 3.5

Rifle Crossbow Primary Fire

  • Damage increased from 16.0 to 17.0

Scout Sniper

  • Ammo in clip decreased from 8 to 6

Longbow

  • Ammo in clip increased from 1 to 6

Primary Fire

  • Action duration increased from 0.0 to 0.25

Ice Cannon Primary Fire

  • Recoil pattern has been updated

Cryo Launcher Primary Fire

  • Recoil pattern has been updated

Fire Gun Primary Fire

  • Firerate increased from 4.0/s to 5.0/s

Shock Cannon Primary Fire

  • Recoil pattern has been updated

Fire Launcher Primary Fire

  • Damage increased from 24.0 to 30.0

Blast Rifle Primary Fire

  • Recoil pattern has been updated

Assault Rifle

  • Ammo in clip decreased from 35 to 30

Primary Fire

  • Recoil pattern has been updated
  • Damage increased from 10.5 to 11.0

Minigun Primary Fire

  • Recoil pattern has been updated

Blast Minigun Primary Fire

  • Recoil pattern has been updated

Laser Saw Primary Fire

  • Recoil pattern has been updated
  • Damage increased from 10.0 to 15.0
  • Impact force increased from 8.0 to 16.0

Long Rifle

  • Ammo in clip decreased from 15 to 12

Primary Fire

  • Damage increased from 34.0 to 36.0

Blast Sniper Primary Fire

  • Recoil pattern has been updated

Elite Crossbow

  • Ammo in clip increased from 1 to 8

Primary Fire

  • Damage decreased from 58.0 to 52.0
  • Firerate increased from 1.11/s to 2.0/s
  • Critical ratio decreased from 1.75 to 1.5

Assault Sentry

  • Ammo in clip increased from 1 to 25

Primary Fire

  • Recoil pattern has been updated
  • Damage decreased from 22.0 to 18.0
  • Firerate increased from 3.33/s to 5.0/s

Cyclone Alternative Fire

  • Damage increased from 110.0 to 120.0
  • Impact force increased from 60.0 to 90.0
  • Radius increased from 0.9m to 1.0m
  • Cooldown increased from 4.0 to 6.0
  • Stack amount decreased from 2 to 1

Perks

  • Updated game effects specifying ‘you no longer consume ammo or energy’: the system will now consider that you’re locked at the ammo value you were prior to activating the effect (for example, activating an unlimited ammo effect while at 95% of your magazine will activate the ‘Top Quality’ passive of the Guardian whereas the previous version of the system didn’t activate it)
  • Balanced many Commando and Engineer perks
  • Replaced several Commando and Engineer perks

Developers' Note: As the game and more specifically the perk list is still going under several changes, keeping track of all those changes can prove a bit difficult (and tedious) for us. You can expect the perk changes to be as thorough as the other sections later down the road.

Items

  • ‘Shell’ movement speed reduction reduced from 15% to 10%
  • ‘Carnival Mask’ condition reduced from 25% to 15% and bonus armor from 20% to 10%
  • Added 23 new items:

Developers' Note: We won’t cover them here and will let you discover them directly in the game.

  • Items are now sorted in 3 categories: Common, Uncommon and Fantastic
  • Items of the same category now have the same price

Shop

  • ‘Smithing Joe’ now provides weapons of any tier instead of the weapon tier of your current level
  • Weapon rarities are now clearly indicated on their tooltip: Common (white), Uncommon (green), Superior (blue), Epic (purple) and Fantastic (orange)
  • Reduced superior weapon cost from 6 to 5
  • Reduced epic weapon cost from 9 to 8
  • Reduced fantastic weapon cost from 16 to 12

Basecamp

  • Basecamp upgrades are now displayed and unlocked in a 2D interface panel (still accessible through the ‘Upgrade Basecamp’ console in the basecamp)
  • Removed all other elements related to upgrading the basecamp as a result

Developers' Note: We’re working on getting the basecamp into its final form. The 2D interface panel is the first step and should ensure a much better experience when improving your basecamp and keeping track of all the basecamp upgrades.

  • Increased the amount of Wrenches granted by Data-Logs from 4 to 5
  • Increased the amount of Wrenches granted by the challenge rooms in Act 1 from 1 to 2
  • Added a basecamp upgrade increasing player’s speed by +2/4/6%

Developers' Note: This upgrade should make sure you can still reach the movement speed values you had while using the now-removed ‘Weird Hat’ gadget.

  • Added a basecamp upgrade increasing the amount of health gained per level by +5/10

Gadgets

  • Removed ‘Weird Hat’ from the Gadgets

Developers' Note: Like specified in other developer notes above, we reallocated the bonus movement speed from this gadget to other elements in the game.

  • Added two new gadgets:
  • Roller * While riding and for a short duration after, increases both your movement speed and firerate
  • Swiss Army Knife * Restores health for each powercell you spend

Enemies

  • Certain enemies now have an elemental resistance (represented by an elemental shield nearby their health bar)
  • Enemies resistant to a specific element take 50% reduced damage against that element

Developers' Note: We’re planning to make ‘elemental’ versions of most enemies (meaning enemies either resistant to an elemental or dealing damage of that element) in which case we will swap the texture of an enemy to properly indicate its elemental nature. These ‘elemental’ versions will mainly be used to diversify and increase the difficulty of the different Heroes+ (but not only).

  • Added multiple new enemies: ‘Fire Fly, Ice Fly, Flash Fly, Hat Fly, Smoke Fly, Shield Pod, Fly Nest, Battle Pod, Shield Bot, Gatling Bot, Ball Pod, Ball Bot, Bull Fly’

Developers' Note: We won’t describe the new enemies here, we will let you discover them in the game.

  • ‘Boom Nest’ texture updated (it is now red-ish to clearly indicate the fact that it’s spawning explosive enemies and to differentiate it from the newly added ‘Fly Nest’ which has the same model but spawns regular ‘Light Fly’)
  • Updated the enemy roster of all levels

Developers' Note: We will continue to monitor and fine tune the enemy roster for each level.

  • Reduced enemy damage overall

Developers' Note: With the addition of new enemy types and new attack patterns, a lot of levels became ‘harder’ in terms of ‘practical difficulty’ (difficulty based on mechanics) so we’re tuning down their ‘simulated difficulty’ (difficulty based on values and metrics) to compensate.

  • In arenas, enemy respawns have a lower tendency to exactly replace the latest enemy you’ve destroyed and will more often spawn other eligible enemy types

Developers' Note: This prevents players from developing strategies where they destroy certain enemies first and wait for their respawn in order to get rid of this type of enemy for the remaining duration of the encounter. This also increases the likelihood of having several types of enemies at once at any given time of the encounter (which makes for more interesting fights).

  • ‘Gunpawns’ now also throw grenades in addition to their regular blaster attack
  • Enemy mines area of effect increased by 20% and model size reduced by 35%
  • ‘Light Flies’ shoot from a closer distance
  • Reduced the amount of healing cells dropped by ‘Goliaths’ from 18 to 10

Bosses

  • Added a boss in the boss pool of Act 3: ‘Uncle Jim’

Developers' Note: That means you may encounter either ‘Beetle Royale’ or ‘Uncle Jim’ at the end of Act 3.

  • Reduced Bosses’ ‘enrage’ speed bonus in higher difficulties
  • Updated most bosses health to make their time-to-kill more homogeneous

Judgeball

  • Removed the aerial rocket when going full artillery mode

Developers' Note: This change should reduce the amount of spots you have to pay attention to during this attack (by removing the aerial one).

  • Reduced shockwave damage by 10%
  • Replaced the bouncing balls by mines during the spin-to-win attack

Billy Boom

  • ‘Billy Boom’ stun ball replaced by an explosive rocket and increased its frequency

Developers' Note: Billy Boom has a slightly too high winrate against you and conveniently enough we wanted to keep the possibility to transform Bosses’ patterns into elemental variations of them for the higher difficulty levels. Making this change gives us the possibility to bring back the ‘shock’ version of it later and should help reduce that winrate.

Levels

  • All lava traps in the game now use the same visual: green acidic ooze, they all bump the players

Developers' Note: We felt like the red-ish lava was too bright for the eye and was too disturbing. We also felt like people had a hard time realizing when they were taking damage in lava-traps that weren’t bumping them. We got rid of these problems by simply and conveniently making all lava-trap look and behave the same way (green acidic ooze with bumping damage). Finally, we feel like lava-bump is pretty fun.

  • Added explosive barrels to the Quarry level
  • Smoothed ‘Sir Catercoaster’ lava rocket-jump
  • Reworked Act 1 rock visuals
  • Improved ‘Oasis’ visuals
  • Improved ‘Canyon’ visuals
  • Updated the 3D model of all the challenge room doors
  • Updated the 3D model of the doors at the end of all levels of Act 2
  • Updated the 3D model of the doors within all levels of Act 2

Visual Effects

  • Updated bosses’ explosion VFX

Developers' Note: When our VFX artist started working on that task, we were pretty scared that we’d lose that Sonic©️-ish style. But we feel like he’s done a wonderful job at preserving that feel while still managing to align it with the visual style of other Roboquest’s VFXs. We hope you’ll think so too!

  • Overhauled and updated all enemy death visual effects (depending on enemy size, damage type used to destroy it etc.)
  • Updated VFX and decals for all enemy and player explosions
  • Updated enemies’ mines VFX and decal
  • Updated enemies’ shield VFX to clearly indicate the origin of the shield
  • Updated enemy bouncing ball VFX
  • Updated Bosses’ frozen status VFX
  • Updated and improved performance of the Quarry’s smoked areas

Developers' Note: This still needs a lot of work to align it with the Roboquest style and reduce its performance cost. This is just a hotfix for now.

  • Updated ‘Mark’ visuals and VFX

Performance

  • Improved network performance
  • Switched the authority handling movement, making the client player’s movements feel much smoother (should highly reduce rubberbanding issues)

Developers' Note: It should finally feel way better to play as the client player (when you were previously experiencing things such as rollbacks or stutters. This doesn’t mean that all multiplayer issues have been solved though.

  • Improved elements related to enemy death performance
  • Improved minimap and map display performance
  • Improved general UI performance
  • Improved enemy animation calculation performance
  • Improved performances of all projectile and impact VFXs

Bug Fixes

  • Fixed many bugs

Developers' Note: We actually fixed many of the crashes and bugs you’ve been reporting (thanks for your reports!). We didn’t track them all but we know you would be pleased to see the bugs you’ve been reporting listed here. We’ll try to do our homework better next time.

  • Added many bugs

Developers' Note: The programmers told us to add that, so we did :D

0.10.2

Localization

  • Updated localization for Chinese, French and Portuguese-Brazilian
  • Added localization for Persian, Dutch, Korean and Italian
  • Added localized version of the store page for the languages above and others
  • Updated the store page to reflect what languages are currently supported in the game
  • Developer's Note: Please make sure to check out the supported languages on the store page to make sure your language is available.
  • Updated and fixed several text issues

General Changelist

  • 'Artishock' can no longer instantly kill you when coupled with the 'Electro Mastery' perk
  • 'Elemental Weapon' no longer triggers the bonus effects of items twice
  • 'Master Exploder' upgrade now works properly
  • 'Sharp Wave' visual effect no longer disappears after dying once and being rebooted
  • You can no longer be stuck forever if the client player disconnects during the end game screen, the victory screen or right after he died
  • Fixed a few other crashes

0.10.1

Localization

  • Added Chinese, French, Portuguese-Brazilian and Japanese localization
  • There might still be small issues and untranslated texts in these languages (but they should be resolved soon)
  • We started to implement new languages to the game but they're far from complete (Persian and Turkish)
  • The other languages are still being worked on by the community translators
  • We will update the listed languages in the store when all text and localization issues have been solved
  • The Gamepass and Steam localization version are different (the Gamepass one being slightly outdated) and this will be resolved today or tomorrow (this will not impact multiplayer)

General Changelist

  • Buddy Bot no longer disappears when dropped elsewhere than the Canyons
  • Speculative Fix: Reduced the crash occurrence when getting back to the basecamp in multiplayer
  • Speculative Fix: Fixed a crash coming from the the weapon visual effect system
  • Speculative Fix: Fixed a crash coming from minimap icons
  • Speculative Fix: Fixed an infinite loading screen issue in multiplayer
  • The 'Shock Cannon' can no longer roll the 'Fork' affix
  • Fixed an issue with projectiles spawning with the wrong texture
  • Trying to reduce performance overload coming from the 'Rifle Crossbow' projectiles

0.8.3

Gameplay General

  • Added a new ‘Ping’ action
  • For now you can only ping weapons, which will highlight and share the weapon to your brobot in multiplayer
  • Added an ‘anti-kill-steal’ system in multiplayer: dealing at least 40% damage to an enemy will automatically trigger any of your ‘Takedown’ effects when the enemy is destroyed, regardless of whom destroyed it

Developer’s Note: These are just the first steps towards building a better multiplayer experience, which will then enable us to implement the public matchmaking.

  • Increased the frequency at which enemies drop weapons by 20%
  • Developer’s Note: We eventually want rewards such as weapons to be granted at specific locations to avoid breaking the flow of the combat but this new system is still a work-in-progress and in the meantime we need to increase the amount of weapon choices you encounter.
  • Cells fade duration increased from 8.5s to 9s

Developer’s Note: We noticed that we were often just a little bit too short on time to gather cells when playing with a gamepad. Obviously just changing this value won’t fix the issue but we’re still thinking hard about how the cell system works. We want more time to think about it so in the meantime this is the change we made.

  • Developer’s Note: We also went back on our will to modify how snipers / scoping and cell gathering works. Scoping will still gather cells from afar.
  • Reduced Trail Bots movement speed by approximately 30% and increased their health by approximately 20%
  • Trail Bots now have a ‘Sprint’ mode triggered when you shoot them or get too close to them. It highly increases their movement speed
  • Several levels have new types of Trail Bots: Speedy Trail Bots and Beefy Trail Bots
  • The base critical ratio of non-critical weapons and effects reduced from 130% to 125% (triggering a lucky critical with your Rocket Launcher will therefore only deal 25% extra damage instead of 30%)

Developer’s Note: This is mostly a change made to have a critical value which is more consistent with the other game’s values rather than a balance change.

Classes

Engineer

Drone

  • Updated Drone behavior to cumulate their old behavior with the new one we implemented a few updates ago, they should be more aggressive than before and spend more time in the midst of the combat rather than above your robot’s ears while still closely following you
  • Increased base Drone damage and health but reduced the efficiency gained from Perks and Perk Upgrades, their final power level is approximately 20% higher than before
  • Drones now only take 60% damage from Bosses’ attack patterns

Scrap Blaster

  • Projectile speed increased from 4200 to 7000

Commando

Rocket

  • Damage increased from 70.0 to 75.0
  • Radius increased from 1.85m to 2.0m


Weapons

Scratch Rifle

Primary Fire

  • Damage increased from 9.0 to 10.0
  • Alternative Fire
  • Damage increased from 40.0 to 50.0
  • Radius increased from 1.25m to 1.5m

Kramer

Primary Fire

  • Damage increased from 12.0 to 14.0

Blunderbuss

Primary Fire

  • Projectile speed increased from 7000 to 9000

Blast Ball

Primary Fire

  • Projectile speed decreased from 10000 to 9000

Power Gloves

Primary Fire

  • Damage increased from 15.0 to 16.0
  • Impact force increased from 11.0 to 12.0
  • Firerate increased from 3.57/s to 4.0/s
  • Pellet amount decreased from 2 to 1
  • Critical ratio increased from 1.25 to 1.5
  • Range increased from 12.0 to 16.0
  • Projectile speed increased from 7000 to 17500
  • Heat per shot increased from 6.5 to 10.0

Alternative Fire

  • Damage increased from 64.0 to 66.0

Cryo Launcher

Primary Fire

  • Damage increased from 12.0 to 15.0
  • Projectile speed increased from 5000 to 9000

Blast Palms

Primary Fire

  • Projectile speed increased from 3600 to 4000

Blast Rifle

Primary Fire

  • Damage increased from 9.0 to 9.5
  • Projectile speed decreased from 12500 to 9000

Blast Shotgun

Primary Fire

  • Range increased from 9.0 to 12.0
  • Projectile speed decreased from 12500 to 9000

Blast Sniper

Primary Fire

  • Damage increased from 44.0 to 47.0
  • Critical ratio increased from 1.75 to 2.0
  • Projectile speed decreased from 40000 to 17500

Dual Blast Guns

Primary Fire

  • Projectile speed decreased from 20000 to 17500

Flak Cannon

Primary Fire

  • Damage increased from 15.0 to 16.0

Alternative Fire

  • Damage increased from 56.0 to 58.0

Blastgun

Primary Fire

  • Projectile speed decreased from 10000 to 9000

Ball Cannon

Primary Fire

  • Projectile speed increased from 6000 to 12000

Laser Saw

Primary Fire

  • Damage increased from 32.0 to 40.0
  • Projectile speed increased from 7000 to 10000
  • Heat per shot decreased from 14.0 to 10.0

Alternative Fire

  • Damage increased from 24.0 to 30.0
  • Impact force increased from 10.0 to 15.0
  • Heat per shot decreased from 5.0 to 3.0

Blast Arbalest

Primary Fire

  • Damage increased from 37.0 to 39.0
  • Range increased from 12.0 to 16.0
  • Projectile speed increased from 7000 to 10000
  • Heat per shot decreased from 11.0 to 10.0

Blast Minigun

Primary Fire

  • Damage increased from 7.0 to 7.5
  • Projectile speed decreased from 5500 to 4000

Affixes

  • ‘Affinity’ now increases all stats instead of only one specific stat, all weapons previously having a specific affinity have the new ‘Affinity’ (all stats)
  • ‘Dense’ now named ‘Thick’
  • ‘Cadence’ no longer reduces accuracy
  • ‘Sharp’ no longer reduces firerate
  • Increased ‘Explosive’ explosion radius from 200 to 300 and reduced bonus damage from 50% to 30%

Perks

  • ‘Low Rider’ class upgrade for Guardian and Recon now only grants an additional jump and no longer increases your movement speed
  • ‘Robo-Coffee’ upgrade of ‘Favorite Weapon’ no longer increases your movement speed but only your weapons’ firerate

Recon

  • ‘Shadow Strike’ now only increases melee and weapon damage instead of all damage
  • ‘Sentinel Gatling’ upgrade of ‘Sentinel’ no longer reduces Decoy’s accuracy
  • ‘Night Shroud’ resistance bonus reduced but now it also increases your melee and weapon damage
  • ‘Tactical Mark’ now makes your next weapon shot mark all enemies hit with a short cooldown instead of marking the closest enemy in sight when deploying a decoy
  • ‘Double Spread’ upgrade of ‘Tactical Mark’ now only has a chance to spread the mark to another enemy instead of spreading it automatically

Commando

  • ‘Robzerker’ now increases your damage instead of your lucky critical chance in addition to increasing your resistance
  • ‘Fighting Scar’ upgrade of ‘Robzerker’ removed
  • Added a new upgrade to ‘Robzerker’ named ‘Lucky Scratch’ it increases your lucky critical chance while Robzerker is active
  • ‘Boom Spark’ upgrade of ‘Light Spark’ now reduces spark firerate
  • Removed ‘Spark Ricochet’ upgrade of ‘Light Spark’
  • Added a new upgrade to ‘Light Spark’ named ‘Spark Rain’ it increases spark firerate

Engineer

  • Moved the ‘Oiled Blaster’ upgrade from ‘Triple Bombs’ to a class upgrade
  • ‘Triple Bombs’ now reduces the damage of your melee but each bomb deals full damage instead of reduced damage when hitting the same target
  • ‘Triple Bombs’ explosion radius decreased from 500 to 375
  • ‘Scanning Process’ upgrade of ‘Triple Bombs removed
  • Added a new upgrade for ‘Triple Bombs’ named ‘Surprise Load’ it grants you a chance to instantly recover your melee cooldown after using it
  • Added a new upgrade for ‘Triple Bombs’ named ‘Well-Fed Bombs’ it increases perk’s damage and explosion radius
  • ‘Menu Extra-Blast’ upgrade of ‘Triple Bombs’ now increases the cooldown of your melee
  • ‘Drone Bubble’ now triggers also when using ‘Love Bond’
  • ‘Safe Space’ upgrade of ‘Drone Bubble’ now increases the invulnerability duration instead of triggering when using ‘Love Bond’
  • Removed ‘Oiled Cannon’ upgrade of ‘Drone Bazooka’
  • Added a new upgrade for ‘Drone Bazooka’ named ‘Fairy Dust’ it increases damage dealt by ‘Drone Bazooka’
  • ‘Vaporize’ upgrade of ‘Elemental Split’ now grants a chance to execute enemies on first hit against them rather than any hits

Items

  • ‘Wheel’ now also increases reload speed in addition to firerate
  • ‘Saw’ no longer increases movement speed but only melee damage
  • ‘Lubricant’ now increases movement speed instead of reload speed and mod. Cooldown reduction
  • ‘Nail’ now also increases accuracy in addition to lucky critical chance

Basecamp

  • We brought back the Weapon Level-Up machine
  • Modified the behavior of the level-up machine, now sets a weapon to the current power level of the stage you’re in, the cost is scaled depending on the level difference with the weapon’s current level

Developer’s Note: We read your feedback on that side and while we’re still unhappy with this mechanic we felt like it would please you to have it once more (and it wouldn’t hurt the game). We’re of course still looking at a more elegant way to make you able to carry a weapon over several levels without having it getting underpowered.


Enemies

  • Enemy homing missiles now stops homing the player when entering close range, this should make them a bit more fair and easier to dodge
  • Reduced enemies’ and bosses’ explosive attack patterns damage by approximately 20%
  • Reduced enemy sniper damage by 20%

Boss:

We tried to make bosses cleaner, fairer and overall funnier in this update and Dr. Turret underwent the most changes

Dr. Turret

  • Replaced its laser pattern with another one which should make it more predictable and should make the boss look less silly
  • Replaced its blaster attack with a triple laser attack
  • Added movement prediction to its mortar attack
  • Increased area range of the mortar attack
  • Removed its shield spawning pattern
  • Updated or polished several of its visual effects

Lady Bug

  • Reduced its laser bar attack firerate

Judgeball

  • Added back the rocket attack during its artillery pattern
  • Reduced the amount of side projectiles during the artillery pattern but increased the amount of laser bars it shoots
  • Its bouncing balls now explode after a few bounces

Diggy Mole

  • The drill part of Diggy no longer deals damage during its missile attack pattern
  • The drill part now has a danger feedback to indicate that it will deal damage during its shockwave attack pattern

Billy Boom

  • Billy Boom now has a melee attack when rushing you at close range
  • Reduced the damage dealt by its laser attack
  • When down, Billy now gets up after triggering its lever

Levels

  • Added new level chunks to Fields and Energy Center which should make them feel more randomized
  • Improved and updated environment in the Act 2 levels

Interface

  • Ammo count in the weapon box (bottom-right) now replaced by an infinite sign when under an infinite ammo effect

Audio

  • Updated the ‘Loading Complete’ sound
  • Updated and added several other sounds
  • Fixed some issues when multiple sounds of the same category play in the same time

Bug Fixes

  • ‘Stim-Bubble’ no longer increases melee attack speed, as it shouldn’t have in the first place
  • Discrepancies of weapon mods between client and server fixed
  • Stunning, slowing or freezing a boss should properly slow it down under all circumstances
  • Controller haptics are now enabled by default