Scraper: Gauntlet Update 1.1.0
Hello Gauntlet players!
We've had a great week watching you unpack the combat toolkit we spent the last year putting together. Today we're rolling out our first patch, which contains improvements to combat pacing, balance, and weapon feedback that will set a good baseline for the post-launch content we're cooking up. More on that very soon! For now, enjoy the touch-ups to both your Tri-Weapon System and the Humech forces arrayed against you.
Yours in Trajector bank-shots,
Labrodex Studios
[h2]Features[/h2]
-Reworked the the wave spawner to better manage the pace of combat. More dangerous enemies are spread out widely within individual waves, drones have shorter and more erratic spawn rates, and support-style units tend to arrive as reinforcements. Additionally, the final wave of each mission now contains more enemies.
-The right-tree stat for player’s shields now increases the radius of the dissolve impulse that extends from the player’s gauntlet when a shield breaks, nullifying incoming enemy projectiles. Shield-Break time dilation was replaced as a shield stat to reduce the occurrence of extended periods of slowdown and allow shield-break time dilation to be toggled off altogether in the options menu.
-Boss Missions in the post-game now pay out bulk stat point rewards if there are stat points still available in the pool. Post-game players will max out on stat points much sooner, granting them earlier access to the post-game Stat Boost progression system and allowing enemy stats to scale up faster across the first 18 Power Factor trials.
[h2]Gameplay Improvements[/h2]
-Time dilation on shield break can be toggled in the options menu.
-The grab radius of the Haptic Dagger can now be scaled in the options menu.
-Simplified piercing logic for the Pulser Mk II weapon mod. Piercing shots now deal full damage through level architecture and props, 75% damage through enemy shields, and cannot crit through Caster over-shields.
-Re-balanced the damage and critical damage stat climb for Pulser and Pulser Mk II weapon mods.
-Additional minor balance tweaks to the player Trajector and Pulser weapon mod stats: Stronger Arc Thrower, weaker Vortex Bombs.
-Lowered the delay between firing Vortex Bomb projectiles to 2 seconds.
-Lowered the 'full reload' time for the player's Micro Missiles weapon mod by .25 seconds.
-The player's Shield Regen rate stat now measures by percentage rather than value.
-Lowered the damage reflected projectiles deal to enemies by 40%.
-The player's shields can never be 1-shot from full shield health. These attacks will leave the player with 1% shield strength.
-The Breaking Point shield mod now shatters spike projectiles and destroys incoming explosives when the effect is triggered.
-Increased the maximum damage boost granted by the Divert Power shield mod to 200% when the opposite shield is broken.
-Ongoing improvements to Haptic Dagger target seeking to prevent buggy-looking or unintuitive throw trajectories.
-Pressing down the grip button with the trigger already held now immediately begins firing or charging for Gauntlet weapons without the need for another trigger press.
-The window for catching incoming mortar rounds is much more generous.
-Power Factor increases to enemy health, shield health, and damage are lumped together in single trails rather than staggered.
-Increased Power Factor increases to enemy health, shield health, and damage to 20%.
-Post-game Power Factor mission will now start further along in the difficulty rating climb that controls room count, elite chance, and intel.
-The Big Returns shield mod will be the mod reward on offer until the player acquires it.
-Adjusted spawn, cover, and sniper across combat rooms.
-Raised ceiling heights in two combat rooms to improve mortar trajectory and Caster movement.
-The health of 'shield bridge' level props now scales with campaign progress.
-Rotated the 'under construction' Gunner mesh 90 degrees in the combat level in which it appears.
-The Gladiator's missile attacks deal significantly more damage.
-The Gunner's 'my eyes!' reaction can now be triggered outside of the Rapid Shot attack if enough critical damage is dealt between immunity phases.
-Re-balanced the shatter threshold (health) of the Conjurer's various spike projectiles.
-Exiting to the main menu from the pause now requires a second click to confirm.
[h2]Effects[/h2]
-Better visual and auditory feedback for main menu button presses.
-Lighting improvements and additional decals added to the Gladiator boss arena.
-Added audio feedback to the player statistics counter in the mission recap.
-Gunner shots now play a unique explosion effect when destroyed by the player.
-Vortex Bomb hazard zones now display the full extent of the area of the effect.
-Lowered the size of the 'Black Hole' centers of Vortex Bombs hazard volumes and the 'vortex' visual effect when the weapon acts as an enemy debuff.
-Set dressing and lighting improvements in the AI Lab.
-Updated 'Room Choice' cube map level previews. Added a preview for the Firing Range.
[h2]Fixes[/h2]
-Prevented an A10-D mod-equipping reminder line from playing when the player returns from the combat tutorial.
-Fixed some instances of reward-pane text extending beyond the size of the widget.
-Fixed error doubled every enemy's threshold for being ragdolled by an explosion.
-Fixed an issue where pausing while the weapon wheel was closing would extend time dilation when the game was un-paused.
-Power Factor meter text now reads 'Power Factor' instead of PF.
-The hazard volume of the Vortex Bombs mod now scales with the player's Area of Effect stat.
-Prevented rare cases where a shot from the Pulser Mk II would deal 1 damage.
-Caster spike projectiles now shatter when the unit expires.
-Lowered the stat points in the stat pool to correctly account for 'bulk' boost payouts.
-Prevented a potential soft-lock having to do with sniper spawns in the Sec_05 combat room.
-Prevent overheated Interrogator Mk II projectiles from appearing huge when reflected back at the player.
-Fixed a bug where the Gladiator's ball would bounce around the map after being thrown without ending the tug of war sequence.
-Fixed a bug where the Gladiator wouldn't engage in a tug o' war with the player when its ball was fluxed.
-Prevented point damage from the Concentrated Beam weapon mod from apply twice as often as it should against Mortar-Bot shields.
-Fixed a bug that caused the Beam Drone's distance attack to come to an early stop.
-The diminishing returns to shield-break time dilation length when re-triggered within a short window correctly takes both gauntlets into account instead of just one.
-The correct song now plays during the Conjurer boss fight.
-Music now plays during post-game boss fights.
-Corrected stat displays across multiple weapon mods.
-The Divert Power shield mod now applies its damage boost to the correct gauntlet.
-Intro movies no longer player when users exit from gameplay to the main menu.
-The post-game display of Power Factor 0 no longer shows the Power Factor 1 description.
-Fixed a bug preventing players from getting weapon-related achievements.
-Corrected the display of lifetime player stats at the Gauntlet Blueprint Terminal.
-The Holo-Kiosk no longer forgets player kill counts when the app is closed.
-Prevented enemies from doubling up on cover points after being ragdolled.
We've had a great week watching you unpack the combat toolkit we spent the last year putting together. Today we're rolling out our first patch, which contains improvements to combat pacing, balance, and weapon feedback that will set a good baseline for the post-launch content we're cooking up. More on that very soon! For now, enjoy the touch-ups to both your Tri-Weapon System and the Humech forces arrayed against you.
Yours in Trajector bank-shots,
Labrodex Studios
[h2]Features[/h2]
-Reworked the the wave spawner to better manage the pace of combat. More dangerous enemies are spread out widely within individual waves, drones have shorter and more erratic spawn rates, and support-style units tend to arrive as reinforcements. Additionally, the final wave of each mission now contains more enemies.
-The right-tree stat for player’s shields now increases the radius of the dissolve impulse that extends from the player’s gauntlet when a shield breaks, nullifying incoming enemy projectiles. Shield-Break time dilation was replaced as a shield stat to reduce the occurrence of extended periods of slowdown and allow shield-break time dilation to be toggled off altogether in the options menu.
-Boss Missions in the post-game now pay out bulk stat point rewards if there are stat points still available in the pool. Post-game players will max out on stat points much sooner, granting them earlier access to the post-game Stat Boost progression system and allowing enemy stats to scale up faster across the first 18 Power Factor trials.
[h2]Gameplay Improvements[/h2]
-Time dilation on shield break can be toggled in the options menu.
-The grab radius of the Haptic Dagger can now be scaled in the options menu.
-Simplified piercing logic for the Pulser Mk II weapon mod. Piercing shots now deal full damage through level architecture and props, 75% damage through enemy shields, and cannot crit through Caster over-shields.
-Re-balanced the damage and critical damage stat climb for Pulser and Pulser Mk II weapon mods.
-Additional minor balance tweaks to the player Trajector and Pulser weapon mod stats: Stronger Arc Thrower, weaker Vortex Bombs.
-Lowered the delay between firing Vortex Bomb projectiles to 2 seconds.
-Lowered the 'full reload' time for the player's Micro Missiles weapon mod by .25 seconds.
-The player's Shield Regen rate stat now measures by percentage rather than value.
-Lowered the damage reflected projectiles deal to enemies by 40%.
-The player's shields can never be 1-shot from full shield health. These attacks will leave the player with 1% shield strength.
-The Breaking Point shield mod now shatters spike projectiles and destroys incoming explosives when the effect is triggered.
-Increased the maximum damage boost granted by the Divert Power shield mod to 200% when the opposite shield is broken.
-Ongoing improvements to Haptic Dagger target seeking to prevent buggy-looking or unintuitive throw trajectories.
-Pressing down the grip button with the trigger already held now immediately begins firing or charging for Gauntlet weapons without the need for another trigger press.
-The window for catching incoming mortar rounds is much more generous.
-Power Factor increases to enemy health, shield health, and damage are lumped together in single trails rather than staggered.
-Increased Power Factor increases to enemy health, shield health, and damage to 20%.
-Post-game Power Factor mission will now start further along in the difficulty rating climb that controls room count, elite chance, and intel.
-The Big Returns shield mod will be the mod reward on offer until the player acquires it.
-Adjusted spawn, cover, and sniper across combat rooms.
-Raised ceiling heights in two combat rooms to improve mortar trajectory and Caster movement.
-The health of 'shield bridge' level props now scales with campaign progress.
-Rotated the 'under construction' Gunner mesh 90 degrees in the combat level in which it appears.
-The Gladiator's missile attacks deal significantly more damage.
-The Gunner's 'my eyes!' reaction can now be triggered outside of the Rapid Shot attack if enough critical damage is dealt between immunity phases.
-Re-balanced the shatter threshold (health) of the Conjurer's various spike projectiles.
-Exiting to the main menu from the pause now requires a second click to confirm.
[h2]Effects[/h2]
-Better visual and auditory feedback for main menu button presses.
-Lighting improvements and additional decals added to the Gladiator boss arena.
-Added audio feedback to the player statistics counter in the mission recap.
-Gunner shots now play a unique explosion effect when destroyed by the player.
-Vortex Bomb hazard zones now display the full extent of the area of the effect.
-Lowered the size of the 'Black Hole' centers of Vortex Bombs hazard volumes and the 'vortex' visual effect when the weapon acts as an enemy debuff.
-Set dressing and lighting improvements in the AI Lab.
-Updated 'Room Choice' cube map level previews. Added a preview for the Firing Range.
[h2]Fixes[/h2]
-Prevented an A10-D mod-equipping reminder line from playing when the player returns from the combat tutorial.
-Fixed some instances of reward-pane text extending beyond the size of the widget.
-Fixed error doubled every enemy's threshold for being ragdolled by an explosion.
-Fixed an issue where pausing while the weapon wheel was closing would extend time dilation when the game was un-paused.
-Power Factor meter text now reads 'Power Factor' instead of PF.
-The hazard volume of the Vortex Bombs mod now scales with the player's Area of Effect stat.
-Prevented rare cases where a shot from the Pulser Mk II would deal 1 damage.
-Caster spike projectiles now shatter when the unit expires.
-Lowered the stat points in the stat pool to correctly account for 'bulk' boost payouts.
-Prevented a potential soft-lock having to do with sniper spawns in the Sec_05 combat room.
-Prevent overheated Interrogator Mk II projectiles from appearing huge when reflected back at the player.
-Fixed a bug where the Gladiator's ball would bounce around the map after being thrown without ending the tug of war sequence.
-Fixed a bug where the Gladiator wouldn't engage in a tug o' war with the player when its ball was fluxed.
-Prevented point damage from the Concentrated Beam weapon mod from apply twice as often as it should against Mortar-Bot shields.
-Fixed a bug that caused the Beam Drone's distance attack to come to an early stop.
-The diminishing returns to shield-break time dilation length when re-triggered within a short window correctly takes both gauntlets into account instead of just one.
-The correct song now plays during the Conjurer boss fight.
-Music now plays during post-game boss fights.
-Corrected stat displays across multiple weapon mods.
-The Divert Power shield mod now applies its damage boost to the correct gauntlet.
-Intro movies no longer player when users exit from gameplay to the main menu.
-The post-game display of Power Factor 0 no longer shows the Power Factor 1 description.
-Fixed a bug preventing players from getting weapon-related achievements.
-Corrected the display of lifetime player stats at the Gauntlet Blueprint Terminal.
-The Holo-Kiosk no longer forgets player kill counts when the app is closed.
-Prevented enemies from doubling up on cover points after being ragdolled.