1.2.0 Update - Enemy Pack
Our first free content pack for Scraper: Gauntlet is live with today's 1.2.0 update! We'll follow up with a post going into some of these new mechanics in depth. Notes below:
[h3]Features[/h3]
-Each enemy now has a Class Variant Mutator that changes grants it a new attack, ability, or defensive measure. 8 new Mutators have been added to the game, and 2 existing Mutators were brought within the ‘Class Mutator’ umbrella.
-Class Variant Mutators are unlocked over the course of the campaign. Each one is attached to a Challenge or Boss mission and is added to the pool on mission completion. Players in the post-game or with campaigns currently in progress will unlock these in the same way.
-Class Variant Mutators are described in Holo-Kiosk ‘bestiary’ entries for enemy units. Enemy entries have been rewritten with better combat tips and behavior descriptions.
[h3]Gameplay[/h3]
-Reworked Legionite Caster behavior so that they behave more consistently when using different abilities. Preferred ranges, cool-downs, and movement patterns have been unified and then rebalanced.
-Casters will now attempt to cast their ‘Cryosphere’ heal on any unit below full health. Players should see this move employed much more often.
-Reworked Beam Drone behavior so the unit behaves more predictably and works better in groups. Beam Drones will no longer attack from range if the player breaks their shields on approach. Groups of Beam Drones attack the player in set ‘quadrants’ so they never ‘stack’ while strafing the player.
-Reworked Beam Drone attacks so that they always start and end with non-damaging ‘power up’ and ‘power down’ windows.
-Made the ‘Shock Troopers’ Mutator an Enemy Variant Mutator under the new system. It is now unlocked by completing Challenge and Boss missions.
-Replaced the ‘Accelerated Targeting’ sniper Mutator with the ‘Double Tap’ Sniper variant Mutator under the new system. Faster sniper targeting is now part of the Power Factor change to enemy behaviors.
-Swapped the places of Power Factors 2 (harder Infantry and Captain Mutators) and 11 (more Legionites and Mortar-Bots in spawns).
-Consolidated all ‘Anchored’ mutators into a single ‘Anchored Humechs’ Mutator that applies to all enemy classes.
-Consolidated all ‘Diehard’ mutators into a single ‘Diehard Humechs’ Mutator that applies to all non-drone classes.
-Raised enemy ragdoll thresholds so that more explosive impulse is needed to ragdoll tougher foes.
-More enemies will appear in Gunner reinforcement waves.
-Rebalanced stat increase Power Factors to ramp post-game difficulty up quicker. Rewrote descriptions to describe total enemy stats from base.
-Lowered wave spawner ‘difficulty ratings’ for Legionites so that more enemies will show up in waves with multiple Legionites.
-Extended the ranges of Power Factor reward tiers to account for the fact that many players won’t see them until Power Factor 7 or 8.
-The Reflex Stims mod description now mentions the Big Returns synergy outright.
-The player is now prompted to restart the application so that changes to graphics settings can take effect.
-Game version is now listed in the main menu alongside content pack badges.
-Changed the name of the Holo-Kiosk 'weight' stat to 'Knockback Resist' to make its gameplay implication clearer.
[h3]Effects[/h3]
-Polished ‘Room Choice’ portal effects.
-Added ‘on select’ sounds for Mission Cards.
-Created unique particle systems for Sniper shots and Double-Tap Sniper shots.
[h3]Fixes[/h3]
-Significantly reduced the likelihood that enemy-specific mutators will be paired with rooms where those enemies don’t appear.
-Fix for Beam Drone attack particle effects getting stuck to the player’s shield when the Big Returns mod is equipped.
-Holo-kiosk stat displays now more accurately reflects actual enemy stats.
-Prevented instances where broken skin weights would skew gore mesh visual for Legionite Casters.
-Corrected LODs on the Gauntlet Blueprint visualizer.
-Gladiator ball hits now scale properly with the unit’s stats.
-‘Shield Bridge’ active and deactivate sounds are now change with the ‘Effects’ volume option.
-Prevented rare cases where Beam Drones would fire while their shields were up.
-Fixed Haptic Dagger behavior on open maps. The dagger will no longer fly toward far enemies in a high, mortar-like arc.
-Moved the Res_05 spawn point for Legionite Casters so they no longer spawn under the ‘porch.’
-Shortened 'Quality Control Manager' to 'QA Manager' in credits so the title doesn't get cut off.
-One player hand can no longer grab a held object from the other from an unrealistic distance.
-Fixed a bug where damaging a Fluxed and Cryosphered enemy would cause flux heal FX to spawn multiple times and hang in mid-air.
-Prevented cases where Sniper line traces would come up short or disappear altogether.
-Vortex Bomb hazard volumes will no longer spawn when the projectile hits the player’s gauntlets or shields.
-Pulser Mk. II projectiles can now destroy environmental destructible via pierce damage.
-Fixed bugs related to mission reward pool and player stat point totals getting misaligned, granting players points beyond the intended cap of 15 per type.
-Fix for a few shield mutators not applying to Legionite Casters.
-Corrected the formula for calculated post-game Stat Bonuses.
-Corrected descriptions of post-game mission reward text.
[h3]Features[/h3]
-Each enemy now has a Class Variant Mutator that changes grants it a new attack, ability, or defensive measure. 8 new Mutators have been added to the game, and 2 existing Mutators were brought within the ‘Class Mutator’ umbrella.
-Class Variant Mutators are unlocked over the course of the campaign. Each one is attached to a Challenge or Boss mission and is added to the pool on mission completion. Players in the post-game or with campaigns currently in progress will unlock these in the same way.
-Class Variant Mutators are described in Holo-Kiosk ‘bestiary’ entries for enemy units. Enemy entries have been rewritten with better combat tips and behavior descriptions.
[h3]Gameplay[/h3]
-Reworked Legionite Caster behavior so that they behave more consistently when using different abilities. Preferred ranges, cool-downs, and movement patterns have been unified and then rebalanced.
-Casters will now attempt to cast their ‘Cryosphere’ heal on any unit below full health. Players should see this move employed much more often.
-Reworked Beam Drone behavior so the unit behaves more predictably and works better in groups. Beam Drones will no longer attack from range if the player breaks their shields on approach. Groups of Beam Drones attack the player in set ‘quadrants’ so they never ‘stack’ while strafing the player.
-Reworked Beam Drone attacks so that they always start and end with non-damaging ‘power up’ and ‘power down’ windows.
-Made the ‘Shock Troopers’ Mutator an Enemy Variant Mutator under the new system. It is now unlocked by completing Challenge and Boss missions.
-Replaced the ‘Accelerated Targeting’ sniper Mutator with the ‘Double Tap’ Sniper variant Mutator under the new system. Faster sniper targeting is now part of the Power Factor change to enemy behaviors.
-Swapped the places of Power Factors 2 (harder Infantry and Captain Mutators) and 11 (more Legionites and Mortar-Bots in spawns).
-Consolidated all ‘Anchored’ mutators into a single ‘Anchored Humechs’ Mutator that applies to all enemy classes.
-Consolidated all ‘Diehard’ mutators into a single ‘Diehard Humechs’ Mutator that applies to all non-drone classes.
-Raised enemy ragdoll thresholds so that more explosive impulse is needed to ragdoll tougher foes.
-More enemies will appear in Gunner reinforcement waves.
-Rebalanced stat increase Power Factors to ramp post-game difficulty up quicker. Rewrote descriptions to describe total enemy stats from base.
-Lowered wave spawner ‘difficulty ratings’ for Legionites so that more enemies will show up in waves with multiple Legionites.
-Extended the ranges of Power Factor reward tiers to account for the fact that many players won’t see them until Power Factor 7 or 8.
-The Reflex Stims mod description now mentions the Big Returns synergy outright.
-The player is now prompted to restart the application so that changes to graphics settings can take effect.
-Game version is now listed in the main menu alongside content pack badges.
-Changed the name of the Holo-Kiosk 'weight' stat to 'Knockback Resist' to make its gameplay implication clearer.
[h3]Effects[/h3]
-Polished ‘Room Choice’ portal effects.
-Added ‘on select’ sounds for Mission Cards.
-Created unique particle systems for Sniper shots and Double-Tap Sniper shots.
[h3]Fixes[/h3]
-Significantly reduced the likelihood that enemy-specific mutators will be paired with rooms where those enemies don’t appear.
-Fix for Beam Drone attack particle effects getting stuck to the player’s shield when the Big Returns mod is equipped.
-Holo-kiosk stat displays now more accurately reflects actual enemy stats.
-Prevented instances where broken skin weights would skew gore mesh visual for Legionite Casters.
-Corrected LODs on the Gauntlet Blueprint visualizer.
-Gladiator ball hits now scale properly with the unit’s stats.
-‘Shield Bridge’ active and deactivate sounds are now change with the ‘Effects’ volume option.
-Prevented rare cases where Beam Drones would fire while their shields were up.
-Fixed Haptic Dagger behavior on open maps. The dagger will no longer fly toward far enemies in a high, mortar-like arc.
-Moved the Res_05 spawn point for Legionite Casters so they no longer spawn under the ‘porch.’
-Shortened 'Quality Control Manager' to 'QA Manager' in credits so the title doesn't get cut off.
-One player hand can no longer grab a held object from the other from an unrealistic distance.
-Fixed a bug where damaging a Fluxed and Cryosphered enemy would cause flux heal FX to spawn multiple times and hang in mid-air.
-Prevented cases where Sniper line traces would come up short or disappear altogether.
-Vortex Bomb hazard volumes will no longer spawn when the projectile hits the player’s gauntlets or shields.
-Pulser Mk. II projectiles can now destroy environmental destructible via pierce damage.
-Fixed bugs related to mission reward pool and player stat point totals getting misaligned, granting players points beyond the intended cap of 15 per type.
-Fix for a few shield mutators not applying to Legionite Casters.
-Corrected the formula for calculated post-game Stat Bonuses.
-Corrected descriptions of post-game mission reward text.