1.3.0 Update - Mods Pack
The second free post-launch content pack for Scraper: Gauntlet is live with today's 1.3.0 patch. This update expands your arsenal with four new Gauntlet modifications, and a new customization slot to put them in.
In addition, we've revised many of Gauntlet's existing modifications to support synergies with our new offerings. On the Humech side, each combat arena has new, more challenging encounters to put your new builds to the test.
[h3]Features[/h3]
Added four new Core category modifications. These can be unlocked starting in tier 2 and will show up as new rewards for campaigns already in progress or completed.
Granted players a second mod slot for the Core category. Players can now use two of this type as part of the combat loadout.
Each room has at least one new enemy encounter group available. Encounter groups with 4 enemy classes are usually presented in pairs when they are rolled during room selection, so that players no longer have the option of avoiding these harder fights. These groups have an increased likelihood of appearing the further a player progresses in a single mission.
[h3]Gameplay[/h3]
The Haptic Dagger no longer bypasses enemy shields. Instead, it sticks into them and drains shield strength for the same duration as the stun effect.
Projectiles from the Arc Thrower mod can now create short damage links based on hits from separate shots. Previously, two targets would have to be hit by a single player projectile to be linked.
Sustained AOEs created by the Vortex Bombs mod now emit a final damaging explosion if not cancelled early.
The Micro Missiles mod now has a slight aim assist against flying units.
The Critical Repairs mod can now overfill player shields up to 200%. Damage against stunned targets can also trigger the shield restore effect.
The Fighting Chance mod now heals the player based on damage dealt instead of kills.
Widened the trace for projectile dissolve on player shield break.
Legionite Casters can now appear in regular tier 1 missions. Previously they were limited to challenge missions only for the early game.
The Gunner's bounce shot now takes multiple hits to to destroy.
The corner icon on mission cards now changes color based on whether that mission will pay out boss progress.
[h3]Effects[/h3]
The Vampiric Flux mod now has new visual that triggers when suspended enemies are killed by its drain effect.
[h3]Fixes[/h3]
Fixed bug in which Gunner's aimed shot visual indicator wouldn't go away on death.
Prevented some common cases of status effect visuals carrying over on an enemy from one wave to the next.
Fixed a bug that caused Trajector projectiles to lose momentum when fired at the groun near the player.
Corrected the descriptions of some Mutators whose effects change in the post-game.
In addition, we've revised many of Gauntlet's existing modifications to support synergies with our new offerings. On the Humech side, each combat arena has new, more challenging encounters to put your new builds to the test.
[h3]Features[/h3]
Added four new Core category modifications. These can be unlocked starting in tier 2 and will show up as new rewards for campaigns already in progress or completed.
Granted players a second mod slot for the Core category. Players can now use two of this type as part of the combat loadout.
Each room has at least one new enemy encounter group available. Encounter groups with 4 enemy classes are usually presented in pairs when they are rolled during room selection, so that players no longer have the option of avoiding these harder fights. These groups have an increased likelihood of appearing the further a player progresses in a single mission.
[h3]Gameplay[/h3]
The Haptic Dagger no longer bypasses enemy shields. Instead, it sticks into them and drains shield strength for the same duration as the stun effect.
Projectiles from the Arc Thrower mod can now create short damage links based on hits from separate shots. Previously, two targets would have to be hit by a single player projectile to be linked.
Sustained AOEs created by the Vortex Bombs mod now emit a final damaging explosion if not cancelled early.
The Micro Missiles mod now has a slight aim assist against flying units.
The Critical Repairs mod can now overfill player shields up to 200%. Damage against stunned targets can also trigger the shield restore effect.
The Fighting Chance mod now heals the player based on damage dealt instead of kills.
Widened the trace for projectile dissolve on player shield break.
Legionite Casters can now appear in regular tier 1 missions. Previously they were limited to challenge missions only for the early game.
The Gunner's bounce shot now takes multiple hits to to destroy.
The corner icon on mission cards now changes color based on whether that mission will pay out boss progress.
[h3]Effects[/h3]
The Vampiric Flux mod now has new visual that triggers when suspended enemies are killed by its drain effect.
[h3]Fixes[/h3]
Fixed bug in which Gunner's aimed shot visual indicator wouldn't go away on death.
Prevented some common cases of status effect visuals carrying over on an enemy from one wave to the next.
Fixed a bug that caused Trajector projectiles to lose momentum when fired at the groun near the player.
Corrected the descriptions of some Mutators whose effects change in the post-game.