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v0.2.7 Update - Gameplay Update Bugfixs

I'm sorry that my English is not good. Here is machine translation.

[h3]Repair[/h3]
Fix the rotation speed problem of the Trigun.
Fixed the problem that there was a deviation between the shooting speed and the bullet's flight speed during the sniper's bullet time.
Fixed the problem that snipers sometimes couldn't get into aim.
The collision detection logic of bullets is redone, so that the problem of various kinds of bullets out of the boundary is fixed, but occasionally there is a small amount of error. (the magician's ordinary bullets are not affected, and the old logic is still used.)
Fix the problem of floating information blocking the operation of the mouse on the UI.

[h3]Optimization[/h3]
Significantly optimize the performance footprint of fragmentation.

[h3]Gameplay[/h3]
[Mechanism] add to the normal mode: every time you pass 1 level, the number of enemies will be + 10%. (other aspects remain unchanged)
[enemy] the overall strength of elite enemy has been improved by a small margin (including movement speed, shooting speed, health value, etc.).
[enemy] the base probability of elite enemy is reduced from 5% to 3%.
[enemy] elite enemies now offer 200% star (150%) and 200% fragment (100%).
[difficulty level] After Max + 1 difficulty is reduced, the enemy's HP and star revenue will increase by percentage. (more friendly overall)

[h3]Interface[/h3]
The number of fragments added to the store interface is displayed.

[h3]Other[/h3]
The archive read mechanism is strengthened.

[h3]Advance Notice[/h3]
Add some battlefield props and adjust the balance of existing props.
With more epic and legendary upgrades of the new mechanism, as well as missile, grenade and mine related balance adjustments.
Add some difficulty options.
After the leaderboard function is stable, plan to update the daily challenge function.
Improve the animation and sound effects of battlefield props.
Optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. (limited by the unit engine, multithreading optimization is temporarily suspended)
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).
Preliminary development achievement system