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Beat the Machine: Rebooted News

Invasion 1.1

Note 2: Our Mac build error has been fixed, once we again we thank you for your patience!

Note: Our Mac build is currently delayed due to a UI bug, and we are working a fix, we expect a fix to be out Friday July 14th. We apologize for any inconveniences that this may cause.

Hello everyone and welcome to Invasion Patch 1.1!
Hey Cadets, it’s time to release our post patch of Invasion, most of this patch is focusing on bugfixes, and some changes to passive skills as you level them up! You’ll notice below one bigger change to generators and some clarity to other bugfixes.

Bugfix: Hub, no longer shows SKIP DIALOGUE on non-skippable dialogue.

Generators: Fixed a bug where generators from level 22-40 had the wrong amount of health.
Player change: all shots now deal 1.1x damage to generators, triple barrage lowers that damage to 0.8x. Wave Refractions, now takes the multiplier to each bullet individually not overall.


Abilities:
All of our changes here are to make passive abilities stronger with each level up, and take Triple Barrage down a peg.

Agility Attacks
Agility Attacks and Shielding strikes need to be more competitive with Rampant Regen and Protection Screen we’re adding some new effects to them so that they feel more viable and now offer a stronger reason to select these options.
Proccing agility attacks now deals 5/25 PURE damage to the target hit.

Shielding Strikes
Read the above paragraph.
Rank 2 now offers, as long as you have 50 or more shield gain 15% rate of fire.

Armor Up
Armor Up and Technical advances are just weaker versions of Fervor of Battle, we are now making these abilities more distinct
At max stacks of Armor up, gain 5/10/15 PURE damage on each attack

Technical Advances
Now offers rate of fire equal to 6(+3% Max Health) tripled below 40% max health.

Projectile Prism
Is just getting a buff to be more consistent among the PURE damage types.
Pure Damage increased from 8/12/16 to 8/18/28

Clarity:
At both ranks gain +5 damage if you have 25 or more shield.

Slowball Shooter
Several bugfixes, is now more consistent. A lot of background checks to make sure that slowball doesn’t get used if the enemy dies before slowball reaches it target.

Charging Power:
Damage increased from 10 to 12.


Light Speed:
Light Speed needs a rework away from being cooldown reduction dependent this skill will now scale with bonus damage and gives a big upgrade for it’s second point.
Damage increased from 75/145(+200% Cooldown Reduction) to 95/155(+20%/+80% Damage)

Frozen in Space
Immobilized damage increased from 10 at all points to 10/40/70/100.
Corrected a spelling error.

Kickstarter
Damage increased from 35/65/95/125 to 35/95/155/215.

All Dashes tooltips have been corrected, check in-game for details.

Caliber Ammunition
Max Damage increased from 8/16/24 to 12/24/36

Critical:
Tooltip Error incorrectly showed the wrong amount of Critical Damage.

Lashing Blitz
Damage increased from 10-35%/15-45%/20-55% to 15-40%/20-50%/25-60% reminder, lashing blitz can critically strike

Collateral Damage
Now applies on-hit effects to all units within the cone.

Triple Barrage
A restatement of above, deals less damage to generators
Damage reduced by 20% against generators.

Afterburner
Damage increased from 45(+85% Damage) to 45/75/105(+85%/155%/215% Damage)

Fire Flare
Damage increased from 8/14/20 to 10/16/22
Active Damage increased from 27(+92% Damage) to 27/47/67(+92%/123%/154% Damage)

Volt Zap
Tooltip error, check in game for details.


INVASION IS NOW OUT

Hello everyone and welcome to Invasion Patch 1.0!

This patch is focusing on new levels, fixes to modernize some skills against the new enemy types and some balance changes with the goal to make more actives used.

Movement Speed Recode:

In developing our new patch, we noticed an issue that we wanted to address and along the way we fixed an old bug.

Movement Speed Ability Note:
Negative Shield and Damage is no longer possible. This is a direct buff to all movement speed builds.

Overheating, no longer counts its movement speed negative multiplier as a debuff to all movement speed scaling skills.
Getting slowed by a Gravity Node will not lower your damage output on movement speed scaling abilities.




Abilities:
We have room to buff active abilities in our game, so we are!

Sonic Rifts
Sonic Rifts isn’t exactly struggling, but it is a suboptimal choice in the game’s current state. We’re buffing its Tier 3 version so its more competitive versus its counterparts.
Armor Bonus increased from 0/35/35 to 0/35/60

Perfect Durability
Perfect Durability feels great is the right scenarios but its good usage points are seldom found. Lowering its cooldown means you can use it when you need it, without the spam possibility.
Cooldown lowered from 75/55/55 to 60/40/35

Automated XV9-Bot
Builds that involve XV9 Bot focus on its rate of fire getting increased, but no one ever seems to go for a potency build, turns out its cause its bad. So we making it un-bad.
Damage changed from:
T1: 15(+24% Max Health)(+20% Damage) to 10(+30% Max Health)(+30% Damage)
T2: 15(+32% Max Health)(+25% Damage) to 20(+40% Max Health)(+35% Damage)
T3: 30(+32% Max Health)(+25% Damage) to 30(+50% Max Health)(+40% Damage)

Neon Barrier
This change is for consistency and also a bugfix!
- Reflect Damage up from 4/6/8% Max Health to 4/7/10% Max Health
- Bugfix: Speed Nodes now take the correct amount of damage from the reflect.

Pulse Blast
Pulse Blast’s cooldown and damage feel awesome, but it needs to hit more enemies when you get in trouble. Pulse Blast is now Bigger.
- Width increased by 27%

Time Capsule
Time Capsule had a weird bug, where enemies with armor were taking less damage than intended. Therefore are we back in Capsule Time?
- Bugfixes that include damage being lowered by around 10-15% around 75% of the time

Wave Refractions:
Surprise, Surprise the only ability getting a nerf this patch, overall its strong but only when paired with PROTECTION SCREEN so we’re finally nerfing the synergistic duo.

PROTECTION SCREEN AND RAMPANT REGENERATION CHANGE: both abilities now have their healing and shielding reduced by 40/50/60% like all the other healing options do. Consistency is the key.

Doom Blades
Doom Blades should be about big damage. Currently its underwhelming, we are adding a critical damage ratio and giving its damage builds a buff.
Damage changed from
T1: 5(+145% Damage) > 5(+160% Damage)(+150% Critical Damage)
T2: 20(+170% Damage) > 20(+210% Damage)(+200% Critical Damage)
T3: 20(+170% Damage) > 20(+210% Damage)(+250% Critical Damage)
Gatling Gun
Gatling Gun’s Tier 1 and 3 are weak so we are buffing the health ratio slightly.
Max Health Damage increased from 10/14/14% to 12/14/16%

Engine Burst
The big burst needs to be bigger now that new enemies have more health.
Damage increased from
T1: 200(+200% Damage) > 200(+225% Damage)
T2: 200(+200% Damage) > 200(+275% Damage)
T3: 300(+400% Damage) > 200(+425% Damage)

Energy Storm
Energy Storm has been a mess of an ability, and it really hasn’t found a home in a build we are giving it strong buff in hopes it finds some viability for the first time.
Cooldown lowered from 65/45/45 to 35/30/25
Hacked Damage increased from 32/48/96% to 44/72/116%

All In: Rework
All In was confusing to understand this version should be better to understand and will be more consistent, no more random chance to get random damage.
Send out a runic projectile that deals 45(+17% Damage)/60(+20% Damage)/80(+23% Damage) damage to enemies it passes through. After 3.5 seconds the projectile returns dealing 30(+90% Damage)/70(+110% Damage)/110(+130% Damage) damage on the way back. The return damage is multiplied by your critical strike chance and critical strike damage combined.


Bugfixes:

Acidic Prime: Fixed a bug where Acidic Prime would not lower enemies armor if that enemy had a different debuff applied. Acidic Prime now stacks with each other armor debuff accordingly.





BTMR: Tutorial Update - Patch 1.4

Beat the Machine: Rebooted – Patch 1.4

Hey Cadets,
Welcome to the Tutorial Update Patch. This patch is focused on updating the tutorial and giving visual and audio clarity to multiple different sources throughout the game. While this patch may not be as exciting as other patches, we want to get more players in love with the game we created. In addition, we want to open up some new paths of building as well to get more players excited about our skill tree.

Levels:

Level 1: New Tutorial + New Dialogue + Main of features of the level stay the same with reduced spawners and a feel for some great skill options.
Level 3: Bugfix where an enemy in extremely rare scenarios would drop a key slightly behind where it was destroyed.
Level 10: Increased audio clarity.
Level 15: Increased VFX new boss phase.
Level 20: Audio and Visual Quality
Level 25: Health Bar Quality and Audio Quality upgrades. Note, there may still be a bug or two here and we plan on fixing asap if that’s the case.

Enemies:

Speed Node Tier 2: Fixed a bug that caused their glow to glitch in certain corners of maps.

Skills:

Vitality:

Shell Shield:
Shell Shield has been the go-to pick for most splash builds. We want to reduce its double point power to inspire other choices of the same tier.

  • Shield reduced from 12(+5% Armor)/18(+12% Armor) to 12(+5% Armor)/16(+12% Armor)



Projectile Prism:
This skill has a weird interaction in its Tier 1 that we wanted to remove.

  • Bugfix: If an enemy attack would be reduced by less than 1 damage. It is now always reduced by at least 1 damage.


Power Surge:
  • Shield value increased from 40%/55% to 50%/65%.



Utility:

Slowball Shooter:
Slowball shooter is melting in pick rate, and we need to refreeze it back into a viable option again.

  • Movement Speed increased from 3/4/5% to 3/5/7%. Note: This value also directly increases the damage Slowball Shooter will deal by approximately 0/7/14%.


Light Speed:
Paragraph time, Light Speed was coded in a weird way when combined with some other skills, we rewrote the code and it caused it in 50% of cases to deal bonus damage and in 50% of cases to deal less damage. Basically for the purpose of this, just now note that Light Speed is better when used with a single stream of bullets and worse if you use it with Triple Barrage or Wave Refractions.

Corruption:
Honestly, it feels weird to put Corruption here, but its pick rate is reflecting a need to nerf. A small nerf here is needed but nothing large.

  • Pure Damage lowered from 20 to 15.


Ring Dash:

  • Damage adjusted from 65(+5 for every 5% bonus rate of fire) / 85(+7 for every 5% bonus rate of fire) to 55(+5 for every 5% bonus rate of fire) / 90(+7 for every 5% bonus rate of fire)




Pulse Blast:
We wanted to give movement speed builds an active that dealt raw damage rather than just increasing a rate of fire or shield bonus.

  • Damage increased from
  • 30(+30% Damage)/55(+60% Damage)/80(+90% Damage) to
  • 30(+30% Damage)(+100% Bonus Movement Speed) / 55(+60% Damage)(+200% Bonus Movement Speed) /80(+90% Damage)(+300% Bonus Movement Speed)
  • Rokorzium Beacon:

  • Movement bonus increased from 15% to 25%.



Power:

Datahack:
Datahack is often combined with every Tier 3 ability in the game and we want to broaden the Tier 2 options.

  • Damage lowered from 10 to 5.


Triple Threat:
Overall this ability has felt just beneath the rest so we are giving moderate buffs to it, to make sure it doesn’t become the best pick of the Tier 4’s.

  • Rate of Fire increased from 25% to 30%.
  • On-Hit Damage increased from 30% to 35%.


  • Remember Triple Threat is able to critically strike.


Fire Flare:
So originally we were planning to make heavy changes toward Fire Flare in order to make Volt Zap and Target Acquired feel more used. After careful consideration, we have ultimately decided to not nerf Fire Flare until we see how the remainder of this patch lands. For now Fire Flare will not receive the original changes we wanted to provide. Note: We may decide in the future to buff Volt Zap and Target Acquired rather than nerf Fire Flare. Stay tuned for next patch.
Rocket Mayhem:

  • Upgrade 2 damage increased from Damage increased to 10(+38.5% Damage)(+60% Critical Strike Chance) to Damage increased to 10(+38.5% Damage)(+70% Critical Strike Chance)


Energy Storm:
Energy Storm is known as the Max Health damage ability and we want players to have more fun in killing big health enemies quickly.

  • Storm Damage increased from 8%/11% Max Health of the units struck to 8(+1% per 10% Critical Strike Chance)/11(+1.3% per 10% Critical Strike Chance)





Beat the Machine: Rebooted - Patch 1.33

Hey Cadets,
Logan here! We wanted to push one final patch before the end of the year! Beat the Machine: Rebooted had two major updates this year, with the first being the launch of Rebooted and the second launching the skill tree refinement. We are now in the process of doing our major launch for 2023, while we cant discuss too much, just know that the Tutorial and Story are being worked on as we speak.

For this patch, we wanted to address some builds that aren't seeing a ton of play compared to others, with those being movement speed, armor and finally critical strike damage. In addition, we are finally pushing our first nerfs of the Skill Tree Relaunch, as Lifeline and Wave Reflections are a little too strong in their current states, we aren't looking to remove these fun builds, but tone them down a bit so we can add power elsewhere.

Other than that, you may want to follow our other social media platforms @SanguineStudios on Instagram and Twitter and make sure to join our Discord. We are starting 2023 with a bang and we want as many people as possible to be a part of it! The date of announcement will be on January 24th so don't miss out, and make sure to tell your friends!

[h3]Skills:[/h3]
[h3]Vitality:[/h3]
Tier 2:
Agility Attacks:
  • Agility Attacks has been the least popular skill chosen since our last major update. We're giving Agility Attacks an aggressive change to incentivize running this original fan favorite skill.
  • Armor Bonus increased from 8(+2% Max Health) / 12 (+3% Max Health) to 15(+3% Max Health) / 20(+7% Max Health).


Tier 3:
Armor Up:
  • Armor Up with one point feels great but its upgrades are lacking, here's a boost to make upgrades feel like upgrades.
  • Armor Bonus increased from 2.5/3.75/5 to 2.5/4.25/6 per stack.


Tier 4:
Security Barrier:
  • Our last change was not enough to bring Security Barrier back into play, so we're giving it another effect to broaden its usage cases.
  • Gain +2/+3 Shield each time you attack a generator.


Tier 6:
Neon Barrier:
  • Neon Barrier is getting a new effect to work better against projectile based units, and to feel worse against units trying to run you down.
  • Projectiles now reflect damage back at the target. Check in game for more details.


Tier 6:
LifeLine:
  • LifeLine with a proper setup was an easy ability to obtain infinite invulnerability. We have to make some changes to Lifeline to stop the combo while this ability should be able to be activated quickly in the later part of the game, it shouldn't be allowed to be used every 3 seconds.
  • Cooldown increased from 90/70/70 to 90/75/75
  • Hitting enemies lowers the cooldown by 2 seconds per enemy hit has been reduced to 1.5 seconds per enemy hit.


[h3]Utility:[/h3]
Tier 2:
Slowball Shooter
  • Slowball Shooter should be the a capstone movement speed ability but felt mid at best.
  • Damage increased from 150/250/350% Movement Speed to 250/325/400% Movement Speed.


Tier 3:
Light Speed
  • Light Speed needs more base damage to stay competitive with other options.
  • Damage increased from 50/100 to 75/145.


Tier 4:
Frozen in Space
  • New!: Hitting any immobilized unit now deals 10 bonus damage.


Tier 4:
Kickstarter
  • Cooldown lowered from 4/3.25/2.5/1.75 to 2.5/2.25/2.0/1.75


[h3]Power:[/h3]
Tier 2:
Critical
  • Critical Damage increased from 35% to 45%.


Tier 3:
Collateral Damage
  • A skill intended to be a combo piece with health builds hasn't being seeing damage taken with it. Increasing the damage ratio to make this piece more satisfying.
  • Damage increased from 17/20/23% to 18/22/26%.


Tier 3:
Wave Refractions
  • Surprisingly after being nerfed coming into this Skill Tree Patch Wave Refractions finds itself as the most used skill AGAIN. Knocking it down a peg without totally killing it.
  • Damage per bullet lowered from 25/27/29% to 24/26/28%.


Tier 3:
Volt Zap
  • Critical Damage is struggling adding some crit damage into the scaling of this skill to make it feel like a better option for those builds.
  • Critical Damage increased from 10/10/10% to 10/17.5/25%.

Beat the Machine: Rebooted - Patch 1.30

Hotfix: 1.31
[h3]Levels:[/h3]

Fixed a bug on Level 19 where enemies would sometimes not spawn when entering the first room.
Fixed a bug with Level 22 having lower FPS issues.
Fixed a bug where players on Level 25 were experiencing Vortex's with too much force.

[h3]Skills:[/h3]

Fixed a bug where Lifeline wouldn't effect the same enemy more than once during that enemies' lifetime.
Fixed a bug where Time Capsule couldn't be spawned more than one time when used in combination with Cooling Cell.
Fixed a bug where Nano Tornado, Time Capsule and Cooling Cell would fail to slow enemies at the proper slow speed.


Hey Cadets,
Our new patch, the skill tree refinement, has been a success! We have been seeing a variety of builds working across the Origin Sectors to complete the goal of defeating T.O.M. We wanted to take a moment, to make a couple of the underused skills feel better and give them a bit of love. We also fixing a couple of minor bugs that were caught post release. We will continue to monitor each of the skills to make sure that a variety of builds are still usable across the 3 game modes.


[h3]Skills:[/h3]
[h3]Vitality:[/h3]
Tier 4:
Defense Mechanism:
Tooltip fix, now correctly notes the proper bonus damage to generators.

Projectile Prism:
  • Projectile Prism is a decent choice for multiple different builds, however; leveling up the ability should feel a bit better for clearing different enemies. We are giving a small buff to the pure damage so more investment feels better.
  • Pure Damage increased from 7/7/7 to 8/12/16


Security Barrier:
  • Although Security Barrier is an awesome choice for shielding builds, the shield you get for completing objectives often times is awarded toward the later part of the level. For completing objectives farther into the game, more shield should be awarded to players that make it through the thick of it.
  • Shield value on objective completion increased from 50 to 100.


Tier 5:
Vital Strikes, Brute Force, Safeguarded Revenge: Fixed tooltips for all Tier 2 values, damage numbers unchanged.

Tier 6:
Perfect Durability:
  • Of the 18 actives across Beat the Machine: Rebooted, Perfect Durability is just the one that not many people like to run. We are adding some incentive to running it, and hopefully inspiring a new setup.
  • Cooldown adjusted from 80/80/55 to 75/75/55
  • New Effect: Each projectile that hits the shield now grants 2% rate of fire for 5 seconds, stacking infinitely.


Automated XV9-BOT:
  • Automated XV9-BOT needs a small damage boost, so here it is.
  • Cooldown lowered from 35/35/35 to 32/32/32
  • Damage increased from
    15(+17.5% Maximum Health)(+20% Damage)/30(+22.5% Maximum Health) (+25% Damage) to
    15(+24% Maximum Health)(+20% Damage)/30(+32% Maximum Health)(+25% Damage)


Neon Barrier:
  • Neon Barrier also needs a small damage boost, slightly more than XV9-BOT.
  • Damage increased from
    25(+18% Maximum Health)(+130% Armor)/40(+26% Maximum Health)(+165% Armor) to
    25(+25% Maximum Health)(+130% Armor)/40(+40% Maximum Health)(+165% Armor)


[h3]Utility:[/h3]
Tier 6:

Pulse Blast: Tooltip error, now notes it deals PURE damage.

[h3]Power:[/h3]
Tier 6:
Energy Storm:
  • Energy Storm is struggling with the strong competition of skills it has to compete against, we want to invest more ratios into the hacking portion of Energy Storm.
  • Damage increased from 30/40/60(+10/40/60% Damage) to 30/50/100(+32/48/96% Damage)