1. Beat the Machine: Rebooted
  2. News

Beat the Machine: Rebooted News

Beat the Machine: Rebooted - Roadmap

[h2]Hey Cadets, [/h2]

We wanted to let each of you know about upcoming changes coming to Beat the Machine: Rebooted in the very near future. We recently went to our first in-person showing and it was great to see new and veteran players at the convention. Nothing makes developers prouder than seeing people enjoy the creation they made.

For those who were unable to attend, we will fill you in. We debuted a new game mode, Gauntlet, which was a great success in terms of enjoyment and fun. Our Gauntlet mode is currently in testing, and we plan to launch our Gauntlet mode by the end of September / early October, with an official date on the horizon.

We are also currently working on a big change to our skill tree. We want to make sure that the Skill Tree is more understandable, and we want to tune down the complexity but keep the overall theme of “choosing your way to play” intact. We have major changes coming to the skill tree and keep a lookout across our social media channels for more information. While we are not ready to discuss too many specifics, we are able to tell you that the stat tree portion of the skill tree page is being removed from the game. This is because the stats do not actively add anything to the gameplay experience that we want players to have while enjoying the Story, Survival or Gauntlet game modes.

One of the things we learned, was that our tutorial needs to go more in-depth when explaining the core mechanics of the game. We have a brand-new tutorial in the works that we plan on launching before the end of the year. This new tutorial will come with a newly upgraded User Interface system and a way to customize controls.

We want to thank each our players both new and old for giving such great feedback over the course of the last year, without you, Beat the Machine: Rebooted would not be in the place it is in today.

Beat the Machine: Rebooted - Patch 1.12 Survival Scoreboard and Skill Updates

[h2]Hey Cadets,
Welcome to Beat the Machine: Rebooted patch 1.12.

Last patch we launched the Survival Attunement Update and overall the update made the Survival mode a lot more fun to play and allowed for players to grab more abilities early on.

This patch we have a couple of updates for some of the survival outlier skills and a mini update to the power Tier 8 abilities to make them more unique.[/h2]

Story:
Skills:
[h3]Engine Burst:[/h3]
Engine Burst is a strong choice for wiping out a large group of enemies. Engine burst however needs a little tuning upwards (See what I did there) to have it be more effective toward the tankier units.
• Damage increased from 200(+250% Damage) to 250(+275% Damage)

[h3]Energy Storm:[/h3]
Energy Storm is feeling under the weather, we are giving it a mini-rework to make its usability cases more competitive with Engine Burst and All-In.
• Damage changed from 22(+55% Damage) to (10% + 1.5% per 10 Damage) enemies Max Health.
• Reminder Note: This effect still applies weakened allowing the damage to be amplified after the first strike.

[h3]All-In:[/h3]
Does All-In need some help? Kind of. All-In needs to have a stronger ratio for crit to multiply. Allowing for Critical Damage to have a powerful finisher.
• Damage Increased from 95(+100% Damage) to 95(+110% Damage)
• Reminder: Critical Damage acts as a multiplier to the damage listed above.

Survival:
[h2]UI:
Scoreboard Added to take screenshots after the run has ended.[/h2]
[h3]Skill Changes / Survival Costs:[/h3]

[h3]Collateral Damage / Lashing Blitz[/h3]
Generally we never really like to make drastic changes to the feeling of abilities however these two abilities are way too strong for how survival mode was designed. These abilities now proc off of each other but have a fixed cooldown.
• Cooldown instead of every attack landed is now 0.75 seconds.

[h3]Engine Burst[/h3]
• Cost increased from 2500 to 5000

[h3]Automated XV9-BOT[/h3]
• Cost increased from 2500 to 5000

[h3]Supersonic Dash[/h3]
• Cost increased from 2500 to 5000
• Damage adjusted from 165(+35% Damage) to 135(+135% Damage)

[h3]Rokorzium Beacon[/h3]
• Cost increased from 2500 to 5000

[h3]Wave Reflections [/h3]
• Cost increased from 2500 to 10000

[h3]Survival Fixes:
There was a nasty bug that was lowering FPS values over the course of survival. FPS values should be increased across the board for all setups.[/h3]
• Fixed a bug where completing multiple rounds with certain skills active would lower FPS values after reaching rounds 25+.
Bugfixes:
• Fixed a bug where Neon Barrier was always showing on the Skill Tree
• Multiple skill Bugfixes.
• FPS Bugfixes
• Other

Survival Attunement - Patch 1.10

Hey Cadets,

[h2]Welcome to Beat the Machine: Rebooted patch 1.10. In this patch we investigated the survival mode and wanted to make our second game-mode feel more like our first game-mode. This includes some fixes along with the Survival Attunement. Our changes to survival mode give players more options early and allow for players to scale into more levels a bit easier. Stay tuned for next patch that will shake up the skill tree a little bit.[/h2]

[h2]Story:[/h2]
[h2]Skills:
[/h2]
[h3]Shell Shield:
[/h3]Shell shield is the go-to pick for scaling into the later levels. Right now, Shell Shield is a little bit too powerful when compared to its counterparts of System Restore and Defensive Protocol. This small nerf should make Shell Shield remain as a great later game tool but makes the other choices stronger earlier on.
• Stat Armor granted reduced from 6 to 4.

[h3]Fire Flare:[/h3]
Fire Flare is lacking in both pick rate and win rate throughout Beat the Machine: Rebooted. We’re giving it a nudge up to allow for more builds to succeed with this firework display.
• Cooldown lowered from 22 to 20.
• Reminder Note: Killing enemies still reduces this cooldown by 0.5 seconds.

[h3]Rocket Mayhem:[/h3]
Rocket Mayhem had a nasty bug that was causing it to take out bullets fired from enemies. We also noticed that sometimes spawning Rocket Mayhem when a bullet was just out of range would sometimes make you take damage. We’re removing the bug and giving a compensation buff since the latter bug was happening very rarely. Overall, we expect Rocket Mayhem to stay a strong choice in the Power Tree.
• Damage Increased from 10(+25%DMG)(+50%Critical Chance)
to 10(+28%DMG)(+50% Critical Chance)
• Travel Speed increased from 630 to 750.

[h3]Survival:[/h3]
Survival Base Stats:
Damage Increased from 30 -> 40
Health Increased from 175 -> 200
Rate of Fire Increased from 2.5 -> 2.75
Armor No Changes
Critical Strike Chance Increased from 0% -> 1%.
Critical Strike Damage No Changes
Movement Speed Increased from 200 -> 210

[h3]Survival Pads:[/h3]
Damage Increased from 10% Amplification -> 25% Amplification
Health Increased from +50 -> +100
Rate of Fire No changes
Armor Increased from +5 -> +7

[h3]Survival Costs:[/h3]
Active Abilities Increased from 2000 Credits -> 2500 Credits
Passive Abilities Decreased from 2000 Credits -> 1500 Credits
Stats No Changes

[h3]Survival Abilities:[/h3]
Cooldowns: 0% Cooldown Reduction -> 40% Cooldown Reduction
[h3]
Survival Credits:[/h3]
Base Credits Decreased from 2000 -> 1000
Credits per Kill Increased from 40 -> 50
Credits per Hit Decreased from 20 -> 15

[h3]Survival Rounds:[/h3]
Enemies: Spawns adjusted to favor new enemy types.

[h3]Removed features:[/h3]
Volt Zap, Overclock, Rapid Fury, Vigorous Regeneration, Cooling Cell
[h3]
Bugfixes:[/h3]
• Fixed a bug where audio would fail to loop on Level 9: Connector Bridge
• Fixed a bug where T.O.M would sometimes fail to enter his final stage.
• Fixed a bug where dialogue would not end after traveling through a portal.
• Fixed a bug where no music would play after traveling back to the HUB.
• Fixed a bug where HUB Dialogue could be skipped.

Our Merch Store Has Officially Launched!

Hey Cadets!

We wanted to let you know our Merch Store has officially launched. Choose from drawstring bags, T-Shirts, Hoodies and more.



Home | Sanguine Studios Store

Beat the Machine: Rebooted - Patch 1.01

[h3]Hey Blasters,
Welcome to Beat the Machine: Rebooted patch 1.01. You’ll notice this patch is a light patch where we are fixing a couple bugs found during the launch week of Beat the Machine: Rebooted. We are also fixing an outdated tooltip for one of the abilities and noting the change that ability received as well.[/h3]

[h3]Bugfixes:[/h3]
Fixed a bug where some players were unable to unlock skins. Note: You may need to achieve them a second time to unlock them.
Fixed a bug where players would sometimes hear duplicate dialogue in the hub.
Fixed a bug where boomboxes would incorrectly detect if a player was inside of their hitbox. Hitbox size upped slightly.
Fixed a bug where players would skip the dialogue and hear a ghost dialogue faintly.
Fixed a bug where players would sometimes not hear music if they hit resume toward the end of a music track playing.
Fixed a bug where players would spawn in the incorrect location on Level 19: Protocol Arena
Fixed a bug where players on Level 22 would have an issue killing the generator on the far right.
Fixed a bug on Level 23 where timed rooms were dramatically lowered.
Fixed a bug on Level 23 where Generators had inconsistent health bars.
Fixed a bug where Boombox colliders were inconsistent.
Fixed a bug where hitting an enemy marked with Chilled, wouldn’t lower the cooldown of Volt Zap
Fixed a bug where Coherence was not lowering the cooldown of Frozen in Time or Protection Screen.
Fixed a bug where Afterburner, Volt Zap and Triple Threat were not being effected by passive cooldowns.
Fixed a bug where the Tutorial would sometimes fail in giving you the Triple Threat upgrade.
Other.


[h3]Skills:[/h3]

[h3]Engine Burst:[/h3]
This skill had a nasty tooltip error along with a small change all listed below:
-Damage increased from 18(+47% Damage) to 22(+55% Damage)
-Skill travels over 5 seconds, rather than just 1 second.
-Speed lowered from 225 to 60
-Lightning strikes every second it travels, rather than every second once arriving. Deals 1 extra tick of damage.

[h3]Time Capsule:[/h3]
-Slow potency increased from 60% to 75%.
[h3]Nano Tornado:[/h3]
-Stun duration increased from 2.25 to 2.25 (+0.1 seconds for every 17% rate of fire)
[h3]Defensive Protocol:[/h3]
-New Effect: Healing converts to shielding now if you have reached max health during or upon activation of this ability.