Gambit Patch - Increased difficulty, fixed unlocks and a lot more!
Hey Sand Lizards,
We're back with yet another patch! We've read countless feedback on the game's difficulty, so we tried to tweak everything to make it more challenging. _Let us know how it went!_
We also fixed and improved a loooot of things based on y'alls feedback, keep 'em coming!
[h2]CHANGELOG[/h2]
[h3]BALANCE[/h3]
[h3]GAMEPLAY[/h3]
[h3]UI[/h3]
[h3]MULTIPLAYER[/h3]
[h3]MISC[/h3]
That's all for now, thanks and keep on rockin'!
We're back with yet another patch! We've read countless feedback on the game's difficulty, so we tried to tweak everything to make it more challenging. _Let us know how it went!_
We also fixed and improved a loooot of things based on y'alls feedback, keep 'em coming!
[h2]CHANGELOG[/h2]
[h3]BALANCE[/h3]
- Upgrading weapons is now more effective
- Amplifier damage boost is now adjusted for a better balance between all the weapons
- The first pair of pistols do more damage
- Certain weapons that were weak in their respective categories got a slight damage buff
- Campaign missions are more combat-intense, especially in co-op modes
- Enemies will hit harder and shoot more accurately
- Enemies will react more often to getting flanked while hiding behind a cover
- The boss characters on the last mission have more health
- Loot boxes now provide more money
- Healing items now provide less bonus score
[h3]GAMEPLAY[/h3]
- Fixed items not unlocking when they should
- Completing the tutorial now requires activating the Gun Fever weapon
- Players can go back to the special weapon posters while playing the tutorial to recharge Gun Fever
- Buttons in the lobby station area are now also timed in co-op and the reward can still be collected by a solo player
- Hitting headshots are more effective
- Characters, including players now cannot pass through ladders
[h3]UI[/h3]
- The displayed weapon power is now calculated differently, and react to weapon upgrades
- Poisoned enemies are now highlighted properly
[h3]MULTIPLAYER[/h3]
- Increased consistency between solo campaign and co-op campaign modes
- The number of enemies now scale more reliably with the number of human players in co-op campaign, making it more challenging
- Weapon charms now work as intended in multiplayer modes
- Deathmatch and Municipal Mayhem modes now initiate the battle music from the campaign modes
- Municipal Mayhem will now only connect same-ranked players in the same server Region
- Municipal Mayhem may randomly start on earlier arenas that the player has already unlocked
[h3]MISC[/h3]
- Updated ragdoll physics
- Player hands now stay in contact with the Gesund arcade machine more consistently
- Fixed a few weapon skin's unlock conditions
- Fixed the electric shock attack of enemies
- Enemies will now spawn more consistently during Gun Fever
That's all for now, thanks and keep on rockin'!