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Patch 0.1.3 is out!



Hello Enforcers,

We're back with another patch! This time one with a few more elaborate changes you've been requesting. We are far from done with looking through your feedback though, so expect more patches to come. Additionally, this patch hasn't looked at assisting you with your auto-aiming needs (this is for the Homing Fuse aficionados in the comment section, this patch does not include any homing changes).

We’ve made improvements to combat and skill input responsiveness, this primarily addresses your skills activating when you expect them to and attacking consecutive nearby targets rather than going into a “move only” when an enemy is killed. On top of that, this patch is also tackling a range of tooltips issues, specifically regarding skill buff details and inconsistencies. Skills will now also display any tags that get added through fuses.

Lastly, we’ve added some much needed (and requested) quality of life features such as UI scaling in the settings menu, clicking to use boosters in the action bar, and FOV / Widescreen support. Please Note: we're only supporting a maximum of 21/9 aspect ratio resolutions, so wider aspect ratios will see black bars on the far edges of their screen, forcing it to 21/9 max. This aspect ratio decision is to avoid giving those few players on mega ultra widescreens too much of an advantage compared to other resolutions.

Oh, and shields drop now. Leon's also restocked some fuses, and we squashed quite a few bugs.

TL;DR: This patch focuses on Combat/Skill Responsiveness, Tooltips, Widescreen support, UI Scaling in settings, Shields drop now, and more tooltip improvements coming.

As always, keep the feedback coming and thank you for your continued patience as we continue on this Early Access Journey!

The Stitch Heads Team


[h2]Combat and Character Movement[/h2]

  • Improved and addressed issues for input handling of skill inputs:
    • Fixed Channeling Skills such as Tornado never activating when starting to hold the action down while it was not ready to activate yet. It will now activate when ready.
    • Fixed issue where single activation Skills such as Provoke would not activate until performing another action.
    • Fixed a bug where the Hero moving to a target to use a Skill with setting “Use Skill on Target” could not be interrupted at all.
    • Fixed Hero moving to a target to use a Skill with setting “Use Skill on Target” not being interrupted when doing move action too close to the Hero.
    • Now when holding down a Skill with setting “Use Skill on Target” and being locked onto a target, when this target dies the next hovered target will get locked onto, instead of always going into movement.
    • Improved the way Skills set the rotation of the Character, which fixes the Hero sometimes not rotating to the new attack direction.
    • Fixed Channeling Skills such as Tornado continuously activating after having gone into a menu with the ability active.
  • Fixed an issue that was causing Force Move to be ineffective on interactables

[h2]Tooltips[/h2]
  • Fixed damage conversion fuses not displaying their effect in the skill tooltip
  • Fixed skills not displaying correct stat values when not equipped
  • Removed AttacksPerSecond from Decoy skill tooltip
  • Fixed Inferno skill not showing damage stat in the Skill Menu
  • Fixed Salvage buff tooltip not displaying the buff effect
  • Fixed various buff tooltips not displaying a description
  • Fixed Move Only skill tooltip lingering on screen when dragging a skill onto the Move Only slot
  • Fixed damage values in Skill Tooltips not reflecting melee and ranged damage modifiers
  • Fixed inconsistent spelling styles of the word armour
  • Added new Icons to movement speed and resistance booster tooltips
  • Clarified Strength and Power tooltips granting % damage increases instead of flat values
  • Added visualisation of added compatibility tags in fuse tooltip

[h2]HUD & Input[/h2]
  • Updated the hybrid booster icon
  • Fixed issue with booster buffs using incorrect icons
  • Improved icons for skill and megaspeed shrine
  • Fixed Overlay Map having inconsistent sizes between areas
  • Added Player level to party member character portraits
  • Fixed hero requirement text on fuse tooltips often clipping off screen
  • Fixed issue where a scrollbar would appear in the player inventory.
  • Fixed Inventory items not being moveable into storage
  • Added functionality for using boosters by clicking them in the actionbar with RMB
  • Added UI scaling setting to the Settings Menu.
  • Fixed issues with Comic book header text wrapping
  • Changed Font for the create game and join private game section in the server browser to support capitalisation.
  • Added fallback fonts for Chinese, Russian and Korean to prevent characters being replaced by blocks
  • Improved feedback when failing to slot a fuse if the fuse overlaps with the skill node in the centre
    • Fixed ‘Failed to Slot fuse’ error message not showing up when a fuse node overlaps the skill node in the centre
    • Fixed skill node in the centre not being highlighted red when fuse is trying to be placed and overlapping it
    • Fixed skill node not vibrating (placement failure feedback) when trying to place fuse overlapping it.
  • Fixed throbber in popups overlapping with text
  • Added Ping and FPS counters in the HUD
  • Fixed Dropdown menus not supporting localised text
  • Fixed camera being stuck when transitioning from Gamma settings straight to Main Menu
  • Fixed main menu camera transition when going from Gamma settings Class Selection menu

[h2]Server Browser & Multiplayer[/h2]
  • Fixed players not ragdolling on clients

[h2]Items & Drop rates[/h2]
  • Fixed issue where shields were not dropping
  • Adjusted display names of some Powerglove item types to be shorter
  • Adjusted scaling of unique item icons to match the base item more
  • Fixed issue where Credit Pickup range was unintentionally large, reducing the range from 200 to 70.
  • Improved booster item tooltips
  • Adjusted Gambler item rarities to have fewer common items and more uncommon

[h2]Fuses[/h2]
  • Fixed Leon not selling any fuses other than Strike passive fuses
  • Ferrokinesis fuse now adds the buff compatibility tag to the skill
  • Added descriptions to the Bombardier fuse
  • Split max fuse per type reduced from 3 to 1

[h2]Localization[/h2]
  • Added many missing translations
  • Most UI now scales with localization

[h2]Missions[/h2]
  • Fixed kill contracts from being completable by people not doing the contract
  • Removed the requirement to click the door to Conduit 1 in order to progress the mission “Rogue Enforcer”.
  • Fixed Kettu Assassin being completable by one person leaving the game in multiplayer
  • Fixed a case where a mission reward menu could incorrectly appear for "Reactivate the Waypoint" in multiplayer

[h2]Enemy[/h2]
  • Fixed Razor sometimes getting stuck in a Power Punch pose
  • Fixed Razor sometimes sliding during Slam animation

[h2]Other[/h2]
  • Fixed an issue with regions not unloading when travelling to the Solar Map
  • Fixed a crash related to the map updating
  • Fixed the camera zooming in for ultrawide displays
  • Fixed rebuying items causing them to identify
  • Changed experience gain curve from killing monsters from 120 per level above enemy level 14 to 150 per enemy level above 10
  • Technomancer Idle Animations:: Fixed 1H weapons being rotated incorrectly in the inventory and menu idles for the Technomancer
  • Fixed an issue related to decals being attached to players, minions and enemies

[h2]Elementalist[/h2]

[h3]Fire Tree[/h3]
  • Fixed fire mastery passive (stat modifiers) not being applied sometimes

[h3]Frostblade Skill[/h3]
  1. Fixed issues with Frost Blades getting stuck in an animation

[h3]Combust Skill[/h3]
  • Base cast animation reduced from 0.86 seconds to .06

[h3]Blaze Skill[/h3]
  • Fixed an animation bug related to dashing in place

[h3]Fireball Skill[/h3]
  • Fixed a bug that would cause the Elementalist to slide at the end of a fireball cast

[h2]Berserker[/h2]
  • Polished Berserker Fallback animations

[h3]Frenzy Skill[/h3]
  • Fixed issues with Frenzy getting stuck in an animation

[h3]Heavy Strike Skill[/h3]
  • Fixed the hitbox being too close to the character
  • Fixed Heavy Strike sometimes getting stuck in an animation

[h3]Lightning Shield Skill[/h3]
  • Improved the animation desync issue with Lightning Shield

[h3]Power Punch Skill[/h3]
  • Fixed Powerpunch not rotating when keeping the button pressed down

[h3]Provoke Skill[/h3]
  • Added an Icon to provoke enemy debuff

[h3]Rally Skill[/h3]
  • Radius increased by 20%
  • Base duration increased from 30 seconds to 60
  • Base energy regeneration reduced from +50% to +10%
  • Minor polish to rally VFX

[h3]Tornado Skill[/h3]
  • Improved the fade out of the trail VFX

[h2]Technomancer[/h2]
  • Fixed Technomancer’s Summon Melee Minion animations not scaling with cast speed
  • Fixed minions health not being applied correctly. The displayed number in the skill tooltip should now match the health of newly spawned minions
  • Fixed minions being incorrectly killed when +max minions stats change and are being recalculated
  • Fixed displayed minion amount not being updated when minions are killed due to max minion stat
  • Fixed minions not being killed if having more than max due to unequipping an item with +max minion stats
  • Fixed max minion amount stats of items not working for some minion types

[h3]Minions Tree[/h3]
  • Gear lock: max tiers reduced (0/8 to 0/5)
  • Battery pack: max tiers reduced (0/5 to 0/3 and 0/8 to 0/3) (Note that Technomancer have 2x Battery Pack talent)
  • Artillery: max tiers reduced (0/5 to 0/3)
  • Well oiled machine: max tiers reduced (0/8 node to 0/5)

[h3]Metal Tree[/h3]
  • Fixed Spare Parts talent spawning an extra piece of scrap at the player's feet

[h3]Buzzjaw Skill[/h3]
  • Fixed an issue where BigBoy Melee Minion didn’t use their melee attack animations
  • Now has the Physical Damage tag

[h3]Lazerbeak Skill[/h3]
  • Now has the Physical Damage tag

[h3]Tekhead Skill[/h3]
  • Fixed Tekhead damage increase buff not working (This also fixes other occurrences of buffs or stat modifiers not working on skills/projectiles)
  • Changed Fire Damage tag to Lightning Damage tag

[h3]Construct Skill[/h3]
  • Fixed contract Bosses/Villains being constructable

Meet the Enforcers

Hello Enforcers,

We are about to dive head-first into the weekend, which feels like a great time to do some recaps of older posts that could still be fun to those of you who are new to our community.

While we imagine you are more than familiar with the Berserker, Elementalist, and Technomancer by now, here are some short posts we put together about their skills and backstories.

[h2]BERSERKER[/h2]
Read full post here

[h2]ELEMENTALIST[/h2]
Read full post here

[h2]TECHNOMANCER[/h2]
Read full post here

Hope you all have a fuse-filled weekend, and see you all next week for more news.

Fuse Combinations

Hello Enforcers,

While the devs are busy working on the next patch (more information on that coming soon), we wanted to do a quick shout-out to the fun new fuses we added in last week’s patch. The fuses in question were Scorch, Contaminate, and Flash Freeze.

The aim of these was to add fun new variations, especially for more melee-centric skills. Below, you will see some of the combinations you can do:

Why not create a shower of blood with the Scorch-enhanced Blaze ability:



Or how about combining the Flash Freeze fuse with Ice Shard for explosive results:



Or maybe enhance your Frenzy with the Contaminate fuse:



The options are endless and we look forward to seeing what crazy combinations you come up with!

Content Shared this Weekend



Hello Enforcers,

It's the start of a new week, which feels like a good time to share some of the content that trickled out this past weekend. So while the team is busy looking through your feedback and working on the next patch, why not spend some time reading and watching what the media had to say.

[h3]Let's Play from Eurogamer[/h3]
We teamed up with Eurogamer to see what they would think of Superfuse and especially the multiplayer experience. So watch this chaotic group of three tackle enemies, loot at more.

[previewyoutube][/previewyoutube]

[h3]Additional Articles[/h3]
We also so saw both a preview from Escapist as well as one from CBR release this week.



[h3]Keep Reaching Out[/h3]
Whether you have screenshots you're proud of, had a really fun capturing session you want to share, or just want to give us feedback on what you like and what you want to see changed in the game, please don't hesitate to share this with us. We love to see and hear from all of you all, so please keep it coming.



Beginner’s Guide to Fuses

Fuses are one of Superfuse’s unique features, which allow you to tailor the hero’s abilities to your preferred play style. But what are fuses, and how do they work?



Each hero will have specific skills acquired through their talent trees. These will stretch from offensive to defensive, jumping great distances or slowing enemies down and allowing you to play your Berserker, Elementalist, and Technomancer to your liking.



However, this is only the foundation and also where the fuse system comes into play. Using fuses, you can customize your specific abilities with incredible detail, allowing you to tailor the experience even further.

By left-clicking on an ability in your Equip Skills menu (press S), you will enter the fuse skill screen with your selection of available fuses featured on the right. These will stretch from “On Start”, “On Hit”, “On Kill”, “On End” and “Passive”, meaning that the way your skill looks and acts will be completely different from what another player might have.



Click on your desired fuse and place it on the node you want to lock it to. You can also rotate the fuse using the mouse wheel before clicking again to fuse it to the ability. And if you regret your choice, you can easily remove it again by right-clicking it. There will be certain fuses that will be greyed out for your hero, which means they are not useable for your specific hero.



Fuses will drop like any other kind of loot from various enemies around the world, so we encourage you to experiment to your heart's content. And that is it, as far as fuses go, so don’t hesitate to play around with your abilities and see what works best for you!