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Superfuse News

Patch 0.1.2 is live!



Hello Enforcers,

With this patch we want to provide some quality of life improvements, balancing, and small bug fixes before the weekend hits.

One of the larger changes in this patch is to make the starting experience smoother. We’re introducing a regional weight system to loot. This means you will only find fuses your character can learn, and items they can equip pre-Conduit 1. For example: When playing as the Berserker you will not find power gloves or Elementalist only fuses until reaching Conduit 1 after defeating Razor. This is a quick fix to address some of the community concerns we’ve heard, but we would of course love to hear your feedback.

Note: finding some fuses you can learn but never use is still possible and related to tag consistency (example: add poison damage on elementalist). Also: convert Physical Damage to an Element will add a Damage tag of that element to the skill, meaning you can dynamically alter what fuses your skill can have access to.

We’re currently looking at UI scaling, combat/input responsiveness, collision improvements, fuse variation, fuse tags consistency, and the booster charges. We’ll have more to share in the coming week; however, these changes require a bit more time.

Thanks, and please keep the feedback coming!
The Stitch Heads Team

Fixes & Improvements

[h2]Tooltips[/h2]
  • Skill tooltips now display all damage elements / types to clarify the damage an ability is doing
  • By default, item tooltips now display the base stat roll values
  • Fixed bug with Quick ID not always showing the Item Scanner uses remaining in your tooltip
  • Fuse tooltips now display all valid skills that can be fused - even if there is more than one
  • Show decimals in tooltips and skill summary below 10 damage instead of rounding to full numbers like we do when damage values are above 10.
  • Skills now show their correct stats in tooltips and summaries even when not equipped in action bar / set to active skill.

[h2]HUD & Input[/h2]
  • While holding Left ALT - all dropped items on the screen force display their name tags, if persistent item name tags are toggled off. Toggle persistent item name tags with “Z”.
  • Fixed nametags of interactables showing persistently when the persistent outline is toggled
  • Can now use CTRL + ALT to toggle persistent outlines on interactables
  • Default Skill Slot 1 (Left Mouse Button) is now move only, you can still replace this with an active skill
  • Fix: While in the fuse menu / skill creator - using mouse scroll wheel will no longer zoom in or out on your character
  • Fixed “Move Only” tooltip not showing on the slot itself
  • Fixed interactable outline of shrines/chests/corpses still showing after being looted
  • Display message in chat when toggling:
    • Persistent Interactable highlights
    • Persistent Item name tags

[h2]Server Browser & Multiplayer[/h2]
  • Display actual error on login failure instead of always displaying “failed to connect account”
  • Fixed levels of all players being displayed as 0 in server browser
  • Font for the create game and join private game section in the server browser changed to support capitalisation which hopefully avoids some confusion with capital sensitive server names and passwords
  • Fixed private games not being found sometimes due to only retrieving the first instance or a limited list
  • When searching for public games, you will now find more entries - the list was being cut off by invisible private entries so you would only find a handful of public game sessions

[h2]Items: Droprates[/h2]
  • Trinkets: increased trinket drop rates, they will now drop more commonly in Conduit 1 and after
  • Kneepads: slightly buffed kneepad droprates throughout the game
  • Regional Drop Bias: loot will now be biased towards your class up until Conduit 1, meaning that before Conduit 1 you will only find fuses you can learn or loot that your character can equip
    • Note: there is no bias towards your current build or learned skills, playing as a Tornado Combat Berserker you will still find Power Punch (Brute Force Tree) fuses even if you do not have this skill.
  • Resistivity: removed lightning spell damage and now rolls with both fire and ice spell damage (8-12%).

[h2]Fuses[/h2]
  • Introduced more icons for fuses so you can differentiate between them better
  • Pierce: now has a 10% damage reduction applied when used
  • Freezer: set the requirement to Ice Damage instead of Damaging
  • Burner: set the requirement to Fire Damage instead of Damaging
  • Shocker: set the requirement to Lightning Damage instead of Damaging
  • Poisoner: set the requirement to Poison Damage instead of Damaging
  • Brawler: set the requirement to Physical Damage instead of Damaging
  • Enabled some fuses for use on minions / physical. Set the required tag to Physical instead of Weapon skill and removed the Berserker requirement of:
    • Add Fire / Ice / Poison / Lightning / Physical Damage fuses
  • New Fuse Replica
    • Fuse that increases the maximum amount of minions for Buzzjaw, Lazerbeak, Construct
    • Fuse gives -10% all damage to minions
  • Scrapstorm: will no longer show up in Leon's shop
  • Ferrokinesis: will no longer scaling with skill effectiveness per level stat - which was leading to overpowered results of quadruple damage on Ferrokinesis
  • Buzzsaw: no longer reduces Buzzjaw count
  • BigBoy: Fixed the minion not properly using its melee attack animation
  • Added an icon for the collidable tag

[h2]Audio[/h2]
  • Fixed player level up audio voice lines playing for all characters in multiplayer

[h2]Other[/h2]
  • Fixed lightbridges in Edge of Space and Eros Docks to not show up when Shadow Quality was set to low
  • Fix Foreman not having correct relation to players on clients, causing attack targeting to not behave as expected

[h2]Balancing & Hero Changes[/h2]
[h3]Elementalist[/h3]
Fireball Skill
  • Fireball now has the Area of Effect tag

Torch Skill
  • Torch now has the Area of Effect tag

[h3]Berserker[/h3]
Slam Skill
  • Slam can now hit both with its initial Area of Effect and its consecutive ground crack projectile on the same target
  • Increased range of the ground crack projectile from 350 units to 450

[h3]Technomancer[/h3]
  • Fixed a cause for minions sometimes not attacking enemies

[h3]Buzzjaw Skill[/h3]
  • Delay between attacks reduced from 1.8 seconds to 1 second
  • Damage scaling per level has been increased
  • Now caps at 4 minions from leveling the base skill instead of 10
  • You can now add additional minion through fuses (See the fuse section above)

[h3]Lazerbeak Skill[/h3]
  • Base damage reduced from 16-24 to 6-12
  • Damage scaling per level increased
  • Now caps at 4 minions from leveling the base skill instead of 10
  • You can now add additional minion through fuses (See the fuse section above)

[h3]Impale Skill[/h3]
  • Resolved a bug where Impale was floating in the center of the collision sphere, it is now correctly attached to the ground

Superfuse is a "love letter to Diablo 2" out now in Early Access

Early Access has started for action RPG game Superfuse, a combination of Diablo 2-style dungeon looting and the comic book-inspired style of the Borderlands series. Early Access being what it is, the game is still in active development - although it seems the launch has been a bit rockier than developer Stitch Heads anticipated. As the studio rushes to deploy some initial patches, its co-founder has personally written to fans to reassure them that this "love letter to Diablo 2" will get the attention that it needs.


Read the rest of the story...


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Diablo-style RPG Superfuse lets you design your abilities

Letter from the Devs



Hey Everyone,

My name is Tim, and I am one of the founders and the Creative Director at Stitch Heads. I wanted to reach out to you personally now that launch day is over and share some thoughts and my gratitude for the community response so far.

Superfuse is a love letter to Diablo 2. It is our homage to the ARPGs that came before us because we fell in love with that genre and wanted to be a part of it.

I want you to be right there with us as we’re actively looking at your feedback while the team rolls out regular updates that improve the game. We are right at the beginning of this journey, and while our launch into early access was rockier than we would like, we want to shed some light and outline the fixes and changes we are making, over the coming weeks, in an act of transparency so that you know where we are and how the game will change.

Right now, we are all hands on deck and actively working on addressing any issues as fast as possible.

Later today, we will be posting a patch that will address the permanent slowdown that enemies and debuffs sometimes cause and will add in some new fuses, and so much more. The full patch notes can be found here, which detail all the changes: Patch Notes

Coming up, we are working on addressing the following issues:
  • Improving the booster and consumable feature.
  • Reducing the amount of drops items and fuses you cannot use or equip
  • Improving tooltip clarity and stats on items, fuses and skills
  • Issues with responsiveness and targeting of skills, movement and buffs.
  • Issues with pathing, obstacle avoidance and general movement.
  • Increasing variety in fuses and fixing issues with fuses.
  • Missing settings for FOV and UI scaling.
  • Issues with stash and inventory use
  • Lack of loot-sharing options besides FFA
  • Partial translations missing
  • Some passives not functioning properly
  • Variety of bugs with quests and dialogue
  • Issues connecting to private servers of other players
  • Crashes in the solar map
  • Zooming and scrolling overlay map

On top of all of this, part of our team is working on future content updates, and we will have more news about that in the future.

I am also investigating the following requests, and more news will come on that once we have finished addressing everything mentioned above; I have listed some of them below, and please let us know in the comments if you have further suggestions going forward.
  • Controller Support
  • Finalising skill trees of each class
  • Improving end-game content
  • Improving variety in environments and enemies
  • Trading systems

Thank you so much for reading this, and I appreciate your continued patience. We are really passionate about the game we are creating, and your continued feedback and bug reports are greatly appreciated.

Stay tuned for more news; we have lots coming to be excited about, and thank you again for being here and playing Superfuse.

Tim

Patch 0.1.1



Hello Enforcers,

It’s been a little over a day since we went live with Superfuse, and yesterday we already pushed out a small fix that was related to the server issue that a lot of people were encountering the first couple of hours post-release.

Today’s patch (which is coming in later this evening)is a bit larger as we take a first stab at fixing, improving, and balancing aspects of the game based on the initial feedback and bugs you reported.

Some of the more notable ones include addressing the permanent slowdown that enemies and debuffs sometimes cause and we will add in some new fuses

This is only the beginning and we will continue to shape and tweak the game alongside you. We really look forward to embarking on this journey with you.

The Stitch Heads Team



Fixes & Improvements

[h2]Item Tooltips[/h2]
  • Item type names are now showing on the item tooltips
  • The Blood Drinker unique should now properly display its main stat


[h2]HUD Item Name Tags[/h2]
  • Persistent Name Tag is now toggled on Z by default
  • Persistent Interactables is now toggled on Left Alt by default


[h2]Inventory[/h2]
  • Items in your inventory for which you do not meet requirements for will now be clearly displayed with a cross (incorrect class) or a lock (not meeting stat requirements)
  • Incompatible fuses for your current Enforcer will now be clearly displayed with a cross in your inventory
  • The space visualiser will now correctly display the slot players are attempting to place items onto in their inventory or storage
  • Fixed bugs with moving items in inventory not being accurate
  • Fixed general inventory interaction bugs
  • Fixed bugs with placing items in storage only being top left available location
  • Fixed bug with swapping item in inventory not going in other item’s location
  • You can now quick ID items by clicking Shift and Right Mouse Button whilst hovering over an unidentified item and having Item Scanners in your inventory


[h2]Items[/h2]
  • Your speed and armour boosters will now be applied correctly
  • The weapon damage caused by “Directed Mania” unique will now be scaled to your character level


[h2]Skills[/h2]
  • The default slot of a newly unlocked skill has been changed
  • “Move only” will no longer be unequipped when you unlock skills
  • All skills will automatically first unlock on AbilitySlot2 (default: RMB keybind) with the exception of skills tied to buffs, debuffs, walls, shields and minions which instead unlock to AbilitySlot3 (by default Q) and subsequent Ability Slots.
  • To avoid causing motion sickness, we’ve reduced the intensity of the camera shake when Crush is used


[h2]Fuses[/h2]
  • We’ve added Scorch, Contaminate, Flash and Freeze to the fuse roster to increase the variety applied to melee skills and general element based skills


[h2]Audio[/h2]
  • Audio counts should no longer be overlapping to such a degree that they cause performance drops and audio quality issues


[h2]Other[/h2]
  • Slow bug: Chill ailment enemies put on you will no longer permanently apply.




Balancing

[h2]Items[/h2]
  • Reduced Sight range values on Sight range affixes
  • Stat: Sight Range affixes now rolls in steps of 5 instead of 10
  • Stat: Movement Speed affixes now roll in steps of 5% instead of 1%


:sfelementalist:[h2]Elementalist[/h2]
[h3]Fire Passive Tree[/h3]
  • Added 1 reflex to the fire mastery node
  • Ignite Radius: increased from +5% to +10% burn radius and reduced max tiers (8 to 3)
  • Boil: increased from 5% to 10% energy per level per tier and reduced max tiers (8 to 3)
  • Recover: increased from 5% to 10% energy restore on miss per tier and reduced max tiers (5 to 3)
  • Overheat: increased from 3% to 5% fire penetration per tier and reduced max tiers (5 to 3)
  • Fire Boost: reduced max tiers (8 to 5)


[h3]Fire Wall Skill[/h3]
  • Turned down death impulse / moon physics on firewall


[h3]Combust Skill[/h3]
  • Base damage increased to 8.25 - 12
  • Damage scaling per level increased


[h3]Blaze Skill[/h3]
  • Blaze damage scaling per level increased


[h3]Ice Passive Tree[/h3]
  • Added 1 reflex to the mastery node
  • Ice tree mastery strength per level reduced from 2 to 1
  • Ice tree mastery energy per level increased from 1 to 2
  • Ice tree mastery power per level increased from +1 to +3
  • Ice tree master armor increased from .5% per level to 1%
  • Draining cold: reduced max tiers (5 to 3)
  • Sleet: cast speed bonus increased from 4% to 5%
  • Quick freeze: cooldown reduction while using two handed staves increased from 4% to 5%
  • Deep freeze: max tiers reduced (was incorrectly set to 0/20 and is now its proper 5)
  • Cool headed: set to +5% damage per level flat (logarithmic removed) and reduced max tiers (8 to 5)


[h3]Frost Blades Skill[/h3]
  • Base damage increased to 2.25 - 2.75
  • Damage scaling per level increased
  • Mana cost scaling per level reduced to .25 per level


[h3]Ice shard Skill[/h3]
  • Base damage increased from 6-12 to 12-21 base
  • Modified the damage scaling to reach similar values by level 30 (10% damage increased by level 30)
  • Reduced the projectile speed from 3500 to 3000



:sfberserker:[h2]Berserker[/h2]

[h3]Lightning Tree[/h3]
  • Guided lightning: description now correctly says critical hit damage and critical hit damage increased from 5% to 10%
  • Electric discharge: energy recharge speed bonus increased from 4% to 5%
  • Nimbus: cast speed bonus increased from 4% to 5%
  • High voltage: lightning penetration increased from 3% to 5% and reduced max tiers (5 to 3)
  • Taser: chance to shock increased from 2% to 5%
  • Deep strike: max tiers increased (3 to 5)
  • Brain power: max tiers reduced (6 to 5)
  • Weather front: changed to +10 flat per level (logarithmic scaling removed) and max tiers reduced (8 to 5)


[h3]Combat Tree[/h3]
  • Enraged: reworked to grant +20% attack speed per level, reduced max tiers (5 to 3)
  • Unwavering: reworked to trigger below 30% life instead of below 15%, provides +15% damage reduction base and +15% per level and reduced max tiers (5 to 3)
  • Weapon efficiency: description is fixed to properly display that the attack speed bonus is being applied to one handed weapons and the damage bonus increase is being applied to two handed weapons. Attack speed bonus increased to 5%
  • Pace: changed to +5% movement speed per level (logarithmic removed)
  • Precise Strikes: accuracy bonus increased from +4% to +5%
  • Duellist: critical strike chance bonus with one handed weapons increased from +2% to +3%
  • Lasting Damage: chance to apply bleed increased from 2% to 5%
  • Viciousness: critical strike damage bonus with two handed weapons increased from +10% to +15%
  • Footwork: evasion bonus increased from +4% to +5%
  • Second wind: trigger value reduced from below 50% health to below 30% health, second wind +50% armor and +50% all resistance bonuses reduced to +30%


[h3]Brute Force Tree[/h3]
  • Superhuman strength: max tiers reduced (8 to 5)
  • Leaded fists: physical penetration bonus increased from 3% to 5% and max tiers reduced (5 to 3)
  • Peak performance: max tiers increased (4 to 5)
  • Heavy hitter: chance to cause trauma increased from 2% to 5%
  • Thick skin: max tiers reduced (8 to 5)
  • Brawn: reduced to +.1% physical spell damage per point in strength from 1%


[h3]Provoke Skill[/h3]
  • Provoke: duration per level scaling increased to .5 per level instead of a diminishing return scaling


[h3]Slam Skill[/h3]
  • Base damage weapon modifier increased from 140 to 155%
  • Weapon modifier damage per level bonus increased from 8% to 10%



:sftechnomancer:[h2]Technomancer[/h2]

[h3]Metal Tree[/h3]
  • Coating: physical penetration increased from 3% to 5% and max tiers reduced (5 to 3)
  • Gear lock: max tiers reduced (8 to 5)
  • Battery pack: max tiers reduced (5 to 3 and 8 to 3)
  • Artillery: max tiers reduced (5 to 3)
  • Well oiled machine: max tiers reduced (8 to 5)
  • Solidify: max tiers reduced (8 to 5)


[h3]Decoy Skill[/h3]
  • Increased base radius of Decoy taunt
  • Fixed an issue where the collision of Decoy’s taunt was only 180 degrees front facing, it is now a full spherical radius


[h3]Tekhead Skill[/h3]
  • Increased the base damage
  • Damage scaling per level increased
  • Now gains +50 life per level


[h2]Fuses[/h2]
  • Crush: drops now roll within a range of 40-50% damage of skill.
  • Torrent: Fixed an issue where the Torrent Fuse would be one hexagon in size and difficult to unequip.
  • Split: Max range reduced from 16 to 3 degrees
  • Homing: reduced the detection ranged from 2000 units to 300 and tweaked the detection angle, range and rotation speeds of the projectile


Thank you, and a note on some incoming fixes

It’s been an intense couple of hours since Superfuse entered Early Access, and we wanted to thank you for all for your patience as we iron out those day-one bumps.

About an hour ago, we pushed out a fix that hopefully solves the server issues that some of you have experienced when attempting to do online co-op. If you are still encountering these issues, please don’t hesitate to reach out to us on our Steam Forum, on our official Discord, or through our support, and we will try to assist you as soon as possible.

If you are experiencing localization issues, please know that we are working on a fix that will be incoming as soon as it is sorted.

Rest assured, we are reading all of your feedback and looking into potential fixes for any issues you might encounter. Please keep letting us know about any bugs you encounter. With all this said, we hope you enjoy Superfuse, and we look forward to the journey ahead.