Update June 26, 2025 – New Enemies, Hazards, Weapons, Abilities, and Pickups
[p]This update aims to increase the gameplay and build variety by introducing new enemies, weapons, abilities, and pickups; and to make the first introductory mission more engaging by introducing an early-game hazard, Plasma Turret, which demonstrates our signature Friendly Fire mechanic (meaning that enemies can damage and kill other enemies) on the first mission. Here's the full list of changes:[/p][p][/p][h3]New Enemy – Roundshield[/h3]
Thank you!
Combat Complex team.[/p]
- [p]A flying bot surrounded by six shields arranged in a large circle. The shields are separate – each shield takes damage and regenerates independently of the others.[/p]
- [p]It's gameplay purpose is to serve as a "bodyguard" for other enemies by covering them with its shields. Roundshield attempts to stand behind the enemy it has chosen to protect, thus making itself harder to hit due to bodyblocking.[/p]
- [p]Comes in two varieties – regular (blue shields) and deflector (red shields).[/p]
- [p]Available on Level 3 and higher.
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- [p]A tank-like machine equipped with two laser-guided miniguns.[/p]
- [p]Gameplay-wise, its similar to a Laser Tank – it divides the battlefield by creating a line of fire that's dangerous to cross. However, unlike the Laser Tank, Minigun Tank can move during its firing phase, making findingh suitable cover more challenging for the player. [/p]
- [p]Available on Level 4 and higher.
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- [p]A retractable floor-mounted turret that activates unexpectedly for the player and, when activated, sweeps the surronding area with a high-damage plasma beam that deals direct damage and ignites anything it hits, including the player and the enemies.[/p]
- [p]The gameplay purpose of the Plasma Turret is to make the first tutorial mission more engaging for new players, and to demonstrate our signature Friendly Fire mechanic (meaning that enemies can damage and kill other enemies) on the first introductory mission.[/p]
- [p]Available on Level 1 and higher, starting from the first tutorial mission.
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- [p]Miniguns provide high rate of fire, cooling, range, and utility at the cost of hindering player movement when fired.[/p]
- [p]When the player fires a minigun, their movement speed is reduced and Dash is disabled.[/p]
- [p]Miniguns damage deflector (red) shields and armored targets (e.g. Wrecking Ball).[/p]
- [p]Miniguns can be equipped into a Primary Weapon slot.
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- [p]SMGs provide high rate of fire and damage at the cost of significantly reduced range.[/p]
- [p]SMGs are best suited for close-proximity builds that rely on dealing damage to nearby enemies.[/p]
- [p]SMGs can be equipped into a Primary Weapon slot.
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- [p]Provides you with a grapling hook that quickly pulls you to a desired location – or to an enemy.[/p]
- [p]Useful for quickly repositioning in order to get out of danger or collect a disappearing pickup.[/p]
- [p]Can be used for quickly getting close to enemies (e.g. a Rocket Tank) for a shotgun blast. [/p]
- [p]Can be equipped into an Active Ability slot.
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- [p]An orange orb that drops from killed enemies (similarly to other orbs) that provides Ultimate Ability charge and resets Active Ability cooldown and weapon overheat. [/p]
- [p]The gameplpay purpose of the new orb is to enhance the flow of the game by increasing the uptime of player guns and abilities, and to make the Ultimate Ability faster to charge, so it can be used more frequently.[/p]
- [p]The Ultimate Orb comes in two varieties:[/p]
- [p]Small Ultimate Orb – grants 10% Ultimate charge, resets Active Ability cooldown, and instantly cools down all weapons.[/p]
- [p]Large Ultimate Orb – grants full Ultimate charge, resets Active Ability cooldown, and instantly cools down all weapons.
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- [p]Weapon tooltips in Inventory now display the range and spread of the weapon.
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- [p]Legendary effects on a legendary Gravity Hook do not work correctly.[/p]
- [p]Inventory icons for Miniguns sometimes do not reflect weapon stats.
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Thank you!
Combat Complex team.[/p]