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Robocraft 2 News

Balance and Bug Fix Patch 30.11.2023

Hello Robocrafters!

We’re releasing a balance change update today which also addresses a few bugs including an issue where there was increased collision damage when hitting landscapes. Check out the full patch notes below:

[h2]Balance Changes[/h2]

Laser
- Damage reduced from 24 to 22

Plasma
- Recoil force increased from 45 to 75

Rail
- Penetration energy increased from 4,500 to 5,200
- Recoil force increased from 750 to 2000

Thrusters
-Standard Thruster bond strength override increased from 3 to 4
-Small Thruster bond strength override increased from 2 to 3

Other
- Standard All-in-one turret connection health changes from 750 to 550
- Small All-in-one turret connection health changes from 375 to 400

Bug Fixes
- Fix for increased collision damage when hitting landscape
- Fix for the wheel orientation changes not applying correctly in multiplayer N:B. You will still need to resave the files but the behaviour you see in test mode should now match in multiplayer
- Fix for a few inconsistent perimeter width values on shapes. Notably shapes that have wedge or triangle faces
- Fixed colliders on joints to better match the visuals

Stay tuned for a content update happening very soon!

Update now live!

UPDATE: We've released 2 small hotfixes to address the following bugs that were introduced:
  • Fix the missing outliner in build mode
  • Fixed audio sliders defaulting to 0 for some users

We've also got fixes in the works for a couple of known issues that we're hoping to release in a small update next week, along with some small balance changes:
  • CRF text search returning empty results
  • Terrain impacts causing much higher damage than intended
  • Wheel orientation changes not applying correctly in multiplayer matches.

After that we've got a larger update planned for the week after with some really cool content that we'll share more on next week!

A new update is live! This update contains weapon and map changes based on community feedback, along with a load of bug fixes.


Here's a link to the patch notes: https://store.steampowered.com/news/app/1991140/view/3896238581947428842

P.S. The team is still working hard to plan updates to address the plethora of feedback we've received from Steam reviews and the Discord community listed here and we'll continue to post frequent updates on our progress as we improve the game.

[h2]Stay up to date with the development[/h2]
We urge anyone who wants to stay in touch with us and wants to see how we communicate with players on a daily basis to join us on the Discord. Several members of the team regularly engage in discussion and share thoughts! It’s also a great place to pick up on some extra building tips too!

JOIN THE DISCORD

The Freejam Team

Patch Notes - Robocraft 2's First Post EA update launching tomorrow

Hello Robocrafters!

We’re pleased to share an update to Robocraft 2 which will launch tomorrow! This update aims to make weapons feel more impactful and exciting. We have also introduced a variety of adjustments to all three maps and fixed a number of bugs.

We've put into action a lot of plans based on the feedback you've given us in Steam reviews and on Discord. We'll continue to give you frequent updates as we work through all of that.

[h2]Weapon Improvements[/h2]
We’ve made big changes to the laser so that it is now more of an impactful all-rounder weapon type. The weapon now has the power to shred enemies at a reasonable rate. Here’s a look at a 1v1 laser battle between two medium-weight machines.

You’ll see that blocks are being thrown all over the place, showing that you are dealing greater damage!

The Plasma has also undergone some big changes. We’ve introduced damage fall-off based on distance. Now shots up close will deal a lot more damage, and have a larger splash radius compared to shots further away. Here’s a comparison showing the damage fall off:


Rail has received a lot of love too. We've completely reworked the way rail penetration damage is applied in order to make the damage more satisfying and consistent against a broader range of robocraft build types.

The update will be live tomorrow and will include the following changes and bug fixes.

[h2]Map Changes[/h2]
Map tweaks for Ma’adim Terminus
  • Extra cover outside spawn gate
  • Extra cover between spawn and mid point
  • Fix some forcefields that overlap landscape border
  • Elevator will now only be activated by occupied Robocraft
Map Tweaks for Iana Chaos
  • Extra cover outside spawn gate
  • Improved speed of the Subordinator
Map Tweaks for Helas Basin
  • Extra cover outside spawn gate
  • Fix some forcefields that overlap landscape border
  • Improved speed of the Judicator
  • Fix incorrectly coloured buildings


[h2]Other Changes[/h2]
  • Changes to the health between connections system. Average bond strength of material used for all parts instead of minimum
  • Volume slider for the announcer added to the options menu
  • Added yellow lines/arrows to the rail cannon barrel in build mode so players understand where the cosmetic collision is
  • Robocraft now have collision when assembling on the switchplate to prevent characters walking into them and dying on spawn
Rebalanced weapon shake
  • QMG is much less intense
  • Lasers on Robocraft have been increased slightly
Wheels Orientation Improvements
  • Previously, wheels would rotate and turn based on the orientation of the Seat
  • Seats that were sideways, upside down etc. would often cause wheels to turn unexpectedly and need to be tweaked/rewired
  • Seats that are not attached to the same group of blocks as the wheels would cause them to rotate against each other
  • Wheel orientation is now defined by the garage bay i.e. forwards is always the direction of the arrow on the floor
  • N:B. Existing Robocraft that used seats in other rotations will need to rewire/tweak their wheels to return them to normal behaviour
  • All newly created Robocraft will use the new system
  • Existing CRF Robocraft will continue to use the old seat system to avoid making purchased Robocraft unusable


[h2]Bug Fixes[/h2]
  • Single blocks left behind after destruction are no longer indestructible
  • Fix for a crash when swapping account
  • Improvements to fail and retry states when connection drops happen
  • Selecting blocks in the inventory after entering Config mode will no longer prevent them from actually selecting
  • Fixed a rare error that could occur after reassembling
  • Fixed an issue with wheels and weapons sometimes not visually appearing after reassembly
  • Entering turrets in the Design & Test map before entering a seat on your own Robocraft will no longer cause them to lock up
  • Optimisation to the Battle Matrix to prevent excess data being loaded
  • Localisation updates based on community feedback for - Chinese, French, Japanese, Russian & Korean
  • Railgun will no longer penetrate through buildings in some specific scenarios
  • Recreating an existing wire will remove the one that is currently there
  • Character can no longer enter a blocked seat in some scenarios
  • Projectiles fired while on the switchplate will now deal damage
  • Reworked Battle Gate spawn zone to allow players to get back to the switchplate if they fall down
  • Fixed various shadows on functional parts vanishing up close
  • Character no longer floats when jumping up certain sloped surfaces
  • CRF default palette will no longer swap to ‘RC Default’ palette
  • Screenshot camera can no longer exit the workshop
  • Ghost block is no longer visible in the screenshot camera
  • Screenshot camera is now fixed at 1920x1080
  • Camera can no longer be pushed into the ground when shifting parts into it
  • Cursor mode can no longer be toggled while the ESC menu is open
  • Entering numbers into save file names will no longer swap the selected hotbar in the background
  • Material tab of the inventory no longer scrolls slower than other tabs
  • Triggering the ‘CPU limit reached’ dialogue will place you back in camera mode after closing it
  • Pressing ESC while popups are open in build mode will no longer remove your cursor
  • Added more loading feedback to various screens during connection issues
  • Battle Summary screen level up animation no longer breaks if you have an EXP booster active
  • Bit & Timer block label colour no longer reset in simulation
  • Adjusted LODs on Logic blocks & headlamps to prevent them culling in build mode
  • Block outline should no longer appear over random blocks in the world at times
  • Looking at a seat while the character is dead will no longer show the hint to enter it
  • Pressing ESC while recalling will no longer cause the character to be stuck in a walking animation
  • Fixed visual issue with character spinning when entering seats in the Design & Test map
  • Default language setting will show the correct language in parenthesis
  • When the Item Shop refreshes you will no longer be sent back to the featured section
  • Improvements to EVIL switchplate visuals
  • PLAY screen switchplates no longer show the forcefield
  • Fixed visual issues with boundary landscapes on the test zone maps
  • Matchmaking error text is localised again
  • Selecting an item in the Vault, then swapping to colour palettes will correctly update the info panels
  • Galaxy Cash store no longer appears empty when opened while looking at certain 3D models in the Battle Matrix
  • Fix for cancel audio playing whenever you change resolution
  • Audio added for removing parts from your hotbar
  • Updated models for some buildings
  • Voice lines should no longer trigger after the match has ended
  • Reassemble audio is now linked to the Sound Effects volume slider
  • Powered joint minor audio tweaks
  • Battle Matrix audio is now linked to the UI volume slider


We’re still working on a number of issues improvements and additions which are mentioned in the announcement here and we'll continue to share progress updates.

Thank you for your support and we will share more news soon!

Progress on Friends & Party System, Scoreboard and Undo

Hello Robocrafters!

We are still working through the feedback we received since the launch in Early Access and hope to share more progress and information very soon. You can read our observations and initial plans from this announcement:

https://steamcommunity.com/games/1991140/announcements/detail/3819676210710371495?snr=2_9_100003_

We are planning to keep you all posted on the development of the game over the coming months and hope that you will all continue to watch our progress as we add more content, and features which will improve the game’s overall quality.

We have an update planned next week which will address the comments that “Weapons felt underwhelming” and will continue to update and improve over the coming months.

Friends & Party System
We don't have much to share this week regarding this feature, but because it is so prominently asked for we wanted to make sure that it was included in this announcement. Development of this feature is making progress. The designs are complete, and the UI art assets have been created and set up. The UI code is in progress. The back end and matchmaking code are due to start next week. We’re still drilling down to try to work out when we will be able to release it and will share when we know that information.



Never P2W, addressing the confusion
We’ve seen quite a few comments and even entire reviews that are telling players that the game is “Pay To Win”. This could not be further from the truth. All items in the game that can be purchased with premium currency are cosmetic.

We’re going to be making a bunch of changes to make this clearer to new users who misunderstood that the microtransactions were only for 100% optional cosmetic items and could not be used to unlock new parts or weapons.

We’re also planning to make changes to the Tech Ladder to bring it into the Main Menu and make it a branching Tech Tree similar to the one in Robocraft 1. All functional parts will remain unlockable for free (remember, never P2W). Once we have the design for these changes nailed down we’ll reveal more.

Scoreboard
One of the quality-of-life features that we will be bringing to Robocraft 2 soon is the Scoreboard! This will track an assortment of stats which you will be able to bring up by pressing the Tab key.



The scoreboard will track:

  • Kills
  • Deaths
  • Assists
  • Damage dealt to Robocraft
  • Damage taken by Robocraft
  • Points earned by achieving objectives
  • Total of all the above


We also wanted to show that a highly requested feature is in the works!



It’s a weird one to showcase visually, so we put this gif together which shows that if you make the terrible mistake of deleting a pilot seat which has complex logic wired up, you can quickly get all of it back by hitting undo!



Fun fact:
While Martin was working on undo, Unity’s in-built shortcuts would undo the addition of the undo input while testing undo. This did drive them a little crazy until they discovered what was happening.

Next Week, we’re going to release an update which will include several bug fixes, some map adjustments and our plans to make weapons not feel underwhelming! The items mentioned above are not going to be part of that update so stay tuned for more info and a date. Thank you for your patience and your support!

Our Plans For Robocraft 2 Based On Feedback

Hello Robocrafters!

We have spent a few days going through all of the feedback on Steam and within our Discord to begin preparing an action plan! Very soon we’ll be assigning development tasks to our team to address many of the feedback points that players have raised. This is not going to happen overnight and some of these will take quite a long time to implement, so please be patient whilst we work on this feedback. If you want to be kept up to date with the very latest news, please join our Discord.

Here are the main areas that we will be focusing on:

[h2]“No Party System”[/h2]
This is a feature that we are actively working on and whilst we don’t have a date set for it, we assure you we want to release it as soon as it is ready. Here is a work-in-progress look at the party system within the main menu



[h2]“Not enough content”[/h2]
We’re working hard on this with Hoverblades launching first, Tank Tracks well on their way, and new maps and game modes in production. We will be doing some planning in the studio to determine if we can increase the speed of production of these elements including looking at new weapons, and biomes (like Ice, and Earth planets).

[previewyoutube][/previewyoutube]

We’re also working on Modular tank tracks and you’ll be able to create your own designs. We can’t wait to share more of this but for now, check out this tease we shared last week:

[previewyoutube][/previewyoutube]

[h2]The Tech Ladder[/h2]
We’ll be looking at reworking the Tech Ladder in its current form to make this more of a Tech Tree where you unlock functional parts and weapons for your Robocraft with branches so you can choose which parts to unlock sooner or later. We will also make this a Main Menu feature so it feels more like a key progression element of the game. We’ll also look at ways to ensure players get the build tools and do not need to unlock them on the Tech Ladder whilst ensuring that users get the info they need to be able to use them effectively.

[h2]Client performance (FPS)[/h2]
We’ll put some programmers on optimisation of the client right away. This is an ongoing thing but we hope to get some improvements to you on this quickly. Robocraft 2 is particularly CPU intensive so we’ll be focusing on that area initially.

[h2]Combat slow \ Weapons underwhelming[/h2]
Our main focus here initially will be on making changes to make the weapons feel more consistent, more satisfying to use, to provide better feedback for the damage you’re dealing. We will be discussing the specifics of how we’re going to do this with the community on our Discord server in the coming days.

[h2]On-foot pilot Gameplay[/h2]
Issues with the On-foot pilots focused mainly on the underutilization of this new mechanic within the gameplay and the difficulty of killing pilots outside of their Robocraft.

We have some plans and designs which still need development which should help both controlling and killing pilots feel more fair, as well as take full advantage of what we think could be an exciting element to the gameplay of RC2.

[h2]Reassemble Mechanic [/h2]
The ability to reassemble mid-combat has been controversial since we introduced it, especially in its current form. We absolutely recognise that it can feel both unfair and frustrating to players for their wins to go unrewarded because an enemy can suddenly rebuild their robocraft and there are a number of solutions we have planned for this.

Our aim is to keep the fundamental reassembly mechanic, but change how, when and why you can use it, alongside planned changes to on-foot pilots.

[h2]Ping/ Input lag[/h2]
We’re going to look at ways we can improve latency and ensure players get better pings on average. We also want to look at ways to give players more control over which servers they play on and more visibility into which servers they are joining.

[h2]Physics lag and imprecision on weapons[/h2]
Since we support rotating platforms and self-built weapon turrets we use physics to simulate the joints of the weapons. The physics simulation of the joints can produce some perceived ‘lag’ as the joints realistically try to accelerate and decelerate to get your gun pointing where you are aiming as well as the joints reacting to bumps in the terrain and recoil forces of the weapons. We think all of these things can contribute to a feeling of laggy aiming. Our aim is to do a bit of a deep dive into these systems to see if we can improve their responsiveness to aiming whilst retaining some of these realistic simulation elements.

[h2]Sound effects[/h2]
Some players had feedback on the overall audio quality of the game, with a few specific places to focus on. We’re going to do a pass over the game's audio design, mixing some elements differently and completely reworking others.

[h2]Announcer's voice[/h2]
The announcer has been pretty hit or miss within the Discord community but we can see quite a few players were not happy with this and would prefer something different. We plan to try some alternative options which we will run by the community on Discord to find something that works.

[h2]Lack of team comms (Text Chat, Voice Chat, Pings & Minimap)[/h2]
We are fully aware that these are quite highly requested features and are planning to include them in the future. We will raise the priority since quite a few reviews mentioned these.

[h2]Building too complex[/h2]
Whilst we have had quite a large number of players enjoy the building system, it is evident that we have seen players mention that this features a steep learning curve. There are two elements to improving the experience; polishing some of the existing UX and UI, as well as showing more information within Build Mode to help builders understand the underlying systems and how to build effective Robocraft.

[h2]Weapon CPU[/h2]
We are considering the option to have only one pool of CPU, similar to RC1, but will need to figure out if we can do this while keeping the benefits of design and balance the current system offers the game.

[h2]Undo[/h2]
It’s coming! I assure you! We already have block placing and deleting working with undo, as well as precon placing and deleting. We are working on wire placing and deleting at the moment. Then we’ll do material and colour painting as well as robocraft shifting.

[h2]Logic and Wiring[/h2]
We’ve been wanting to redesign the Logic and wiring UX for quite some time. We understand many of the criticisms of the current system and have some plans that will allow us to improve the player experience. We also have plans for improving the UX for editing Tweakable Stats on parts.

[h2]More Graphic options[/h2]
This is now also higher on our list as it was also mentioned in a few reviews and on Discord.

[h2]Stay up to date with the development[/h2]
We urge anyone who wants to stay in touch with us and wants to see how we communicate with players on a daily basis to join us on the Discord. Several members of the team regularly engage in discussion and share thoughts! It’s also a great place to pick up on some extra building tips too!

JOIN THE DISCORD

A lot of these changes and improvements will take a while before they are released to you in an update. But we will make sure that we share some further plans and ideas very soon! Thank you

The Freejam Team