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Mega City Force | Factory & Robot Major Content Update #2

G'day Agents!


The Factory & Robot update is here after a delay, and it is packed with new content, QoL improvements (we’ve fixed the melee system, read below to learn more!) and as usual, a bunch of bugs has been identified and fixed, so here’s the update! 🔥

[previewyoutube][/previewyoutube]

[h2]🆕 What’s new?[/h2]

[h3]🏗️ Bonus Factory Level[/h3]



[h3]🤖 Robot Agent[/h3]



[h3]⚔️ Reworked melee weapons to use a dedicated melee weapon slot[/h3]

In other words, now they do not count towards the maximum you can carry but you can only carry one melee weapon at a time. Additionally, the basic melee attack will now always try to use the currently carried melee weapon so the player can benefit from their better statistics without having to swap manually to them. Nonetheless, the player can still select the melee weapon normally and use it as its main combat weapon like before.



[h3]💱 A new currency for shop re-rolls has been added[/h3]
(This currency can be exchanged while in the shop in order to refresh the randomized shop contents)




[h3]❤️ QoL Improvements...[/h3]

The game is shifting from hidden levels towards Bonus Levels. We decided to do that to make Bonus Levels more accesible for players, as we can see that a lot of people don't even know that those hidden locations exist in the first place. Additional levels are a part of the whole game experience, and we want to give an opportunity to as many players as possible to be able to access these parts of the game, and enjoy fighting new bosses and unlock more agents.



So now the entrances to Bonus Levels are clearly indicated with the camera focusing on their entry. Now these levels will spawn multiple medkits on their entrance area; in addition, a re-roll die will be granted when defeating the boss on these levels.

[h3]🌆 And minor changes:[/h3]
  • Added a new random event
  • Added 2 new collectible tracks.
  • Added a new animation sequence to the game ending to clearly show when a new skin has been unlocked.
  • Added an extra line for melee weapons, describing the effect they cause.
    1. “Stun 1s” for Blunt Objects.
    2. “Bleed 4s” for Sharp Objects.
❗ But that's not all!

[h3]🚨 Holiday siren is activated![/h3]
The citywide Steam Winter Sale will begin shortly, and we have opted in! Expect new decorations in the HQ and a whopping 20% discount on Steam starting at 21st December, 10:00AM PDT!



[h3]⚒️ And, of course, Bug Fixes[/h3]

  • The tracking of the bullseye combo was inconsistent and confusing for weapons that shoot more than one projectile at a time. The combo was reset or increased based on the outcome of the first impact of the projectiles of the attack. To fix these, 2 actions have been taken:


    1. Now the successive projectiles of a burst are tracked individually (same as non burst projectiles) and each one will increase or reset the bullseye combo accordingly at the time of its impact.
    2. Now the simultaneous projectiles of a “multi shot” (like shotgun pellets) will increase the bullseye combo when any of them hits an enemy and reset the combo only when all of them have impacted and missed.


  • Fixed an issue that tracked incorrectly the accuracy for the marksman contract with continuous attacks (Plasma guns and Electro-guns) making them track more hits than intended, even causing the percentage to go above 100%.

  • Fixed an issue that considerably limited the fire rate of dedicated melee weapons.

  • Firing will not be interrupted by any other inputs now; so Electro-guns, Particle beams and automatic weapons with charge time will not “restart” when the ability button is pressed, for example.

  • Fixed a weird interaction with elements that drop to the ground and the parking lines in the MegaCorp level that caused these elements to move out of the parking lines, this was specially affecting gameplay when using weapons that shoot projectiles that drop to the ground like grenades.

  • Fixed small misalignment of the Modern Machine Gun silhouette placement in the HUD.

  • The damage (Max DPS) shown in the information/tooltip for weapons with attacks that cause effects like radiation, burn or bleed was displaying a higher value than the maximum damage per second they can actually output.

  • Fixed a situation where the Captain sprite could stay white.

  • Fixed a rare bug where some weapons (mostly laser weapons) will jam if dying under a very specific timing and then reviving with the self-revive. Swapping weapons fixed it, but one of these weapons specifically (Binary Laser) also blocked weapon swapping, invalidating the workaround.

  • Fixed a visual bug that displayed a 6hp text popping up when it is actually 7hp if you pick a health pack while having the medical nanites upgrade.


[h2]💖 Thank you! [/h2]
Work on this update was quite hard, but nonetheless I am happy the way that it turned out. It is not the last update, so after a short coffee break, I will start working on the next update according to the roadmap. Again, thank you for supporting Mega City Force, and I hope that you'll have a great time while exploring all the new stuff that been added!

https://store.steampowered.com/app/2259210/Mega_City_Force/

[h3]About Mega City Force[/h3]

Retrowave Skill-Based Action Roguelike about tough agents keeping peace the old-fashioned way. Choose your agent and dive into hardcore action against enemies and bosses using a huge arsenal and special abilities that will define your play style.

Stay in touch and join our fearless force here!

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