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Champion Shift News

0.6.6 Hotfix 01 - Tutorial Stage Fix

GENERAL
  • New players should now be able to properly progress through the tutorial stage.

Patch 0.6.6 - Fatboy, Dynamo and CH-4D at the same time?! Oh my!

Greetings Champions! We’ve been listening to your wonderful feedback and have been able to make some changes to improve the quality of gameplay, along with a ton of fixes. Changes range from multiple bosses spawning, greater battlefield visibility, more useful car weaponry, and performance improvements, so this update has a little bit of everything.

GENERAL
  • Fixed enemy Knockback immunity bug
  • Fixed End of Run screen not showing all the data (Some numbers are still incorrect, but they don’t show blank).
  • Fixed an issue with Arthur’s Knights of the Round ability.
  • Fixed an issue with Athena’s Phalanx Toss ability.
  • Fixed inconsistencies with the mini maps in the following stages: Down Town (1A), North District (1B) and Mountain Pass South (4A).
  • Replaced Arthur’s model with Wukong’s in the hallway on the tutorial level. (Arthur should’ve been just a tiny bit confused by that...)
  • Fixed some Celestial Gifts that were sometimes not dealing damage.
  • Fixed multiple typos in the User Interface.
  • Searing Boom achievement should now properly grant Burning Chains.
  • Adjusted visuals for Toxic Death Cloud and Celestial Orb. They shouldn’t block out enemies anymore.
  • Improvements and adjustments to lighting throughout all the stages.
  • Adjusted car sizes for all Champions.


BALANCE BOSSES
  • Bosses will now be randomized. Some are weighted to appear more often in some stages.
  • Multiple bosses can possibly spawn based on how long the run has gone on for and number of players.
  • Bosses will now spawn their own set of enemies rather. This will reduce the number of enemies that spawn while fighting the boss.
  • Boss Power increased by 15% to compensate for less enemy spawns.
  • Greatly reduced rotation speed on Dynamo’s stomp attack.
  • Final Boss’ death animation should now play properly.


ENEMIES
  • Scaled up the size of Mine Runner and Marine enemies so they are more visible and show their danger level.
  • Some enemies have had their movement speed reduced.
  • Dreadnaught no longer stuns when performing its stomp attack.
  • Reduced velocity of enemy projectiles.
  • Reduced the range of enemy projectiles.
  • Increased size and brilliance of enemy projectiles (sneaky bullets be damned!).


YGGDRASSIL UPGRADES
  • Fixed some upgrades that were not unlocking the next nodes.
  • Increased the dust currency cost multiplier to 10% [up from 5%]
Power I & II are currently awarding too much power stat and trivializing the first couple of levels. Power I will now award the same amount of power as a 1 level and Power II the same as 2 levels.
  • Power I Stat set to 3 per level [Max 9] (down from 5 per level)
  • Power II Stat set to 6 per level [Max 18] (down from 10 per level)
Max Speed I & II are getting their stat awards reduced. The speed scaling is exponential when picking up gifts such as Bull Rush, and it gets a little too fast and hard to control.
  • Max Speed I is reduced to 4 (down from 10)
  • Max Speed II is reduced to 6 (down from 20)
Multicast has been reworked and we can now increase the amount that is awarded as a base upgrade so that it is more meaningful.
  • Multicast I is increased to 5% [15% max] (up from 4% [12% max])
  • Multicast II is increased to 10% [30% max] (up from 6% [18% max])
Weapon DMG I & II is going to get a small bump since POWER I & II are getting reduced.
  • Weapon DMG I Increased to 5% [15% max] (Up from 4% [12% max])
  • Weapon DMG II Increased to 10% [30% max] (Up from 6% [18% max])
There were several Gift Unlock nodes that weren't working properly. They should work as expected now.
  • Duration, Attack Speed, Amount, Multicast Gifts are now working and should now appear in game.


CHAMPIONS
WUKONG
  • Multicast increased to 25% [Up from 10%]
  • Area is reduced to 100% [down from 115%]

ARTHUR
  • Reduced Arthur's Base Velocity to 75%.

GILGAMESH
  • Reduced Gilgamesh's base velocity to 85%

VEJIGANTE
  • Removed Chupacabra gift until its behavior issues are fixed.


CELESTIAL GIFTS
LABYRINTH OF THE MINOTAUR
  • Reduced the amount of knockback awarded by all three gifts to 5 (down from 10).

THE LEGEND OF CHANG'E
  • Rabbit's Elixir was mistakenly awarding 10% drop chance per level. Should be 5% plus 2% per level capping out at 15%.

AVATAR OF RA
  • Falcon of the Sun has had its cooldown reduced to 4 seconds (down from 8 seconds).


VEHICLES
CALTROPS
  • Reduced base CD to 1 sec (down from 3 sec).

SHIFT BOMB
  • Doubled the size of the base explosion.

RAILGUN
  • Reduced the CD to 2 secs (from 5 secs).
  • Reduced charge time to 1 sec. (down from 2 seconds).

TENTALASH
  • Now has a base crit chance of 10%.
  • Reduced base CD to 0.5 sec (down from 1 sec).

BROADSIDE BLASTERS
  • Reduced base CD to 1 sec (down from 2 sec)


PERFORMANCE
  • Added Vertical Sync to the settings menu.
  • Frame rate improvements due to garbage allocation optimizations.
  • Texture size improvements for reduced memory footprint and loading times.
  • Lighting optimizations to stages 4 and 5 (Mountain Pass South & Magma Cave).
  • Improved frame rate drops when spawning the following enemies:

    • Grunts (Basic Enemy)
    • Drones (Ranged Flyer)
    • Aedes (Melee Flyer)
    • Roamers (Walking Ball)
    • Marine (BRRRA-TA-TA-TA-TA-TA-TA)
    • Infantry (Shotguneer)
As you all know, this is a work in progress, and we'll continue listening and tweaking the numbers until its juuuust right, so thank you so much for all of your feedback! We're working on new features while we do these updates, so stay tuned for those in the coming months!

That's all for now, see you on the next one. And as always, keep driving, Champions!

Champion Shift Update 0.6.5 Patch Notes

Greetings Champions!

With all the busy patching and hunting down bugs these past few days, the patch notes announcement here for last Friday’s build was delayed a bit, so here it is!

—---------------------------------------------------

Today’s update has a lot of quality-of-life fixes, more crash fixes and performance improvements. To start with, we’ve increased the size of “invisible walls” around the intended paths that players take, so there should be little to none of those “flying at top speed off a ramp and landing in lava crashing the game” situations. Instead, you should slam on an invisible wall and fall safe and sound where you should be. If any of these issues recur, please don’t hesitate to let us know and we’ll take care of it!

The final Dominion Boss was also something we looked at, and even with the latest change in VFX, we felt he still got lost in the battlefield, so we gave him a modest sizing. He should be much easier to follow now.

As far as performance is concerned, we’ve taken a look at a couple of things, including the speed at which the save data is read and saved, shader and material improvements, FPS improvements on enemy spawning, stage optimization, and changes to the graphics API.

We’ve also fixed issues with currency and achievement rewards, player revival with mouse and keyboard, UI fixes, and a smattering of others. Check the full list below:

[h3]GENERAL[/h3]
The Revive button when using the mouse and keyboard should now properly revive the player.
Reduced out-of-bounds situations by properly blocking flying vehicles.
Increased the size of the final Dominion Boss by 20%.

[h3]HEROES[/h3]
VEJIGANTE
NOTE: We are aware of the issues with Chupacabra and are working to fix them. He’s been a bad puppy, but we’ll have him trained and following the Hero properly faster than you can say… well… we’ll just train him up ASAP ;)
Vejigante will now properly unlock for all players in a multiplayer run when the final Dominion Boss has been defeated, regardless of who is currently dead or who gets the killing blow.

[h3]PERFORMANCE[/h3]
  • Optimized save data read/write speed for faster loading after runs. This was done by removing gift specific stats from other players in multiplayer, so for now you will see 0 damage when you switch players. This will be corrected on a later patch.
  • Optimized enemy pools in order to significantly reduce FPS drops during spawning.
  • Optimized shaders and materials on multiple stages.
  • Optimized assets in the Downtown and North District stages to improve loading times.
  • Improved Gift selection speed in both single player and multiplayer.
  • Force the game to use Direct3D 11 for improved stability and performance across the board. Once we have tried and tested other APIs such as Direct3D 12 or Vulkan, we’ll enable them.

[h3]REWARDS[/h3]
  • There was an issue where only the player who got the killing blow on the mini-boss and/or the stage boss received the currency for it. This is not by design, so we changed it so that everyone can get those much-needed upgrades.
  • Everyone in the run should now be properly rewarded with shards and dust.

Crashes are down to a minimum, but they can still happen. Please let us know if you experience these and we'll be on top of them!

Until next time, keep on driving, Champions!

PATCH 0.6.5 – Anti-crash reinforcement, Bigger Big Bad, and rewards for everyone

Greetings Champions! Today’s update has a lot of quality-of-life fixes, more crash fixes and performance improvements. To start with, we’ve increased the size of “invisible walls” around the intended paths that players take, so there should be little to none of those “flying at top speed off a ramp and landing in lava crashing the game” situations. Instead, you should slam on an invisible wall and fall safe and sound where you should be. If any of these issues recur, please don’t hesitate to let us know and we’ll take care of it!

The final Dominion Boss was also something we looked at, and even with the latest change in VFX, we felt he still got lost in the battlefield, so we gave him a modest sizing. He should be much easier to follow now.

As far as performance is concerned, we’ve taken a look at a couple of things, including the speed at which the save data is read and saved, shader and material improvements, FPS improvements on enemy spawning, stage optimization and changes to the graphics API.

We’ve also fixed issues with currency and achievement rewards, player revival with mouse and keyboard, UI fixes and a smattering of others. Check the full list below:


GENERAL
  • The Revive button when using mouse and keyboard should now properly revive the player.
  • Reduced out-of-bounds situations by properly blocking flying vehicles.
  • Increased the size of the final Dominion Boss by 20%.
HEROES VEJIGANTE NOTE: We are aware of the issues with Chupacabra and are working to fix them. He’s been a bad puppy, but we’ll have him trained and following the Hero properly faster than you can say… well… we’ll just train him up ASAP ;)
  • Vejigante will now properly unlock for all players in a multiplayer run when the final Dominion Boss has been defeated, regardless of who is currently dead or who gets the killing blow.
PERFORMANCE
  • Optimized save data read/write speed for faster loading after runs. This was done by removing gift specific stats from other players in multiplayer, so for now you will see 0 damage when you switch players. This will be corrected on a later patch.
  • Optimized enemy pools in order to significantly reduce FPS drops during spawning.
  • Optimized shaders and materials on multiple stages.
  • Optimized assets in the Downtown and North District stages to improve loading times.
  • Improved Gift selection speed in both single player and multiplayer.
  • Force the game to use Direct3D 11 for improved stability and performance across the board. Once we have tried and tested other APIs such as Direct3D 12 or Vulkan, we’ll enable them.
REWARDS There was an issue where only the player who got the killing blow on the mini-boss and/or the stage boss received the currency for it. This is not by design, so we changed it so that everyone can get those much-needed upgrades.
  • Everyone in the run should now be properly rewarded with shards and dust.


Crashes are down to a minimal, but they can still happen. Please let us know if you experience these and we'll be on top of them! Until next time, keep on driving, Champions!

Champion Shift Update 0.6.4 Patch Notes

Greetings Champions!

Over the past few days we have been updating the live build of the game with tons of fixes and improvements based on the community's feedback. We are super thankful of everyone sharing their experiences with the game here on Steam and in Discord, as it has helped us immensely in narrowing down some of the more pressing issues that needed patching.

For brevity, we are consolidating here the patch notes for releases 0.6.2, 0.6.3 and 0.6.4, which were released quickly one after the other since the launch last Thursday to address things ASAP. In general, a lot of the focus has been on fixing crashes, and specially the ones caused by players clipping through the floor in Stages 4 and 5. This was a tough one to fix, and we put some additional systems in place to minimize it as much as possible. Balancing and visual clarity was another big focus, and a lot of the feedback from the community was centered around the difference in difficulty between single player and multiplayer, and the challenge of identifying threats when a lot of elements were on screen.

We hope these changes positively improve your experience in Champion Shift, and we once again thank everyone for your support on this journey!!!

More updates to come soon! Stay tuned :)


[h2]Patch Notes 0.6.4[/h2]
--------------------------------
[h3]GENERAL[/h3]
  • Fixed a crash in multiplayer due to multicast.
  • Fixed collider issues in Firestorm Fortress: Magma Cave.
  • Fixed collider issues in Alpine Abyss: Mountain Pass South.
  • Fixed collider issues in Archipelago: Shipping Docks and Temple Labs.
  • Added a fallback mechanism to prevent the game from crashing when a player steps out of bounds.
  • Fixed an issue causing the Comm Satellites and Convoy Trucks to turn invisible.
  • Fixed an issue causing the generators from the celestial rift mission to disappear.
  • Updated the following VFX:
    - Celestial Orb
    - Ryujin’s Aura
    - Earthquake
    - Moon Beam
    - Vishnu’s Chakram
    - Starfire Arrow
    - Ymir’s Howl

[h3]HERO ABILITIES[/h3]
ARTHUR
Fixed an issue with Shield of Avalon where the armor buff wasn’t being granted.

[h3]CELESTIAL GIFTS[/h3]
LABYRINTH OF THE MINOTAUR
Reduced the amount of knockback awarded by each gift to 5 (down from 10).

[h3]ENEMIES[/h3]
Removed the elite cast abilities (Stone, Ice Spike and explosion) from the following units:
  • Drone (Ranged drone)
  • Aedes (Melee drone)
  • Grunt (Basic Enemy)
  • Roamer (Walking ball)
  • Swarmer (Rolling ball)
  • Infantry (Shotguneer)
  • Desert Striker (Mech kitty)


[h2]Patch Notes 0.6.3[/h2]
----------------------------------
[h3]GENERAL[/h3]
  • Reduced the amount of enemy spawns in multiplayer, depending on amount of players.
  • Reduced number of mini bosses that appear in the early game.
  • Elite variants of mini bosses will begin showing up later in the run.
  • In multiplayer, each player beyond 1 reduces XP value by 1/8, instead of 1/4.
  • Increased overall difficulty increases from stage to stage slightly.
  • Increased base boss DMG and DMG scaling by 15%.
  • Reduced Health Pickups by 5%.
  • Increased base vehicle energy by 20%.
  • Reduced kill requirements in-between missions by 20%.
  • Vejigante's achievement should now correctly displays how to unlock the champion.
  • Athena's Dopplediscus skill text should now explain the ability properly.

[h3]HERO ABILITIES[/h3]
ARTHUR
  • Increased the velocity of Camelot's Justice by 50%.
  • Reduced Excalibur's Might to initially deal 130% [+30% per level] (down from 150% [+50% per level]).
ATHENA
  • Adjusted Court of Owls to initially deal 130% [+30% per level] (from 100% [+50% per level]).
  • Decreased Mark of the Owl's DMG to 175% [+25% per level] (down from 200% [+50% per level]).
  • Increased Phalanx Toss DMG to 175% and reduced scaling to [+25% per level] (up from 100% and down from [+50% per level]).
  • Adjusted Shielded Charge DMG to 175% and reduced scaling to +25% per level.
  • Reduced Wings of Zephir Scaling to +25% per level.
GILGAMESH
  • Burning Chains reduced to 175% Weapon DMG [+25% per level] (down from 200% [+50% per level]).
  • Devastating Flair reduced to 175% Weapon DMG [+25% per level] (down from 200% [+50% per level]).
  • Devastating Flare Burn duration set to 3 seconds (mistakenly set to 5.1 seconds).
  • King Immortal reduced to 175% Weapon DMG [+25% per level] (down from 200% [+50% per level]).
  • Radiant Fist reduced to 175% Weapon DMG [+25% per level] (down from 200% [+50% per level]).
  • Solar Burst adjusted to 30% Weapon DMG [+15% per level] (from 50% Weapon DMG [+5% per level]).
  • Sun's Radiance reduced to 175% Weapon DMG [+25% per level] (down from 200% [+50% per level]).
TOMOE GOZEN
  • Moon Piercer WPN DMG scaling reduced to 40% [+20% per level] (down from 50% [+25% per level]).
  • Increased Toshiya Petals DMG to 40% DMG [+20% per level] (up from 30% [+15% per level]).
  • War Fan DMG adjusted to 175% [+25% per level] (from 150% DMG [+50% per level]).
  • Increased Moon Piercer Velocity to 8 (up from 4).
VEJIGANTE
  • Bomb Tag reduced to 175% Weapon DMG [+25% per level] (down from 200% [+50% per level]).
  • Mano Negra reduced to 200% Weapon DMG [+50% per level] (down from 200% [+100% per level]).
SUN WUKONG
  • Power Pole Slam reduced to 175% Weapon DMG [+25% per level] (down from 200% [+50% per level]).
  • Jingu Spin velocity increased to 8 (up from 4).
  • Nimbus Strike adjusted to 175% [+25% per level] (from 150% DMG [+50% per level]).
  • Ruji Jingu Bang adjusted to 175% [+25% per level] (from 150% DMG [+50% per level]).
  • Stone Fist adjusted to 175% [+25% per level] (from 150% DMG [+50% per level]).
  • Reduced Trickster's Fury's WPN DMG buff to +20% [+10% per level] (down from +30% [+15% per level]).

[h3]CELESTIAL GIFTS[/h3]
STRENGTH OF HERACLES
These two gifts stack, and were taking damage to numbers far beyond what we intended, making the early game way too easy and safe. We've brought them down to a level the rest of the gifts have.
  • Herculean Effort reduced to 175% Weapon DMG [+25% per level] (down from 300% [+50% per level]).
  • Hero's Might reduced to +50% Weapon DMG [+25% per level] (down from +100% [+50% per level]).


[h2]Patch Notes 0.6.2[/h2]
----------------------------------
  • Fixed an issue with the save data that was taking too long to process at the end of a run.
  • Fixed the speed at which the bullets travel. They now move much faster than the vehicle.