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Granvir News

Update 1.14.12: Multiplayer Fixes

A barrage of bug fixes arrive this update targeting game breaking multiplayer bugs. If you've joined the multiplayer playtest and are experiencing issues, joining the Discord for a bug reproduction interrogation and to share your log file is the best way you can help me find a fix. If you just want to focus on the mech-on-mech action, all players restarting their game after a campaign is the best way to ensure stability.



Aside from the bug fixes, a number of changes targeting melee weapons has been done. While these changes likely bring down the overall power level of full-melee builds, the intention of the changes is to create more diversity across the catalog of melee weapons. If any pilots are braving campaign 1 without ranged weaponry, let me know how your attempts go after the changes.

0.14.12
[h3]Minor Features[/h3]
  • Added a 0-30% movement slow while attacking to all arms and melee weapons. The largest weapons like Lances and Axes have the greatest slow magnitudes and the lightest weapons like knives and shortswords have the lowest slow magnitudes.
  • Added a 50-100 cooling rate reduction to laser bladed melee weapons and increased their damage by 15%.
  • Reprioritized weaponized armature melee attack binding to allow the gun to use the left and right mouse buttons first.
  • Expanded the mouse sensitivity range.

[h3]Bug Fixes[/h3]
  • Fixed carry over parts being wiped when you are destroyed during the final mission but your allies are able to complete it.
  • Fixed a broken game state when joining a multiplayer game after losing connection to the host.
  • Fixed the carry over part selection menu getting stuck on when losing connection to the host while it is open.
  • Fixed the RB02 Frontrunner's rocket boost causing abnormal camera movement.
  • Fixed the anti-air squad appearing on the first and final level.
  • Fixed chainsword teeth rendering in fog of war.
  • Fixed ammo in unequipped weapons being deleted when loading a save.
  • Fixed held firearms not causing screen shake when fired.
  • Fixed the drill lance drill being visible in fog of war.
  • Fixed the payment due indicator showing the wrong amount when failing to make payments.

Update 1.14.11: Tier 3 Variants

After two months of grinding away at all the new content and features of campaign 2, enough content (and stability) for a demo update has finally coalesced. The content of this update focuses on adding tier 3 variants of weapon types without one. The Drill Lance, Deadstar, Katana and Shredder all receive shiny upgraded versions.



Alongside these weapons, a new torso-leg pair has been added. This set is considered mostly experimental offering a massive leap in durability over its preceding tier 1 parts without significant scaling of mobility.



0.14.11
[h3]Major Features[/h3]
Added the CM04/p Brightstar, a tier 3 version of the CM03/p Deadstar.
Added the CS02 Shredder, a tier 3 version of the CS01 Shredder.
Added the KN04 Brilliant Edge, a tier 3 one or two handed melee weapon.
Added the HL03/D Drill Lance, a tier 3 version of the HL02/D Drill Lance.
Added the GT01 Whirlpool, a tier 3 weaponized armature with a magazineless rotary cannon.
Added the GT01 Tank, an extremely durable tier 2 torso with high mass and reduced turn speed.
Added the GT01 Giga, an extremely durable but slow set of tier 2 legs.
[h3]Minor Features[/h3]
Reworked the spear attack animations to target the crosshair.
Removed the low attacks from the spear in favor of the crosshair tracking attacks.
[h3]Bug Fixes[/h3]
Fixed not being able to paint regions on the RH02ss Starling torso.
Adjusted the cost of some parts to match their rarity.
Fixed some typos in part names.
Fixed controller navigation issues on the rest menus.
Fixed being unable to change tab menu in the settings with a controller during a campaign.
Fixed a bug where the drill lance would be unable to make attacks.
Fixed the Deadstar not firing its energy wave.

Development Update: Campaign 2

Welcome to another Granvir development update! Today we'll dive into the new features of Campaign 2 coming in Granvir's full release. Campaign 2 aims to approach the macro-game from a new angle by redefining the gameplay that links missions together.

[h3]Home Base[/h3]
At the highest level, one of the largest changes in Campaign 2 is the focus on a home base. After a mission, instead of visiting the local outpost, you will return to your home base and begin staging for the next mission. At the start of a campaign, the home base has few features but can be improved and specialized by spending credits, hours and manpower,


[h3]Projects[/h3]
Projects are a new mechanic that allow you to spend your resources on improving your home base. Familiar features such as the component and weapons vendor can be accessed and improved through this system. Additionally, entirely new outpost functionality such as manufacturing can be unlocked and cultivated. Not all projects will apply to the functionality of your home base, some can enhance your power on missions with Granvir backup or artillery support.


[h3]Coastline[/h3]
Alongside a new campaign will come an entirely new set of mission environments. The first region we'll focus on is the Coastline Region. Coastline is the first environment you'll have access to as your campaign begins and is home to a large settlement in need of liberation and a coastal battery warding away resistance support. In regions without extreme cliffs, your Granvir can dip their toes in the beach's water providing a small boost to cooling rate while reducing movement speed.


[h3]New Parts[/h3]
A new wave of Granvir parts will also arrive with Campaign 2. New parts will round out existing options across the tiers and form a tier 4 of powerful new parts. As the final part of this update, we'll dive into a few highlights of the upcoming parts.



The deep magazine of the Squall mounted cannon will be available to back mounts and your Granvir's grippers with a new high firerate back mounted cannon and two-handed handheld firearm.



The CC02 Agent legs push mobility even further with waist-mounted boosters and set a trend for alternate waist-mounted functionality. Unlike back mounts on a torso, waist mounts are permanently integrated into their legs similar to the ventral guns on torsos.



Thank you for tuning in for this Granvir Development Update! Keep an eye our on Steam for more development updates to come.

Update 1.14.10: Tier 1 Quad Legs

This week's small update targets the low variety of the early game loot pool. A new set of quadruped legs will be available with improved dash heat costs and better acceleration compared to the starting legs. Additionally, the ugly duckling of tier 1 torsos, the BR02 Reserve, has been visually reworked and given shoulder mount variants.



A small adjustment pass has also been made on difficulty, primarily focused on decreasing the difficulty on Normal and on multiplayer Hard. The Super Weapon has had its damage slightly reduced at all difficulties and the backup phase and unbreakable shield phase have been removed on Normal difficulty. Finally, the frequency of multiplayer enemy follower spawns has been reduced on Hard.

0.14.10
[h3]Minor Features[/h3]

    Added GPD01 Hauler legs, a new tier 1 quad leg option with higher neutral mobility and a slightly more heat efficient dash.
  • Adjusted the model of the BR02 Reserve.
  • Added back mount variants of the BR02 Reserve.
  • Updated item descriptions to more prominently display stats.
  • Reduced multiplayer backup spawn chance on Hard from 50% to 35%.
  • Reduced the damage dealt by Super Weapon 00's cannons by 25%.
  • Removed phase 2 and 3 from the super weapon on Normal difficulty.
  • Added a second carry over part selection choice on Normal difficulty.
  • Improved Panther's ability to gauge when to use its dash.
  • Improved omni-directional movement animations.

[h3]Bug Fixes[/h3]
  • Fixed some weapon descriptions not containing the required ammo type.
  • Fixed repeatedly getting stuck on the "deploying" loading screen.

Update 1.14.9: Multiplayer Fixes

This week's small update focuses on multiplayer fixes and a variety of minor features while under-the-hood work progresses for the second campaign. A set of tier 1 upright legs has been added to inject some extra loot variety into the early pool. A small quality of life feature in inventory prioritization has been added to address issues magnified by the addition of holsters and the desire to keep your offhand open.



Finally, the attack animations of the lance have been updated to target the crosshair. If you like this style of attack control, let me know. The additional vertical control will eliminate the need for high/low attacks on weapons like the spear.

0.14.9
[h3]Minor Features[/h3]
  • Added BR03 Wayfinder legs, a new tier 1 upright leg option with a short dash but improved heat cost.
  • Added sorting priorities to inventory operations that choose a container for you. Ammo will favor magazines, weapons will favor holsters and empty hand slots will be lowest priority.
  • Adjusted the lance attack animations to look better and roughly target the point under the crosshair instead of using attack style to stab high or low.
  • Updated the description of Stock Metals to describe their secondary use.

[h3]Bug Fixes[/h3]
  • Fixed a network desynchronization issue caused by ejecting ammo or dropping items by dragging them out of their container.
  • Fixed not being able to restart matches in the demo.
  • Fixed the paint menu staying stuck open returning to the main menu.
  • Fixed tutorials staying stuck on when the host starts a mission.
  • Fixed tutorials staying stuck on when the host leaves the game.
  • Fixed the rest area breaking when the host leaves while using the world map.
  • Fixed the inaccurate holster size of the ultra claymore.