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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.

Update 1.14.7: Back Holsters

A fresh batch Granvir components is available this update in both the Demo and Multiplayer playtest. Back holsters can be used for a massive versatility boost, enabling the rapid swapping of handheld weapons during combat. Holsters can carry and swap between most weapons but extremely large weapons such as lances cannot be stored.



The module pod is another back mounted component arriving this update. This new component supplies a single torso module port allowing for the installation of up to 3 special modules on a well equipped Granvir.

0.14.8
[h3]Major Features[/h3]
  • Added holsters, a new component that can store a held weapon.
  • Added the module pod, a new component with a special modules slot that installs into a back slot.
  • Added back mount variants of the EK1 Marshall.
  • The component vendor now always sells one module type component.
  • Added camera movements when dashing and jumping.

[h3]Minor Features[/h3]
  • Added an ammo % display alongside weapons in the inventory.
  • Disabled mouse-over sounds when the application is not focused.
  • Disabled friendly fire on body slam impacts.
  • Added the ability to eject ammunition from an item's detail buttons.
  • Ammunition is no longer removed from unequipped weapons during a mission.
  • Reduced the height of wheat fields to improve their performance.
  • Renamed torso modules to special modules.
  • Changed square panel shop UIs like the scrapyard and modify parts to the high detail rectangular style.
  • Moved the shop comparison tooltip so it no longer overlaps the selected item description.

[h3]Bug Fixes[/h3]
  • Fixed control groups for the mouse forward and backward button mapping in reverse when binding by click.
  • Fixed floating rocks appearing when changing quality settings during a mission.
  • Fixed camera clamp zones getting stuck on after a mission.