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Granvir News

Hotfix 2.1.5: Campaign Balance

[p]2.1.5[/p][p]Balance[/p]
  • [p]Increased the time between firing by 1 second for enemy Granvirs on Normal difficulty.[/p]
  • [p]Increased the loot level scaling in Millennium Horizon (Campaign 2) so all region types reach a loot level above 500 in the second to last mission. This significantly diminishes the presence of T2 parts in the loot pool.[/p]
  • [p]Added an extra supply pod to each mission in Millennium Horizon (Campaign 2).[/p]
  • [p]Reduced the magazine capacity of the Millennium Horizon (Campaign 2) final boss from 8 to 6 and doubled its reload duration to reduce the heat build up from attempting to dodge every shot. 1000 Cooling Rate allows a full cycle to be dodged at +75 heat on 50 heat dodge legs in the first phase on Hard+.[/p]
  • [p]Munition stockpiles will scale their content with player count in Millennium Front (Campaign 3).[/p]
  • [p]Disabled enemy spawns within 120 units of the start location. For context, the baseline visibility range is 100 units.[/p]
[p]Features[/p]
  • [p]Added an interface volume slider.[/p]
  • [p]Added a field of view slider.[/p]
  • [p]Armatures with cannons will now receive Ammo Efficiency and Reload Speed modifiers instead of melee modifiers.[/p]
  • [p]Hybrid melee/ranged weapons can now receive ranged and melee modifiers in random loot.[/p]
[p]Fixes[/p]
  • [p]Regions that cannot be revisited in Millennium Horizon (Campaign 2) extend travel range to prevent soft-locking on the region map.[/p]
  • [p]Fixed the TB03 Chaser having 21 rounds in a magazine instead of 20 making the final shot unfireable. [/p]
  • [p]Fixed tracks not being able to receive a speed boost modifier from part enhancement.[/p]
  • [p]Fixed regions becoming revisitable after loading a save.[/p]
  • [p]Fixed certain parts like weaponized armatures and torsos being unable to receive high fire rate and ammo efficiency part modules in part enhancement.[/p]
  • [p]Fixed being able to clip the camera into certain buildings.[/p]
  • [p]Fixed Replacement Parts dropping in scavenger loot outside of the Zero Front campaign. Other healing items will drop in its place.[/p]
  • [p]Fixed enemies not navigating around certain buildings properly.[/p]
  • [p]Fixed shields causing the user to take double damage in multiplayer when they are hit but are not positioned to absorb the damage.[/p]
  • [p]Fixed infantry and small vehicle projectiles consistently phasing through targets but still dealing damage for non-host players.[/p]
  • [p]Fixed the camera facing reseting when opening the settings menu.[/p]

Hotfix 2.1.4: Chainblade Improvements

[p]2.1.4[/p]
  • [p]Reworked all chainsaw attacks to make landing the initial hit much easier.[/p]
  • [p]Added more key glyphs.[/p]
  • [p]Added a loot rarity outline to the quick loot menu options and inventory inspect.[/p]
  • [p]Changed quick loot item, shop item, and inventory icons from cyan to white.[/p]
  • [p]Adjusted the size, line weight and opacity of the lock on targeting box to obscure the target less.[/p]
  • [p]Renamed the Damage Output stat to Damage per Second.[/p]
  • [p]Renamed the Ammo Efficiency stat to Damage per Ammo.[/p]
  • [p]Fixed ammo being removed from weapons when unholstering in the testing grounds.[/p]
  • [p]Fixed some enemy spawn points inside the large pipes on Glacier biome maps.[/p]

Hotfix 2.1.3: Pile Bunkers, Aiming, Keybinds and Desync

[p]2.1.3[/p]
  • [p]Added a pile bunker activation to the arm upper cut attack that comes out a little faster but has more upward force instead of pushing force on impact.[/p]
  • [p]Disabled crosshair targeting on many objects such as trees to prevent briefly looking at them adjusting the targeting point of your mech and throwing off your shots.[/p]
  • [p]Keybind changes on mouse and keyboard will now be reflected in the control glyphs. If I missed on let me know![/p]
  • [p]Updated the Abandon Mission button to more accurately say Abandon Campaign.[/p]
  • [p]Added the ability to manually reload autofiring weapons on torsos to prevent them from being unable to load more ammo.[/p]
  • [p]Fixed a cause of desync induced by replacing a held weapon while your granvir's cargo hold is full.[/p]
  • [p]Fixed region painting behaving inconsistently when painting hands.[/p]
  • [p]Fixed being unable to fire the BR02pb Laborer pile bunker while supporting a two-handed weapon.[/p]
  • [p]Fixed the squad depot inaccurately claiming items inside would be destroyed when they would be safe.[/p]
  • [p]Fixed keybind rebind buttons not properly showing the mapped key.[/p]
  • [p]Fixed the GT03 Squall and GB01 Torrent firing two projectiles with every shot.[/p]
  • [p]Fixed Being unable to region paint the HC05 Bad Neighbor.[/p]
  • [p]Fixed rifles reloading when using an offhand arm function if the fire button is pressed.[/p]
  • [p]Fixed some ventral guns requiring heat to reload and getting stuck with no ammo when they fire their last shot with high heat.[/p]

Update 2.1.0: Pre-Mission Testing

[p]This update aims to tackle some of the most requested features from the community.[/p][p]The Testing Grounds is a new space accessible from any rest area where you can try out your Granvir build. Within the Testing Grounds you can configure your controls, try out weapons and fire without having or expending ammunition. Let us know what features you'd like to see added to the Testing Ground in future updates.[/p][p]On top of the Testing Grounds, multiplayer campaigns can now be loaded with more players than the original save had. New players will receive the starting parts and items of their selected class. Remember that campaigns are saved at the start of every rest so you can safely abandon a campaign to pick up a new player after each mission.[/p][p]More QoL is on its way in the next regular update along with another set of fixes. If you continue to experience multiplayer desync on this version, please let me know so I can look for additional fixes.[/p][p]2.1.0[/p][h3]Features[/h3]
  • [p]Added a testing ground to rest areas where you can control your Granvir and fire weapons without needing ammunition.[/p]
  • [p]Multiplayer games can now be loaded with more players than the original save. New players will be provided the starting parts and items of their pilot.[/p]
  • [p]Comparison tooltips will filter comparisons based on part type and whether or not it is a weapon.[/p]
  • [p]Added comparison tooltips to manufacturing choices.[/p]
[h3]Fixes[/h3]
  • [p]Fixed a cause of multiplayer desync related to players changing pilots right before the host launches. Last minute pilot changes will now be ignored.[/p]
  • [p]Fixed Campaign 3 Squadron effects reactivating after loading a save if they were destroyed previously.[/p]
  • [p]Fixed an issue where credits would become desynchronized and incorrect after loading for non-host players.[/p]
  • [p]Fixed the missing kill zone at the bottom of the Campaign 3 finale mission.[/p]
  • [p]Fixed loading a game applying the reputation of the host to all players. Saves created before this update will fail to load reputation.[/p]
  • [p]Fixed certain beam cannons consuming but not requiring ammo.[/p]
  • [p]Fixed being unable to paint the SD02 Snowshoe legs by region.[/p]
  • [p]Fixed being unable to paint the DB02f Crocodile torso by region.[/p]
  • [p]Fixed being able to consume healing items out of a locked inventory.[/p]
  • [p]Fixed being able to open component and weapon crates in a locked inventory.[/p]
  • [p]Fixed being able to sell smuggled cargo out of a locked inventory.[/p]
  • [p]Fixed being able to destroy inventory items in a locked inventory.[/p]
  • [p]Fixed the wrong pilot features being available when loading a game.[/p]
  • [p]Fixed a gamebreaking state sometimes occurring when loading campaign 3 saves.[/p]
  • [p]Fixed resistance support artillery and airstrikes in Campaign 3 firing without having been unlocked.[/p]
  • [p]Fixed unusable control groups appearing when equipping held weapons that fire beams.[/p]

Hotfix 2.0.14: Pre-Mission Tutorial

[p]This hotfix sneaks in a simple 4 screen tutorial at the start of your first mission. It explains the primary objective, your secondary goals, how to dodge attacks and disrupt targeting with melee and when to consider leaving the mission. [/p][p]The content of these tutorials is based on common feedback, questions and knowledge gaps observed across the forums and Discord so thank you for sharing your feedback and experiences.[/p][p]The newly added tutorials have been included at the bottom of this post. If you'd like to see a tutorial of this style anywhere else please let me know.[/p][p]2.0.14[/p]
  • [p]Added a pre-mission tutorial explaining primary objective, secondary goals, how to dodge attacks and disrupt targeting and when to consider extraction.[/p]
  • [p]Added extra information to the escalation tool tip explicitly mentioning its effects and how it increases.[/p]
  • [p]Increased time to rest by 3 hours on Normal difficulty in Zero Front.[/p]
  • [p]Added an extra replacement part to the starting items for all characters on Normal difficulty.[/p]
  • [p]Fixed the controller glyphs setting not applying the selection.[/p]
  • [p]Fixed seeking projectiles on the RH04 Isseleis and GT02 Tsunami not tracking after being added and removed from your mech.[/p]
  • [p]Fixed being able to stack the ammo efficiency buff of the ranged tune up if it is applied after any cannon is added and remove from the mech.[/p]
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