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Granvir News

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]
[p][/p][p][/p]

Hotfix 2.0.13: Balance and Fixes

[p]This hotfix aims to address difficulty related feedback in regards to melee and enemy density. Enemies will now block each other's line of sight and as a result will be unable to fire at a target surrounded by their allies. Additionally, reactor explosions occur slightly later to increase the window to escape on early less mobile builds.[/p][p]Besides melee targeted adjustments, many difficulty related changes have been made to the Zero Front campaign. Zero Front was likely the hardest campaign due to the massively reduced player agency and rapid pace of the progression. Unlucky drops in one mission could end a campaign without any strong rest activities to make up for it and a significantly harder mission coming next. Additional items have been added to every supply pod to lean further into Zero Front's identity as a fast paced campaign focused on the missions and the overall spawn budget for each mission has been reduced.[/p][p]2.0.13[/p][h3]Difficulty[/h3]
  • [p]Enemies will block each other's line of sight preventing enemies from increasing their targeting timer and firing while their allies block their view.[/p]
  • [p]Increased the reactor explosion delay from 1.6 seconds to 2 seconds.[/p]
  • [p]Reduced base threat level in Zero Front Hard and Extreme difficulty.[/p]
  • [p]Reduced escalation over mission time on Zero Front Hard and Extreme difficulty.[/p]
  • [p]Reduced threat level escalation scaling in Zero Front Hard and Extreme difficulty.[/p]
  • [p]Added an extra random item and an extra ammo stack to each supply pod in Zero Front.[/p]
  • [p]Reduced the threat scaling per player in multiplayer.[/p]
  • [p]Reduced the average enemy squad size in multiplayer for player counts above 2 impacting higher player counts more.[/p]
[h3]Features[/h3]
  • [p]Hard and Extreme exclusive boss phases will be included in New Campaign+ 1 and 2 respectively when playing on Normal.[/p]
  • [p]Extreme exclusive boss phases will be included in New Campaign+ 1 when playing on Hard.[/p]
[h3]Fixes[/h3]
  • [p]Fixed save points being made before players are revived in normal difficulty breaking multiplayer campaign continues.[/p]
  • [p]Fixed the item details panel getting stuck on if a player removes an inspected item from the squad inventory.[/p]
  • [p]Fixed being able to apply multiple of the same modifier to parts as the Engineer in Zero Front in farmlands regions.[/p]
  • [p]Fixed not being able to apply Speed Boost to legs and Damage Boost to arms as the Engineer in Zero Front in farmlands regions.[/p]
  • [p]Fixed errors occurring when attempting to install a part from a player that disconnected from the session.[/p]
  • [p]Fixed ammo not going back into a holstered weapon when loading a save.[/p]
  • [p]Fixed being able to transfer ammunition into the squad depot while another player is using it.[/p]

Hotfix 2.0.12: Co-Op Loading Desync

[p]2.0.12[/p]
  • [p]Fixed multiplayer desync caused by loading a save where a player had a firearm in a holster with ammo loaded in it.[/p]
  • [p]Fixed mercenary starting debt growing higher every time a new campaign is started.[/p]
  • [p]Fixed mercenary starting debt behaving strangely when multiple mercenaries are in the campaign.[/p]
  • [p]Fixed gaining debt when loading a campaign if a character with starting debt was selected at the time of loading.[/p]
  • [p]Fixed non-host players gaining 5000 credits when a save is loaded for the first time.[/p]
  • [p]Corrected the loot level of the tier 3 TB03GR Jesten Arm from 600 to 400.[/p]
  • [p]Fixed the rebind menu appearing behind boss HP bars.[/p]
  • [p]Fixed crashes caused by bouncing two melee attacks at once.[/p]
[p]2.0.11[/p]
  • [p]Fixed a possible source of desync at the start of missions.[/p]
  • [p]Fixed evidence of the Campaign 3 boss fight remaining after the campaign ends.[/p]
  • [p]Fixed some typos.[/p]
[p][/p]

Hotfix 2.0.10: Desync Fixes and More

[p]This update resolves one reproducible source of multiplayer desync along with applying a handful of other fixes. I've made other changes with less certainly to prevent other causes of desync but it is hard to be sure if these changes are affected. [/p][p]As with any update that addresses multiplayer desync, please let me know if it is still occurring for you after updating. Thank you for your patience while working through these issues.[/p][p]2.0.10[/p]
  • [p]Fixed another instance of multiplayer desync caused by starting New Campaign+ with items in your cargo hold.[/p]
  • [p]Fixed the campaign select menu being hidden when a player joins allowing for the campaign selector to reopen after the campaign starts.[/p]
  • [p]Fixed a locked game state when abandoning mission while building with at least one part installed.[/p]
  • [p]Reduced the volume of the FL01 Phoenix torso initial boost effect and fixed its volume roll-off.[/p]
  • [p]Reduced the volume of the FL01 Phoenix continuous boost sound.[/p]
  • [p]Fixed the MG01 Magbeam not consuming ammo or showing the beam when firing for remote players.[/p]
  • [p]Fixed the MG01 Magbeam displaying a one-hand strength stat.[/p]
  • [p]Fixed a misoriented map tile in the Frozen Forest.[/p]
  • [p]Fixed cargo hold inventory not carrying over in New Campaign+.[/p]
  • [p]Fixed not being able to lock on to the Campaign 3 final boss with lock on weapons (This strategy is inadvisable).[/p]
  • [p]Corrected some typos.[/p]

Hotfix 2.0.9: Large Group Shop Access and Campaign Launch Fixes

[p]2.0.9 [/p]
  • [p]Fixed large groups in campaign 2 being unable to access certain shops.[/p]
  • [p]Fixed campaign 2 failing to start with large groups if a player selected Mercenary.[/p]
  • [p]Fixed errors caused by purchasing the final item in a shop menu on controller. [/p]
[p]Please let me know if this fix resolves any issues your are having or if issues that seem related to these fixes are not resolved. As with many multiplayer bugs, it is easy for the observed issue to have multiple causes.[/p]