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Skillshot City News

Polishing Points

Just some QoL and bug fixing this week!

[CHANGELOG]
  • Joining in R1 will give you 100% of average xp, not 80%
  • Fixed a bug with the wrong synergy challenge getting completed
  • Improved the loading time when hoping into a new map
  • Made the options menu save settings more reliably
  • Classes unlock a bit slower, every 10th instead of 5th level. This prevents early DNA flasks being too diluted across all 8 classes, and lets new players get more drops on simple ones like Assault.
  • Added more play flasks to the start of the progresssion system to give noobs more control and choice.
  • Left clicking while random class mode is enabled will no longer affect the random class selction. It's right click only as the description says
  • Every skill's description now has an extra line that describes how the mutation works (shown in the main menu, not in-game)
  • Items in the rotationg show can now go up to 3x value (instead of 2x value). Generally things that cost 800u or more are 3x value, and 400 to 800 range are 2.5x value.
  • Your mute list is now saved between play sessions (type /mute bencelot to mute someone. Type /unmute bencelot to unmute).

Synergy Challenges!

SYNERGY CHALLENGES
[p]This version adds a bunch of new challenges that not only test your player skills, but also teaches you how to use the skills in the game too!

Each challenge has the following format:

1) You must play a specific class
2) You must use a specific skill (specially chosen to combo with that class)
3) You must win at least 9 trophies in the match (basically come 1st or 2nd)

If you win while using the required class/skill combo you'll complete the challenge and see numbers go up. You can also claim the reward, which is either ACID, Magnets, or the premium currency Uranium.[/p][p][/p][p][/p][p][/p][h3]JUICY REWARDS (48 daily challenges worth of ACID)[/h3][p]There are 24 challenges available for free, and 80 if you have the Deluxe DLC. But even for free to play players, these rewards are quite nice. It will take a long time to win all of these challenges so I wanted the grind to be worth it. Just in the 24 free challenges you can claim:
[/p][p]+400 uranium
+4 magnets
+2400 acid[/p][p][/p][p]You can convert that 400 uranium into 12,000 acid, or 14400 acid total, which is what you'd get from completing 48 daily challenges (or 10 full days of grinding the 5 dailys per day). Hopefully this is a good incentive for people to grind these challenges, because...[/p][p][/p][h3]THE REAL REWARDS ARE THE LESSONS YOU LEARN ALONG THE WAY[/h3][p]I mostly added this system to teach new players some of the many synergies in Skillshot City. [/p][p][/p][p]This is a complex game and it's a bit overwhelming for a new player. Where to start? How to make a good build? What should I equip? These challenges now provide a guide. [/p][p][/p][p]Each challenge has been chosen to require you to win with a strong synergy, and also has a useful tip explaining how to use it. You can read through these challenges, even the ones in the DLC section, and get ideas on how to improve your builds. Look for your favorite class and see what skills are suggested to combo with it, and then read the tip for how to pull off the combo.[/p][p][/p][p]The challenge grid starts with some basic and obvious synergies, but also includes more advanced ones too. There are even challenges which require 2 skills instead of a class and a skill. Some examples:[/p][p][/p][p][/p][p]Self Repair (skill) + Mirror Image (skills) TIP: Cast Self Repair first, then immediately cast Mirror Image after. Your clone will spawn with Self Repair activated, allowing you to get double healing.[/p][p]
Sniper (class) + Shrapnel (skill): TIP: Sniper throws an extra grenade, and Shrapnel makes grenades deal extra damage.[/p][p][/p][p]Scavenger (class) + Medical Supplies (skills): TIP: Scavenger drops a bunch of loot once you collect 50 pieces of it. Medical Supplies heals your for each bit of loot you pick up, making your nearly invulnernable when the 50 bits of loot drop out of you.[/p][p][/p][p]Assault (class) + Hypnotic Army (skill) TIP: Hypnotic Army lets you bring civs into a fight with you. When they die Assault's perk makes each one of them drop a free health kit.[/p][p]

[/p][p][/p]
OTHER RECENT CHANGES
[p]I've made a few hotfixes to the game over the last month. I've updated the in-game changelog feature but not offically posted about them here on Steam. Here are some of the bigger changes if you haven't played in the last few weeks:

\[MAJORISH CHANGES][/p]
  • [p]All players have been given a starter flask for each class that gives 4 rares, 2 epics and 1 legendary skill that was specifically chosen to synergize with that class (and indeed appears in this new synergy challenge grid).[/p]
  • [p]Added QoL features like a "CLAIM ALL" button on modifiers level ups, and made the flask opening animation instant (unless you're about to get a legendary).[/p]
  • [p]Fixed various bugs and crashes for Chinese peeps.[/p]
  • [p]If you join a game mid-match, the auto skill picker will now try prioritize skills you like, instead of pure random.[/p]
  • [p]Clicking JOIN GAME on someone's name via the friends page will try to put you into their squad, instead of merely just joining their server.[/p]
  • [p]Servers that have lots of high level players in them now give out slightly more trophies at the end of the match[/p]
  • [p]Random skills mode now lets you equip the top 2 slots of your build. The bottom 6 slots are still randomized. So you still have SOME control over your build, but not as much as constructed mode.[/p]
  • [p]Added 20 new gun skins. Rainbow gun skins! These are added after the silver and golden ones, ranging from 105 to 200 combined class levels. Basically you can adjust the colour of the gun and the glow with a slider.[/p]
  • [p]Streamlined magnets. They now give exactly 500 DNA every time, and never hit rarities. The exception for this is Magnetic Flask, which always hits rarities. This works out to slightly more DNA given per magnet on average, and is far more reliable.[/p]
  • [p]Warmup round is now throwing knives only![/p]
  • [p]The free login bonus in the shop now gives 2x more acid[/p]
  • [p]There are now 5 instead of 4 free daily challenges. And each one gives 300 instead of 250 acid (900 instead of 750 for DLC).[/p]
  • [p]The 6th bonus daily challenge now gives 3x values instead of 2x value. 3,000 acid for 100 uranium, instead of 4,000 for 200.[/p]
  • [p]We can now spend our syringes directly and instantly on any skill you want by holding ALT in-game. You no longer need to shop around at vendors until you randomly see the one you like.[/p]
  • [p]Balanced a lot of guns and skills[/p]
[p][/p][p][/p]
TODAY'S CHANGELOG
[p]And these are the rest of the changes that just went live today:[/p][p][/p][p]\[GAMEPLAY CHANGES][/p][p]- Constructed mode (non-random skill build) can now reroll the draft twice instead of just once. It costs $1000 each time.[/p][p]- Vendor bullet speed upgrades are back to +15/30/45% speed instead of +10/20/30% speed[/p][p]- Players who join the game late come in with slightly less XP than before[/p][p]- Shotgun range is 30 instead of 28, Shotguns speed is 100 instead of 85[/p][p]- Reduced recoil experienced while shifting slightly, especially for rifles and machine guns[/p][p]- The hitbox of shifting enemies is slightly larger, as it's too annoying to hit people zigzagging all over the place (especially with high netcode)[/p][p][/p][p]\[SKILL CHANGES][/p][p]- Critical Rage now also triggers against gangsters[/p][p]- Phase Drifting does slightly more damage[/p][p]- Proximity Rounds trigger radius is smaller[/p][p]- Mana Shield duration is now 3s instead of 2.5s, but it gives slightly less protection[/p][p]- Killer Cooldowns mutation restores a bit less health against players (same vs civs though)[/p][p]- Gunslinger reload speed is a bit faster[/p][p]- Illicit Income has slightly higher ROF per wanted level[/p][p]- Fixed a bug with Armed Robbery's mutation not dropping enough vendor upgrades[/p][p]- Manic Mechanic's fire rate mutation goes back to +40% isntead of +30%[/p]

BUYING MUTATIONS IN THE DRAFT

[p]Hey all, pretty spicy change here:

- We can now INSTANTLY spend our syringes as soon as we earn them, simply by holding ALT and clicking the button in the skill draft. You no longer need to shop around at vendors.
[/p][p]Note, I put out a patch yesterday which was a bit broken. This version fixes it. I'm reposting yesterday's changelog here, with a few tweaks.
[/p][p]Have fun![/p][p]bencelot


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\[SKILL DRAFT CHANGES][/p][p]Vendors no longer sell mutations. Instead we spend our syringes in the skill draft.[/p][p]Mutating now always costs 1 syringe instead of 1/2/2/2/2.[/p][p]Instead of getting 1 syringe on score 5/10/15/20/25/30/35/40/45/50/55/etc you get 1 syringe at score 10/20/30/40/50/60/etc.[/p][p]A new indicator is shown next to your syringes up the top right saying "Next Syringe: X/20 Score"[/p][p]Syringe Supply modifier now drops 1 instead of 2 syringes. Drug Stash modifier has a 20% instead of 50% chance of syringes.[/p][p]Slowed down the levelling curve. 7500xp now reaches level 10 instead of level 12.[/p][p]Level 10 is now when scoring stops, not level 12. This makes for cleaner maths.[/p][p]We now get +3 score per level instead of +2, capped at 30 (enough for your 3rd syringe mutation).[/p][p]Level 10 is now when you get your 5th skill, not level 12. Cleaner milestone.[/p][p]In constructed build mode (not using random skills), the 3rd skill slot no longer appears when you hit levels 5 and 6.[/p][p]Instead, you can reroll on these levels so you can see another skill from your build. This costs money, but is instant.[/p][p]Rerolling on levels 5 and 6 now costs $3000 instead of $1000 (it's still $1000 if you do random class mode).[/p][p][/p][p][/p][p]\[GENERAL CHANGES][/p][p]There are now 5 instead of 4 free daily challenges. And each one gives 300 instead of 250 acid (900 instead of 750 for DLC).[/p][p]The 6th bonus daily challenge now gives 3x values instead of 2x value. 3,000 acid for 100 uranium, instead of 4,000 for 200.[/p][p]Weekly challenges now require 4/8/12/16/20 dailys to complete instead of 3/6/9/12/15 (as we have 1 extra per day)[/p][p][/p][p][/p][p]\[GAMEPLAY CHANGES][/p][p]Heart crates once again fall every 30s instead of every 60s[/p][p]Heart crates stop landing after -2:00 into overtime[/p][p]Fixed a bug with heart crates not being destroyed on the client[/p][p]Random Class modes gives 5% less cash and XP for all amounts[/p][p]Removed the infinitely explorable overtime thing in survival mode between rounds[/p][p]Vendor upgrade costs now scaled based on the total amount purchased: 6/9/15/18/21/24/27/30k/etc[/p][p][/p][p][/p][p]\[CLASS CHANGES][/p][p]Caster's skill upgrades are now -33% instead of -50% the cost, but apply to all upgrades, not just skill-ones[/p]

SAVE YOUR SHIELDS

Hey all, small patch this week. The biggest change is this:

Zombies no longer lose their max shield when they revive. This makes kills earned as a zombie matter far more now, because when you kill enemies and they drop shield drops, you get to keep them after reviving. You now only lose shield when you die, not when you revive.

Have fun!
bencelot


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[GAMEPLAY CHANGES]
Max shield is now 60% instead of 40% (3 kills instead of 2)

Zombies no longer lose their collected max shield when they revive

When zombies revive, they respawn with exactly 50% health and shield

The heart drops during overtime now land at -0:30, -1:30, -2:30, -3:30

Players move 5% faster

Skill Healing vendor upgrades now give +10/20/30% instead of +15/30/45%

Skill duration/size/speed vendor upgrades now give +15/30/45% instead of +20/40/60%

Chemicals now cost $8000 instead of $6000

Added a new chemical called Supply Beacon. Supply beacon lets you summon a supply drop to your location with a 30s timer. The passive gives you +20% cash from loot on the ground



[SKILL CHANGES]
Beefcake's mutation now gives +2/4/6/8 isntead of +3/6/9/12 max hp per upgrade purchased. Raw max hp ranges from 16 to 72 instead of 20 to 90 max hp.

Manic Mechanic's mutation now gives +40% instead of +50% rate of fire

Automatic Armor cooldown now ranges from 15s to 8s (instead of fixed at 10s). Duration is 1.5 instead of 2.0s.

Revenge Rockets now fire back at gangsters and cops. The mutation gives 40/80/120/160% new rockets instead of 25/50/75/100%

Rambulance healing now ranges from 3 to 13.5 instead of 4 to 18 hp/s

Proximity Rounds trigger range vs gangsters reduced to 35/70/105/140 instead of 50/100/150/200m

Regeneration healing begins 1.5s after combat instead of 1s.

Boots of Travel speed begins after 1.5s instead of 1.0s. Move speed is now +16% to +72% instead of +14% to +63%

Stimpacks healing now ranges from 3 to 10 instead of 3 to 13.5. Stimpacks mutation health kit chance ranges from 8 to 32% isntead of 7 to 28%

Mana Shield duration is now 2s instead of 2.5s after casting a skill

Charged Shot mutation healing is now 20/40/60/80 instead of 15/30/45/60

Energy Vortex cooldown is now 2s faster

Hypnotic Army cooldown is now 2s faster, and max followers is +1 larger

Assassinate no longer prioritizes players with higher bounties, allowing it to instead focus on closer enemies

MINOR BALANCING

Hey all, a fairly small patch today but with some interesting changes from observing new people play:

1) Heavy class no longer drops health kits, but instead can recharge its shield to 100% in XP Pools. This makes it actually act like a heavy tanky boi, instead of more of an "agility" character where you need to grab the kits. Easier for new players to understand, and interesting mechanics of holding space near XP Pools.

2) In squads mode, players missions are now shared with allies.

Have fun!
bencelot


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[GAMEPLAY CHANGES]
- Civilian mission progression is now shared with allies in squads mode. The requirements are higher with more people

- There is +1 extra heart drop at each minute before overtime.

- It once again requires 3 kills instead of 2 to get the 3rd skill at levels 5 and 6

- Damage health kits now give +30 instead of +20 hp



[CLASS CHANGES]
- Assault reload speed is now +100% instead of +70%

- Sniper range is now +15% instead of +10%

- Heavy's first perk is changed. It now is called "Over Shield": Standing in XP Pools will overheal your shield up to 100% of max health. Your normal max shield is also +20% larger.



[SKILL CHANGES]
- Frenzy's ally buff radius is 50% larger

- Shift Supply's mutation speed boost now lasts 2s instead of 1s

- Armed Robbery will always drop at least one cash pile (if nothing else drops and not on cooldown)

- Mirror Image clone health reduced by 4%



[MODIFIER CHANGES]
- The Risky Traders modifier has been removed, and now replaced with Heavy's old medkits perk.