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Mycopunk News

Patch 1.7.3

  • [p]Fixed a bug that could cause boosted ugprades to drop Strange Components when dismantled[/p]
  • [p]Fixed a couple floating objects in the Ice Floes[/p]

1.7.2 - Boosting Upgrades!

[h2]Upgrade Boosting[/h2]
  • [p]You can now spend resources to boost non-exotic upgrades! Boosted upgrades gain increased stats.[/p]
  • [p]Now that upgrade unlocks are free, the boosting system gives you a new use for resources and makes it more obtainable to get that perfect upgrade.[/p]
[p][/p][h2]Drop Pod Security[/h2]
  • [p]Added an option in the gameplay settings that allows you to prohibit other players from calling the Drop Pod when you’re the host.[/p]
[p][/p][h2]Other Changes[/h2]
  • [p]Added stat ranges to a few upgrades whose min and max values were the same[/p]
  • [p]Actually fixed Harmonizer this time so it won’t convert Immunity damage to another element[/p]
  • [p]Swarm Launcher - High Caliber Pellets[/p]
    • [p]Increased minimum magazine size from -64% to -7%[/p]
  • [p]Gunship Cannon prism upgrades can now display their stat ranges[/p]
  • [p]Fixed a couple mischievous floating chunks of ice in the Ice Floes[/p]
  • [p]Fixed turbocharged text not appearing on Cannonball and Magboots[/p]
  • [p]Fixed a bug that could cause weird sounds to play when another player fires their Plate Launcher[/p]

Happy Year of the Horse!

[p]Wishing all our players AND friends AND families a super joyful Year of the Horse! May good luck, success, and great health come your way this year (that is, if you've met your Saxonite quotas). Thanks so much for hanging out with us and supporting us! We're working hard to bring you even more fun and game-changing content — so stay tuned![/p]

Patch 1.7.1

  • [p]Fixed an issue that caused the Trident’s Gunpowder Finale upgrade to sometimes not trigger[/p]
  • [p]Harmonizer will no longer convert your outgoing Immunity effects to another element[/p]
  • [p]Fixed missing texture Saxito bags in the main menu[/p]
  • [p]Removed a couple accidental floating objects in the Ice Floes[/p]
  • [p]Fixed an issue with resource placement when playing Paid Time Off in the Ice Floes[/p]
  • [p]Fixed an issue that could rob you of your exotic upgrading when inputting a 2FA code at Roachard’s computer[/p]
  • [p]Added the Photon Disc’s missing model when dropped in Ouroboros[/p]
  • [p]Enabled \[REDACTED] in the Ice Floes[/p]

MAJOR UPDATE - Ice Floes Region & Photon Disc

[p]Valued employees,[/p][p][/p][p]Recent seismic activity suggests that the fungus has grown roots through New Atlas’ southern pole, and it is imperative that the area be secured immediately.[/p][p][/p][p]The Ice Floes mission area will be added to your HUB’s nav-systems with the next update of your OS. A rise in global temperature caused by \[CONSUMER AUTOMOBILE USAGE] has greatly increased the melting rate of New Atlas’ ice caps, allowing snow melt to mix with unrefined Saxonite. Fungal influence has allowed this mixture to erupt out onto the surface, creating strange hazards in the area. We are aware that these gravitational anomalies are easily interpreted as neat, fun, or even in extreme cases, silly. While this may be initially distressing, be assured that these lines of thinking are disallowed by your contract.[/p][p][/p][p]With this expanded responsibility, employees are now licensed to carry the Photon Disc, a new experimental ordnance developed to combat the fungal menace. Thanks to the new \[NOUN EXPUNGED], multiple of them can be stored at a once, making this destructive disc extra handy when ammunition is running low. Upon hitting a surface the Photon Disc will saw along it, releasing waves of devastating energy as it travels. With proper usage, this makes it effective against groups of hostiles, as well as larger single targets.[/p][p][/p][p]PLEASE DO NOT THROW THE PHOTON DISC AT YOUR CO-WORKERS[/p][p]— IT IS NOT A PLASTIC FLYING ENJOYMENT TOY —[/p][p][/p][p]Kind Regards,[/p][p]Saxon HQ[/p][p][/p][p][/p][hr][/hr][p][/p][h2]New Grenade - The Photon Disc[/h2]
  • [p]Our first new grenade is here! If you can even call it a grenade. The Photon Disc comes with multiple charges and lets you toss out a grenade that tumbles across the floor, damaging anything in its wake. And it’s got some cool new set of upgrades too![/p]
[p][/p][h2]New Region - The Ice Floes[/h2]
  • [p]Explore New Atlas’s polar region. Expect a lot of ice and spilled liquid Saxonite.[/p]
[p][/p][h2]Health Highlighting[/h2]
  • [p]Looking at an enemy part now displays a highlight that shows you its health.[/p]
  • [p]Shooting an immune enemy highlights a pixie whose immunity beam is attached to it[/p]
[p][/p][h2]Upgrades Are Free![/h2]
  • [p]We’ve removed the default resource costs for upgrades. We don’t want unlocking upgrades to feel like a grind and we hope this streamlines the upgrading process![/p]
[p][/p][h2]Titles[/h2]
  • [p]Added player titles! Titles are automatically chosen from your selection of equipped employee upgrades.[/p]
[p][/p][h2]Grenades[/h2]
  • [p]When you don’t have an upgrade bound to hold-grenade, holding your grenade key auto-fires Photon Discs. If you do have an upgrade bound to hold-grenade, you can press and hold your grenade key right after firing a disc to start auto-firing.[/p]
  • [p]To allow this to work on controllers, we’ve switched the default melee binding to press-right-stick and you can tap L1 to throw a grenade. You can always rebind these in the settings.[/p]
  • [p]Updated the normal grenade throw animation[/p]
[p][/p][h2]DMLR[/h2]
  • [p]Added turbocharges to DMLR exotics[/p]
    • [p]Arc Lightning - Lightning has a chance to arc to an additional target[/p]
    • [p]Autocycler - Damage is increased[/p]
    • [p]Hot Swap - Laser damage is increased[/p]
    • [p]Voltaic Battery - Shooting the mag with your laser increases laser damage until you stop firing.[/p]
  • [p]Autocycler[/p]
    • [p]Reduced upgrade size by 1 cell[/p]
    • [p]Replaces the laser battery indicator with a new HUD element that shows when Autocycler will switch modes[/p]
  • [p]Hot Swap[/p]
    • [p]The laser recharges 50% faster[/p]
    • [p]Reduced upgrade size by 1 cell[/p]
    • [p]Firing your last DMR shot automatically switches you back to laser mode[/p]
  • [p]Voltaic Battery[/p]
    • [p]The battery’s first explosion deals increased damage[/p]
    • [p]The battery can travel further[/p]
    • [p]Thrown batteries are highlighted when far enough away from you[/p]
  • [p]Now plays an overheat sound when you run out of laser charge[/p]
  • [p]Hit VFX no longer lags behind the laser[/p]
[p][/p][h2]Other Upgrade Changes[/h2]
  • [p]Upgrades are applied in the order they were equipped (previously stacked upgrades were ordered by instance ID)[/p]
  • [p]Explosive Bullets for the Accelerator has been renamed to Combustive Rounds because explosive bullets sounds boring. If your grenade has non-elemental damage, Combustive Rounds creates bee explosions.[/p]
  • [p]Swarm Launcher bullets created by Crop Duster are quieter[/p]
  • [p]Ralph’s Conundrum sets the Lead Flinger’s element to fire when it’s equipped if the current element isn’t fire or acid[/p]
  • [p]Inverted controls when using Scrapper’s Upside Down upgrade so they feel correct[/p]
  • [p]Structural Survey has been reworked - it now increases the damage you deal to enemy limbs[/p]
  • [p]Ammo Processor can now refund ammo reserves at a reduced rate if your magazine is full[/p]
[p][/p][h2]Other Changes[/h2]
  • [p]The Ouroboros amalgamation got some sick music[/p]
  • [p]Added improved ambient sounds to all levels[/p]
  • [p]The ammo cart in the HUB refills grenade charge[/p]
  • [p]Fixed the carver’s screen not displaying correctly if you inspected before ever reloading[/p]
  • [p]Added a volume slider for the radio[/p]
  • [p]Added a rotation binding under the upgrade list with a color showing your max rotatable rarity[/p]
  • [p]Fixed some incorrect & missing binding sprites on controllers for sticks and dpad[/p]
  • [p]Fixed ‘Collect Data Cores’ objective text getting partially cut off[/p]
  • [p]Added raised platforms to one of the Ouroboros rooms[/p]
  • [p]Fixed an issue where large enemies would sometimes fly into the air after ragdolling[/p]
  • [p]Laser visuals correctly shrink when damaging you[/p]
  • [p]Fixed a bug that could display both of your weapon crosshairs on top of each other after switching weapons[/p]
  • [p]Fixed an issue where enemies would occasionally spawn with invisible upgrades[/p]
  • [p]Fixed an issue that could cause brutes to spawn in the first wave of tutorial enemies[/p]
  • [p]FIxed an issue that would play the flamethrower sound if you pressed your aim button when swapping off the Jackrabbit[/p]
  • [p]Explosive ball fungi in Shipping Lane no longer damage players[/p]
  • [p]Fixed an bug that could cause you FOV to get stuck if you started aiming while unequipping a weapon[/p]
  • [p]Improved hit VFX when damaging metal or fungi targets[/p]
  • [p]Fixed an issue that caused you to keep you velocity from before entering a vehicle when exiting it[/p]
  • [p]Fixed an issue that could cause the incorrect amount of resources to drop under certain circumstances[/p]
  • [p]You now keep some of your vehicle’s momentum when exiting it[/p]