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Mycopunk News

Update 1.6.6

[p]Hey employees! Today's update features some nice improvements to Ouroboros plus other miscellaneous fixes. All very exciting, I know. We're also finishing up our next major update, which will be on its way to you soon™![/p][p][/p][h2]Ouroboros Scaling[/h2][p]We’ve been looking at Ouroboros boss health and it scales up way too fast, especially when it’s compounded with already increased enemy health on higher threat levels. And that’s no good so let’s change it:[/p]
  • [p]Boss health increases much slower and has a lower max value[/p]
  • [p]Boss health doesn’t increase as much with more players and on higher threat levels[/p]
  • [p]The maximum amount of enemy waves per room is now 2 instead of 3[/p]
[p][/p][h2]Ouroboros Upgrading[/h2][p]No more spending resources to unlock cleansed Ouroboros upgrades! No more getting all greens at the start of a high level run! No more cheese with holes in it! Seriously why do they put holes in cheese. It’s weird.[/p]
  • [p]Cleansed upgrades are automatically unlocked[/p]
  • [p]Handheld Pocket Universe can’t be rerolled into a different upgrade[/p]
  • [p]Upgrades given at the beginning of an Ouroboros run are more likely to be higher rarities when playing on higher threat levels[/p]
[p][/p][h2]Upgrades[/h2]
  • [p]The Cycler’s Rocket Burst upgrade no longer stacks burst size/interval in Ouroboros (previously it just got worse the more it was stacked, which is DUMB)[/p]
  • [p]Fixed an issue with Dump Charge firing out like 50 bullets when tapping the trigger if Infinity Burn was also equipped[/p]
  • [p]Increased the damage from the Plate Launcher’s Nice Catch by 15%[/p]
[p][/p][h2]Fixes[/h2]
  • [p]Improved placement of Ouroboros spawns in open levels[/p]
  • [p]Ouroboros shops and Coinflip Colin spawn oriented to the ground in outdoor levels[/p]
  • [p]Filled holes underneath a few desert buildings that weren’t supposed to be there[/p]
  • [p]Missile Array and Grenade Spewer parts are now correctly marked as metal instead of dirt[/p]
  • [p]Laying Cable now correctly modifies the cable sound for other players as the cable stretches[/p]
  • [p]Fixed an issue where the Plate Launcher would occasionally play its recall animation on a different weapon[/p]
  • [p]Melee prompt is no longer missing from collectable pumpkins[/p]
  • [p]Fixed a rare bug that could stop you from equipping cleansed upgrades that were using a different upgrade’s pattern[/p]
  • [p]Enemy health bar visuals now only take core & shell health into account[/p]
  • [p]The Codex displays normal upgrade patterns when you have Handheld Pocket Universe equipped[/p]

BETA Update 1.6.6

[p]Hey employees! We've got a small update with some fixes and Ouroboros balancing that we'd like to test out on the beta branch before releasing to everyone. If you play the beta we'd love to hear your thoughts on the changes to difficulty scaling! Here are the full patch notes:[/p][p][/p][p]To switch to the beta branch:[/p]
  • [p]Right click on Mycopunk in your steam library and go to properties/betas[/p]
  • [p]Enter the beta code 'OysterAttack' to unlock the beta branch[/p]
[p][/p][h3]As a reminder, always back up your save before switching to the beta branch![/h3]
  • [p]Navigate to C:\\Users\[username]\\AppData\\LocalLow\\Pigeons at Play\\Mycopunk\\Profiles[/p]
  • [p]Copy the ‘default’ folder to wherever you want to back up your save[/p]
  • [p]If you ever need to restore your save data, just replace the default folder in profiles with your backed up folder[/p]
[p][/p][hr][/hr][p][/p][h2]Ouroboros Scaling[/h2]
  • [p]Boss health increases much slower and has a lower max value[/p]
  • [p]Boss health doesn’t increase as much with more players and on higher threat levels[/p]
  • [p]The maximum amount of enemy waves per room is now 2 instead of 3. We felt rooms took too long to complete after room 28.[/p]
[p][/p][h2]Upgrades[/h2]
  • [p]The Cycler’s Rocket Burst upgrade no longer stacks burst size/interval in Ouroboros (previously it just got worse the more it was stacked, which is DUMB)[/p]
  • [p]Fixed an issue with Dump Charge firing out like 50 bullets when tapping the trigger if Infinity Burn was also equipped[/p]
  • [p]Increased the damage from the Plate Launcher’s Nice Catch by 15%[/p]
[p][/p][h2]Fixes[/h2]
  • [p]Improved placement of Ouroboros spawns in open levels[/p]
  • [p]Filled holes underneath a few desert buildings that weren’t supposed to be there[/p]
  • [p]Missile Array and Grenade Spewer parts are now correctly marked as metal instead of dirt[/p]
  • [p]Laying Cable now correctly modifies the cable sound for other players as the cable stretches[/p]
  • [p]Fixed an issue where the Plate Launcher would occasionally play its recall animation on a different weapon[/p]
  • [p]Melee prompt is no longer missing from collectable pumpkins[/p]
  • [p]Fixed a rare bug that could stop you from equipping cleansed upgrades that were using a different upgrade’s pattern[/p]
  • [p]Enemy health bar visuals now only take core & shell health into account[/p]

Patch 1.6.5

  • [p]Fixed an issue that caused you to lose all momentum after sliding[/p]
  • [p]Fixed an issue where auto-sprint wouldn’t resume sprinting when firing a gun that doesn’t let you sprint and then switching to a gun that can fire while sprinting[/p]
  • [p]Elemental Cocktail now fully applies its secondary element to players[/p]
  • [p]Employee inventory animations play correctly when time is paused in singleplayer[/p]
  • [p]Fixed an issue where Globbler upgrades that used the globblometer before all upgrades were applied weren’t capping the globblometer at its max value[/p]
  • [p]The Trident’s Tailwind upgrade now works when the Trident is in semi-auto mode[/p]
  • [p]Fixed an issue where Tailwind was using the wrong value to increase your speed, making about 3x slower than it should be[/p]
  • [p]Fixed an issue that caused the Jackrabbit to get stuck auto-firing when scrapping Pummeler after charging up a bunch of bullets[/p]
  • [p]Fixed an issue where Hard-Light Coating was causing Unconditional Protected to activate when it wasn’t equipped[/p]
  • [p]Damage Arc now displays the correct damage increase value when stacking multiple copies in Ouroboros[/p]
  • [p]Tweaked Grapple Pole physics to make it a bit easier to swing in circles without flying off[/p]
  • [p]Fixed an issue that caused the meteorite falling sound to keep playing if it spawned just before exiting a mission[/p]
  • [p]Fixed an issue that could let side objectives spawn after the mission had been completed[/p]
  • [p]The screen effect while teleporting or aborting a mission is no longer visible if your inventory is open while time is paused[/p]
  • [p]UI distortion is now correctly animation when time is paused[/p]
  • [p]Updated our backend environment[/p]

Update 1.6.4 - Momentum & Solo Pausing

[p]Happy new year everyone! Lets begin the year 4126 with some fun changes![/p][p][/p][h2]Momentum Conservation[/h2]
  • [p]The movement code has undergone some changes to support more momentum conservation! You now lose less speed when airborne, and keep your momentum when you land or slide at high speeds.[/p]
[p][/p][h2]Singleplayer Pausing[/h2]
  • [p]Due to popular demand, opening your inventory now pauses the game in singleplayer.[/p]
[p][/p][h2]Enemies[/h2]
  • [p]Fixed issues that caused enemies to often teleport after losing balance[/p]
[p][/p][h2]Other Fixes[/h2]
  • [p]Fixed an issue that caused you to not be killed when jumping out of an extracting drop pod[/p]
  • [p]Fixed some doors in Ouroboros that were always unlocked[/p]
  • [p]Fixed an issue that caused snipers in the large sloped Ouroboros room to not spawn on their platforms[/p]
  • [p]The grenade spewing abomination will no longer begin launching all of its grenades at the same time[/p]

Update 1.6.3 - Ouroboros Fixes & Buffs!

[p]HELLO FRIENDS! Hope you've been enjoying your holidays and playing lots of games! We've got a fairly large patch for you with a bunch of fixes for Ouroboros bugs. Plus it's about time for some Lead Flinger love so it's gotten some buffs. Read on for more info! Or don't, I won't hold it against you.[/p][p][/p][hr][/hr][p][/p][p]-- 1.6.3 Hotfix 2--[/p]
  • [p]Yeah another hotfix -_- Fixed an issue that caused upgrades to apply in the wrong order[/p]
[p][/p][p]--1.6.3 Hotfix 1--[/p]
  • [p]Fixed another issue causing 2FA codes to fail to spawn an upgrade if your code started with 0 (yes it is that stupid)[/p]
  • [p]Fixed an issue with upgrades that depend on surrounding cells to not count up those cells correctly at the edges of the grid[/p]
[p][/p][hr][/hr][p][/p][h2]Employee 2FA Codes[/h2]
  • [p]You can now reuse your 2FA codes at Roachard’s compute to unlock your upgrade again if you don’t own any instances of it[/p]
[p][/p][h2]Trident[/h2][p]Broadside[/p]
  • [p]Damage reduction now only applies when hip-firing[/p]
  • [p]Damage is reduced less when stacking this upgrade in Ouroboros[/p]
  • [p]Reduced damage reduction by ~5%[/p]
[p][/p][h2]Lead Flinger[/h2]
  • [p]Increased base damage by 13%[/p]
[p]Big Fat Doobie[/p]
  • [p]Increased damage by 20%[/p]
[p]Volatile Munitions[/p]
  • [p]Reduced upgrade size by 2[/p]
[p]Fan Fire[/p]
  • [p]Increased min damage by 30% and max damage by 20%[/p]
[p]Juiced Up[/p]
  • [p]Increased min damage by 60% and max damage by 20%[/p]
[p]Double Action[/p]
  • [p]Increased min damage by 15% and max damage by 6%[/p]
[p]Shrapnel Loading[/p]
  • [p]Increased damage multiplier[/p]
    • [p]Min: -75% → -63%[/p]
    • [p]Max: -70% → -60%[/p]
[p]Practice Makes Perfect[/p]
  • [p]Reduced upgrade size by 1[/p]
[p]Feeling Lucky[/p]
  • [p]Tweaked the damage curve so it’s a bit more likely to roll above 100% damage[/p]
[p]Ralph’s Conundrum[/p]
  • [p]Ralph is even more confused. Damage type now switches after firing a shot.[/p]
[p]Lucky Last[/p]
  • [p]AOE Damage from explosive bullets deals 35% less damage. Direct hits still deal full damage.[/p]
    • [p]Lead Flinger has good AOE with its explosive upgrades — the intent with these changes is to improve its damage while leaving its AOE damage roughly the same as before.[/p]
[p]Residue[/p]
  • [p]Residue damage is now multiplicative and is applied to the Lead Flinger’s base damage[/p]
[p]Outlaw[/p]
  • [p]Reduced upgrade size by 2[/p]
[p][/p][h2]Scrapper[/h2][p]Recycled Fuel[/p]
  • [p]Reduced jetpack instability by 40%[/p]
[p]Scrap Funnel[/p]
  • [p]Scrap is consumed 30% slower[/p]
  • [p]Reduced upgrade size by 2[/p]
[p][/p][h2]Ouroboros Fixes[/h2]
  • [p]Fixed a bug that caused the final amalgamation of a level to never spawn if you left and later continued a run[/p]
  • [p]Fixed an issue that caused stacked duplicate upgrades to randomly unequip in Ouroboros[/p]
  • [p]Fixed an issue that caused the game to consume a team revive if there was only one player alive and the host predicted they would die from damage but they actually didn’t[/p]
  • [p]If you somehow get into a room before it has been activated, the doors will now unlock so you don’t get trapped[/p]
  • [p]Improved some areas around the edges of the Moldy Tundra where Ouroboros rooms could spawn on really steep terrain[/p]
  • [p]Fixed an Ouroboros room with a rideable pipe that clipped through its wall and had a few areas where enemies would teleport to you[/p]
  • [p]Your selected weapons and employee are correctly restored if you collect Interim Manager or switch weapons, exit before completing another room, and later continue your run.[/p]
  • [p]Your equipped Ouroboros upgrades save every time you exit your inventory[/p]
  • [p]Fixed an issue that could cause acid to continue damaging you after dying in it if you weren’t the host[/p]
  • [p]Fake ID and Interim Manager can no longer reroll upgrades into different rarities[/p]
  • [p]Wrangler’s Synthetic Adrenaline upgrade applies correctly when stacking multiple copies[/p]
  • [p]Wrangler’s Dust Kick and Tuck’n’Roll upgrades no longer duplicate their cooldown indicators when stacking multiple copies[/p]
  • [p]Fixed an issue where Wrangler’s Eyes Up Here upgrade would make all targets immune to your damage when stacking multiple copies[/p]
    • [p]We count negative damage as immune, and we calculated the stacking damage boost incorrectly for this upgrade so it was multiplying all of your damage by a negative number. Isn’t that fun![/p]
  • [p]We’re aware of some weird inconsistencies when pairing Cosmic Microwave with other upgrades that increase outgoing elemental damage. Changing this requires some fundamental changes so this fix will come later once we’ve had more time to test it.[/p]
  • [p]Improved placement of terminals after killing the amalgamation in levels after the first Ouroboros level. This should stop terminals from ever spawning in unreachable locations.[/p]
  • [p]Fixed a bug that could trap you in the menu if you successfully gambled Interim Manager[/p]
  • [p]Fixed an issue where cleansed upgrades would still be equipped in Ouroboros after continuing a run[/p]
  • [p]Fixed Ouroboros upgrades sometimes spawning under the terrain in later levels[/p]
  • [p]Ouroboros upgrades now despawn after 1 minute instead of 4 minutes (after despawning they are automatically stored and you can press your interact key to collect them)[/p]
[p][/p][h2]Other Fixes[/h2]
  • [p]Reduced the amalgamation’s liquid flamethrower range by 67%[/p]
  • [p]Bindings in upgrade descriptions update correctly when you switch your bindings[/p]
  • [p]Improved performance when hovering over an upgrade whose stats depend on surrounding upgrades[/p]
  • [p]Fixed an issue where a button to transition to another section of the tundra was still interactable after loading into the new level[/p]
  • [p]Fixed an area of the Gravity Farm Shipping Lane level where enemies could navigate under the large ring that surrounds the rocket platform[/p]
  • [p]Fixed some fungus in Titan City that was letting large enemies path through it[/p]
  • [p]Roachard’s collider and dialogue box are now in the correct place when he’s sleeping. I tried telling him to stop snoring but he just looked at me.[/p]
  • [p]Turbocharged stats on Eye in the Sky and Big Fat Doobie are now correctly displayed at the bottom of the list[/p]
  • [p]Glider’s Saxonite Shackles upgrade now displays the correct chance value for its turbocharged stat[/p]
  • [p]The objective to destroy fungus now spawns a few extra fungi to help make it easier to complete[/p]
  • [p]Compressed Plate Storage’s description has been updated to better reflect its behavior (for now only the English text is changed)[/p]
  • [p]Fixed some weird terrain in Titan City[/p]