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1.1.4 - The Amalgamation's Defeat

[h2]Amalgamation Loot[/h2][p]Thanks to your hard work, this amalgamation has been weakened enough to be killed once and for all. When it dies, the amalgamation can drop some cool new loot:[/p]
  • [p]Eyes Up Here - Exotic Wrangler Upgrade[/p]
    • [p]Eyes have a chance to sprout from enemies you kill. Destroy an eye to gain health and a stacking bonus to damage and move speed.[/p]
  • [p]Optical Attraction - Exotic Bruiser Upgrade[/p]
    • [p]Hold F to gain damage resistance and draw the attention of all enemies for a short time.[/p]
  • [p]Eye in the Sky - Exotic Scrapper Upgrade[/p]
    • [p]Converts your Grapple Pole into a hovering eyeball. Press MMB to redirect the eyeball to a new position.[/p]
  • [p]Eye on You - Exotic Glider Upgrade[/p]
    • [p]Rockets ricochet to nearby targets multiple times. Rocket damage decreases with each bounce.[/p]
  • [p]Uniform - New Skin Set[/p]
    • [p]A new Saxon-themed skin for each employee[/p]
  • [p]Plus a new gun crab (:[/p]
[p][/p][p]After the assassination of the mighty Chundlemon (Saxon thanks you for your naming choice), weaker amalgamations have a chance to spawn during normal missions.[/p][p][/p][h2]New Loot Screen[/h2][p]You can now see all new upgrades & skins in one place in the New Upgrades screen, which can be accessed from your inventory.[/p][p][/p][h2]Ground Zero Mission[/h2][p]This mission now resets weekly and has some new rewards for the first completion each week.[/p][p][/p][h2]Wrangler[/h2][p]Dust Kick + Tuck n Roll[/p]
  • [p]Fixed an issue where the recharge displays for these upgrades would run toward the right side of your screen[/p]
  • [p]Recharge displays for these upgrades are always visible and use the correct icons[/p]
  • [p]Fixed the insane amount of screen shake when both upgrades are activated at the same time[/p]
[p][/p][h2]Scrapper[/h2][p]Stream Jets[/p]
  • [p]Now increases jetpack duration by ~90%[/p]
  • [p]Now decreases initial jetpack force by ~57%[/p]
  • [p]Stream Jets now makes your jetpack last longer to make its flame effect more useful. While initial force was decreased to make up for this, the increased duration lets you gain more height than with the default jetpack.[/p]
[p]On The Go[/p]
  • [p]Grapple Poles placed on players now have the correct rotation[/p]
[p][/p][h2]Lead Flinger[/h2][p]Ok so the Lead Flinger is kind of overpowered right now and that’s mostly due to its stacking damage upgrades. Our intent with these changes is to reduce the Lead Flinger’s capability as a boss destroyer without hurting much of its ability to take out small/medium enemies at high levels.[/p][p]We’re also buffing some of its less used upgrades to give the Lead Flinger some more build options.[/p][p][/p][p]Residue[/p]
  • [p]Fixed incorrect stat label for ‘stacks on kill’[/p]
[p]High Caliber[/p]
  • [p]Damage multiplier reduced by 15%[/p]
  • [p]Added this upgrade’s missing icon[/p]
[p]Blood-Rush[/p]
  • [p]Decreased upgrade size from 7 to 5[/p]
  • [p]You now press AIM to fire the burst[/p]
    • [p]It was way too easy to accidentally fire off the burst immediately after killing the core, so this should make it easier to trigger the burst when you want to.[/p]
  • [p]Recoil is reduced while firing the burst[/p]
[p]Shrapnel Loading[/p]
  • [p]Slightly increased horizontal spread[/p]
    • [p]Min: 6 → 10[/p]
    • [p]Max: 7.5 → 12[/p]
[p]Volatile Munitions[/p]
  • [p]Decreased upgrade size from 11 to 7[/p]
[p]Fan Shot[/p]
  • [p]Damage increase is now additive[/p]
    • [p]Min: 20[/p]
    • [p]Max: 30[/p]
[p]Delirium[/p]
  • [p]Damage increase is now additive[/p]
    • [p]Min: 15[/p]
    • [p]Max: 24[/p]
[p]Fresh Bullet Frenzy[/p]
  • [p]Damage increase is now additive[/p]
    • [p]Min: 15[/p]
    • [p]Max: 24[/p]
[p]Ralph’s Conundrum[/p]
  • [p]Decreased upgrade size from 5 to 4[/p]
[p]Residue[/p]
  • [p]Decreased upgrade size from 6 to 5[/p]
  • [p]Stacks on kill increased by 1[/p]
  • [p]Blast damage increased by 40%[/p]
  • [p]Explosion size increased by 20%[/p]
[p]Chemical Symbiosis[/p]
  • [p]Decreased upgrade size from 3 to 2[/p]
[p]Unnatural Focus[/p]
  • [p]Decreased upgrade size from 4 to 3[/p]
[p][/p][h2]The Carver[/h2][p]Increase max blood stacks from 50 to 55[/p][p]Heavy Pockets[/p]
  • [p]Increased heavy ammo generation by 300%[/p]
[p][/p][h2]Globbler[/h2][p]Globulous Siphon[/p]
  • [p]Explosion size multiplier no longer resets when you start siphoning another grenade[/p]
  • [p]Increased max explosion size[/p]
    • [p]Min: 11 → 20[/p]
    • [p]Max: 20 → 23[/p]
  • [p]This upgrade was sort of over-nerfed previously because we treated it as more of a bug fix than a balance change. But stacking grenade siphons was fun so we want to bring back the grenade stacking from the original version of this upgrade while keeping a higher cap on the explosion size.[/p]
[p][/p][h2]Plate Launcher[/h2]
  • [p]Fixed an issue that caused plates to damage targets in a smaller area when recalling to the gun[/p]
  • [p]Fixed an issue where the Third Arm player upgrade could create infinite plates. Third Arm now reloads Plate Launcher reserves instead.[/p]
[p]Clearing Plasma[/p]
  • [p]Fixed an issue that could cause plates to deal damage on all clients and get stuck in their player when recalled to the gun[/p]
[p][/p][h2]Incendiary Grenade[/h2][p]Gambler’s Bargain[/p]
  • [p]Players are notified when someone dies to this upgrade[/p]
[p][/p][h2]Lobbies[/h2]
  • [p]Lobbies that are closer to your level and have a mission selected are now shown higher in the lobby list[/p]
[p][/p][h2]Enemy Explosions[/h2]
  • [p]Added damage falloff when you’re near the edge of an exploding dynamite part or barrel core[/p]
  • [p]Dynamite explosions are now more consistent on all clients (previously you could sometimes die to an explosion that was just out of range)[/p]
[p][/p][h2]Skins[/h2]
  • [p]Fixed an issue where rare skins were far more likely to drop than epic skins (rares are now only slightly more common than epics)[/p]
  • [p]Improved the visibility of oysters that spawn in missions[/p]
[p][/p][h2]Modding[/h2]
  • [p]MycoMod attribute is now public and mod flags are correctly marked as flags[/p]
[p][/p][h2]Misc[/h2]
  • [p]Fixed an issue where shooting all of the shells off a core to kill it wouldn’t count as a kill on the core[/p]
  • [p]Fixed a missing binding on the Glider’s Clearing Charge upgrade[/p]
  • [p]Settings are now saved periodically while the game is running[/p]
  • [p]Rocket Salvo healing explosions now only play audio for the player who was healed and the player who launched the rocket[/p]
  • [p]Steam names with rich text tags no longer affect default lobby names[/p]
  • [p]Changed Roach Gun Crab’s x position on the Lead Flinger from 0.0002 to 0[/p]
  • [p]Lowered one of the broken Wrangler torsos that was blocking the center of the screen[/p]
  • [p]Fixed a rare issue that could cause a weapon fire animation to get stuck playing[/p]
  • [p]Updated some lightning effects to make them better on the eyes (and a lot snazzier)[/p]
  • [p]Fixed an issue where enemy flamethrower arms would spawn with their flame effect active[/p]
  • [p]Roachard no longer spams you with voicelines when all players leave the data upload zone[/p]
  • [p]Fixed some timing of a few dialogue exchanges[/p]
  • [p]Slightly reduced the size of player nametags[/p]
  • [p]Player nametags fade out when looking straight at them[/p]
  • [p]Voiceline text now fades out when aiming or looking at the character[/p]
  • [p]Fixed some floating Planetary Defense terminals in Titan City[/p]
  • [p]New mission objective popups are now smaller and don’t overlap with other HUD elements[/p]
  • [p]Fixed an issue where guaranteed exotic drops would use the host’s exotic protection rather than the local player’s when dropping from an enemy[/p]
  • [p]Fixed some areas in the Moldy Tundra where enemies would teleport to players[/p]
  • [p]Fixed a LOD with incorrect materials in the Moldy Tundra[/p]
  • [p]Fixed an issue where explosive bullets could damage targets twice[/p]
  • [p]Globbler and Carver upgrades now default to English[/p]

1.1.2 Hotfix

  • [p]Fixed an issue where the duplicate protection system didn't count scrapped upgrades as duplicates. It will now count every upgrade you've ever collected toward duplicate protection.[/p]
  • [p]Fixed another issue that caused some demo players to not receive their demo reward[/p]
  • [p]Fixed issues with invalid lobbies showing up and lobbies displaying the incorrect number of players[/p]
  • [p]Increased Abomination health on threat 5 & 6[/p]
  • [p]Increased Boss health scaling on higher difficulties[/p]

Update 1.1.2

[p]HELLO EMPLOYEES![/p][p]This update contains a LOT of balance changes to make some underperforming upgrades (and the Trident) more useful. We’ve also added better upgrade duplicate protection and a way to craft undiscovered upgrades![/p][p][/p][p]Saxon asks that you please enjoy this update with minimal emotion as we focus our New Atlas efforts on hunting the Amalgamation. Additionally, Saxon will generously award one biological crew a free lunch extravaganza upon the Amalgamation’s death.[/p][p][/p][p]Read on to see the full patch notes:[/p][p][/p][p][/p][h2]Amalgamation[/h2]
  • [p]Fixed an issue where only the host was submitting their global progress after facing an amalgamation[/p]
  • [p]Increased Amalgamation health on higher threat levels[/p]
  • [p]The Amalgamation is now more likely to spawn after the main objective is completed[/p]
[p][/p][h2]Upgrade Duplicate Protection[/h2]
  • [p]Upgrades now have a 75% chance to drop as a non-duplicate[/p]
  • [p]Exotic upgrades are guaranteed to be unique until you’ve collected all available exotics[/p]
  • [p]We’ve heard your feedback about getting too many duplicate drops so we hope this change makes it a lot easier to collect all of the upgrades[/p]
[p][/p][h2]Crafting & Resources[/h2]
  • [p]You can now spend Saxonite to craft upgrades that haven’t yet been discovered[/p]
  • [p]Consumables like the Premium Loot License no longer affect crafted upgrades[/p]
  • [p]Opening the crafting screen from a weapon’s inspect window now automatically selects that weapon for crafting[/p]
  • [p]Increased resource inventory caps:[/p]
    • [p]Scrap: 99 → 300[/p]
    • [p]Self-Replicating Acid Glob: 20 → 50[/p]
    • [p]Premium Loot License: 5 → 15[/p]
    • [p]Personal Access Token: 5 → 15[/p]
    • [p]Bootleg Replicator: 5 → 10[/p]
[p][/p][h2]Weapons[/h2]
  • [p]Tweaked XP gain per kill for each weapon to bring XP gain more in line for weapons that tend to get less kills per mission[/p]
  • [p]Dealing damage with a weapon now generates 25% less ammo for your other weapon[/p]
  • [p]Each weapon now has different ammo generation efficiency to help bring ammo per second (APS??) more in line for all weapons[/p]
  • [p]Added a cap to the amount of ammo that can be generated from a single shot[/p]
  • [p]Ammo generation currently happens so quickly with some weapons and builds that it may as well not be a mechanic. While we want to keep ammo generation fast, you shouldn’t be able to refill your reserves in like one shot. These changes should make generation more consistent without slowing it down too much.[/p]
[p][/p][h2]Wrangler[/h2][p]Hold Onto Your Hats[/p]
  • [p]Increased slide speed by 50%[/p]
  • [p]Now shows an indicator on the left side of your screen when this effect is active[/p]
[p]Slingshot[/p]
  • [p]Now shows an indicator on the left side of your screen when this effect is active[/p]
[p]Ammo Continuity[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]Charge Thief[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]Hornet Interference[/p]
  • [p]Decreased upgrade size to 2 cells[/p]
[p][/p][h2]Bruiser[/h2][p]Splash Zone[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]Blast Chamber[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]One For All[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]With Me[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]Knee Dive[/p]
  • [p]Increased Nose Dive damage by 30%[/p]
[p][/p][h2]Scrapper[/h2][p]Feedback Relay[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
  • [p]Increased charge by 50%[/p]
[p]Upset Stomach[/p]
  • [p]Now has a flat cooldown of 5 seconds (down from 30-50 seconds)[/p]
  • [p]Increased range by 30%[/p]
[p][/p][h2]Glider[/h2]
  • [p]Glider no longer drifts downward when flying horizontally[/p]
[p][/p][p]Battery Siphon[/p]
  • [p]Increased move speed by 50%[/p]
[p]Course Correction[/p]
  • [p]Increased dodge force[/p]
    • [p]Min: Increased by 100%[/p]
    • [p]Max: Increased by 50%[/p]
[p][/p][h2]Trident[/h2]
  • [p]Decreased spread by 20%[/p]
[p][/p][p]Hornet Hunting[/p]
  • [p]Decreased upgrade size to 2 cells[/p]
[p]Shredify[/p]
  • [p]Now increases ammo capacity & magazine size by 90[/p]
  • [p]Increased fire rate multiplier[/p]
    • [p]Min: 1.9x → 2.77x[/p]
    • [p]Max: 2.12x → 3.33x[/p]
  • [p]Increased damage multiplier[/p]
    • [p]Min: 0.77x → 0.8x[/p]
    • [p]Max: 0.8x → 0.83x[/p]
  • [p]Hit VFX are now played less often when firing at really fast speeds. This should help with high fire rate performance on lower-end systems. This change applies to all hitscan weapons.[/p]
[p]Bailing Water[/p]
  • [p]Targets that are soaked in water now also take an additional 25% damage from being electrocuted[/p]
[p]Fire in the Hold[/p]
  • [p]Increased duration of high fire rate[/p]
    • [p]Min: 0.8s → 0.95s[/p]
    • [p]Max: 1.2s → 1.35s[/p]
[p]Cross-Deck[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
  • [p]Increased slide duration[/p]
    • [p]Min: 1.6s → 2s[/p]
    • [p]Max: 2.4x → 2.7s[/p]
  • [p]Increased slide speed by 40%[/p]
[p]Thrill of the Fight[/p]
  • [p]Decreased upgrade size to 5 cells[/p]
  • [p]Now grants charge to your ability that’s closest to full charge, even when not all abilities are on cooldown.[/p]
  • [p]Increased charge gained on kill[/p]
    • [p]Min: 1s → 2.1s[/p]
    • [p]Max: 2.2s → 2.7s[/p]
[p]Heaven’s Fury[/p]
  • [p]Lightning now triggers when dealing damage rather than on kill[/p]
  • [p]Decreased lightning chance (since you damage targets way more often than you kill them)[/p]
    • [p]Min: 40% → 21%[/p]
    • [p]Max: 56% → 25.2%[/p]
  • [p]Lightning strikes may trigger additional lightning when damaging a target[/p]
[p][/p][h2]Au-Si Jackrabbit[/h2][p]Pummeler[/p]
  • [p]Decreased charge speed by 16%[/p]
  • [p]Charge speed now slightly decreases as the magazine size increases above 8[/p]
[p]Delicious Cores[/p]
  • [p]Decreased upgrade size to 6 cells[/p]
[p]All Powdered Up[/p]
  • [p]Increased knockback force by 20%[/p]
[p]Pesticide[/p]
  • [p]Decreased upgrade size to 6 cells[/p]
[p]Mag Extender[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p][/p][h2]Lead Flinger[/h2][p]Lucky Bastard[/p]
  • [p]1 ammo from your reserves is consumed when a bullet is refunded[/p]
  • [p]The Lead Flinger has some broken high-damage combos that we’ll probably need to address at some point but for now we’re just making Lucky Bastard consume reserve ammo so that you at least need to switch weapons occasionally[/p]
[p]Unnatural Focus[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p][/p][h2]The Cycler[/h2][p]Corrode Siphon[/p]
  • [p]Decreased upgrade size to 7 cells[/p]
[p]Shock Recursion[/p]
  • [p]Decreased upgrade size to 7 cells[/p]
[p]Violent Ignition[/p]
  • [p]Decreased upgrade size to 8 cells[/p]
[p][/p][h2]Plate Launcher[/h2][p]Nice Catch[/p]
  • [p]Fixed an issue that could cause the speed boost to stack on top of itself every time the inventory was closed[/p]
[p]Fencing Construction[/p]
  • [p]Decreased upgrade size to 5 cells[/p]
[p][/p][h2]The Carver[/h2]
  • [p]Ammo is now loaded at the correct time during the Carver’s reload animation[/p]
[p]Blood Efficiency[/p]
  • [p]Increased the amount of blood gained per kill[/p]
    • [p]Min: Increased by 15.3%[/p]
    • [p]Max: Increased by 14.2%[/p]
[p]Blood Bucket[/p]
  • [p]Increased max blood stacks[/p]
    • [p]Min: Increased by 2.8% (Max blood is now 54.5)[/p]
    • [p]Max: Increased by 3.5% (Max blood is now 58.5)[/p]
[p]Blood Coating[/p]
  • [p]Increased damage resistance[/p]
    • [p]Min: Increased by 25%[/p]
    • [p]Max: Increased by 7%[/p]
  • [p]We don’t want to buff Blood Coating too much since its damage resistance at max blood stacks is already really high, but we’ve increased it a bit and brought the lower rolled values closer to the max value.[/p]
[p]Rush[/p]
  • [p]Decreased additional damage taken by 66%[/p]
  • [p]Increased move speed[/p]
    • [p]Min: Increased by 32.3%[/p]
    • [p]Max: Increased by 3%[/p]
[p]Swinging Technique[/p]
  • [p]Fixed missing description[/p]
[p]Sharing Lunch[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p][/p][h2]DMLR[/h2][p]Hot Swap[/p]
  • [p]Decreased upgrade size to 7 cells[/p]
[p]Corrosive Laser[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Incendiary Laser[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Shocking Laser[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Tainted Exhaust[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p][/p][h2]Swarm Launcher[/h2][p]Crop Duster[/p]
  • [p]Fixed an issue where this upgrade could stop you from firing while airborne[/p]
[h2]Gunship Cannon[/h2][p]Tinderbox[/p]
  • [p]Spontaneous combustion can no longer trigger when you aren’t mashing reload[/p]
[p][/p][h2]Incendiary Grenade[/h2][p]Volatile Explosives[/p]
  • [p]Decreased upgrade size to 6 cells[/p]
[p][/p][h2]Shock Grenade[/h2][p]Flash Storm[/p]
  • [p]Decreased upgrade size to 7 cells[/p]
[p]Thunder Pressure[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p][/p][h2]Acid Grenade[/h2][p]Connected Systems[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Lightspeed Material Transfer[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
  • [p]Fixed some cases where the teleport wouldn’t activate[/p]
[p]Gas Valves[/p]
  • [p]Recharge speed while standing in an acid puddle now partially scales with base cooldown duration, making this upgrade more effective with other upgrades that increase the grenade’s cooldown[/p]
[p][/p][h2]Player Upgrades[/h2][p]Magboots[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Blink[/p]
  • [p]Decreased upgrade size to 5 cells[/p]
[p][/p][h2]Gifs[/h2]
  • [p]You can now change your local content filtering settings for gifs in the gameplay options[/p]
[p][/p][h2]Grapple Pole[/h2]
  • [p]Poles are painted a different color for each player[/p]
[p][/p][p]Stolen Nanites[/p]
  • [p]Now colors the grapple pole ball green[/p]
[p][/p][h2]Efficient Murder Initiative[/h2]
  • [p]Decreased the number of kills required to complete this rare extraction modifier[/p]
[p][/p][h2]Demo Reward[/h2]
  • [p]Anyone who played the demo and hasn’t gotten their Roachard gun crab should receive it now[/p]
  • [p]Roachard gun crab can no longer be scrapped[/p]
[p][/p][h2]Skins[/h2]
  • [p]Added a pity oyster drop if you scrap enough upgrades without getting one[/p]
  • [p]Collected skins now appear in the chat so you can make your friends jealous[/p]
[p][/p][h2]Misc[/h2]
  • [p]Fixed an issue where some upgrades that increased range weren’t showing their stats[/p]
  • [p]All upgrades that show a percent stat change should now display decimals[/p]
  • [p]Fixed an issue that would sometimes cause the Drop Pod to play an insanely loud sound after returning to the HUB[/p]
  • [p]Lobbies now refresh immediately when changing the threat level filter[/p]
  • [p]Fixed a rare issue that could wipe save data on startup[/p]
  • [p]We’ve seen some reports of rockets flying overhead causing performance issues on low-end systems. As a temporary fix, we’ve disabled flyover rocket smoke when particle quality is set to 1.[/p]
  • [p]Fixed an issue where shock mushrooms could trigger lightning infinitely, causing a crash (at least we hope we fixed it…)[/p]
  • [p]Slightly increased the chance for a mission to have modifiers[/p]
  • [p]Fixed an issue where players who aren’t the host would see an ‘objective failed’ popup when extracting without completing a side objective[/p]
  • [p]Fixed some performance issues when killing certain large gunks in Cleanup Detail[/p]
  • [p]Slightly reduced the text chat scale[/p]

Introducing The Beta Branch

[p]Hello employees! [/p][p][/p][p]Now that the Amalgamation is out and disrupting Saxon’s operations, we’re hard at work on our next balance update. For this (and for future updates), we’re introducing an experimental beta branch, so you can help shape the game by giving feedback on changes before they go live to everyone![/p][p][/p][p]This branch will be our playground, and possibly unstable and often broken. But it won’t be boring.[/p][p][/p][p]To join the beta, right click on Mycopunk in your steam library, go to properties > betas, and input the code ‘OysterAttack’ to unlock the beta branch.[/p][p][/p][p]Please keep in mind that opting in to the experimental beta means you will only be able to play with other participating players, which may result in a smaller number of servers for you to join.[/p][p][/p][p]In the unexpected case of your save files being affected by the experimental nature of the beta build, we encourage you to back up your progress by doing the following:[/p]
  • [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][p]Now that we got this out of the way, it’s time to try some of these new changes! For this first beta, we’ve been focusing on buffing underperforming upgrades (especially for the Trident) and improving upgrade duplicate protection.[/p][p][/p][p]Please share any thoughts from the beta with us! And no, Roachard is not interested in a relationship right now. Here are the patch notes for BETA 1.1.2:[/p][p][/p][p][/p][h2]Upgrade Duplicate Protection[/h2]
  • [p]Upgrades now have a 75% chance to drop as a non-duplicate[/p]
  • [p]Exotic upgrades are guaranteed to be unique until you’ve collected all available exotics[/p]
  • [p]We’ve heard your feedback about getting too many duplicate drops so we hope this change makes it a lot easier to collect all of the upgrades[/p]
[p][/p][h2]Crafting & Resources[/h2]
  • [p]You can now spend Saxonite to craft upgrades that haven’t yet been discovered[/p]
  • [p]Increased resource inventory caps:[/p]
    • [p]Scrap: 99 → 300[/p]
    • [p]Self-Replicating Acid Glob: 20 → 50[/p]
    • [p]Premium Loot License: 5 → 15[/p]
    • [p]Personal Access Token: 5 → 15[/p]
    • [p]Bootleg Replicator: 5 → 10[/p]
[p][/p][h2]Weapons[/h2]
  • [p]Gear XP is now calculated based on damage dealt rather than kills[/p]
  • [p]Dealing damage with a weapon now generates 25% less ammo for your other weapon[/p]
[p][/p][h2]Wrangler[/h2][p]Hold Onto Your Hats[/p]
  • [p]Increased slide speed by 50%[/p]
  • [p]Now shows an indicator on the left side of your screen when this effect is active[/p]
[p]Slingshot[/p]
  • [p]Now shows an indicator on the left side of your screen when this effect is active[/p]
[p]Ammo Continuity[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]Charge Thief[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]Hornet Interference[/p]
  • [p]Decreased upgrade size to 2 cells[/p]
[p][/p][h2]Bruiser[/h2][p]Splash Zone[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]Blast Chamber[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]One For All[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]With Me[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p]Knee Dive[/p]
  • [p]Increased Nose Dive damage by 30%[/p]
[p][/p][h2]Scrapper[/h2][p]Feedback Relay[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
  • [p]Increased charge by 50%[/p]
[p]Upset Stomach[/p]
  • [p]Now has a flat cooldown of 5 seconds (down from 30-50 seconds)[/p]
  • [p]Increased range by 30%[/p]
[p][/p][h2]Glider[/h2]
  • [p]Glider no longer drifts downward when flying horizontally[/p]
[p]Battery Siphon[/p]
  • [p]Increased move speed by 50%[/p]
[p]Course Correction[/p]
  • [p]Increased dodge force[/p]
    • [p]Min: Increased by 100%[/p]
    • [p]Max: Increased by 50%[/p]
[p][/p][h2]Trident[/h2]
  • [p]Decreased spread by 20%[/p]
[p]Hornet Hunting[/p]
  • [p]Decreased upgrade size to 2 cells[/p]
[p]Shredify[/p]
  • [p]Now increases ammo capacity & magazine size by 30[/p]
  • [p]Increased fire rate multiplier[/p]
    • [p]Min: 1.9x → 2.77x[/p]
    • [p]Max: 2.12x → 3.33x[/p]
  • [p]Increased damage multiplier[/p]
    • [p]Min: 0.77x → 0.8x[/p]
    • [p]Max: 0.8x → 0.83x[/p]
[p]Bailing Water[/p]
  • [p]Targets that are soaked in water now also take an additional 25% damage from being electrocuted[/p]
[p]Fire in the Hold[/p]
  • [p]Increased duration of high fire rate[/p]
    • [p]Min: 0.8s → 0.95s[/p]
    • [p]Max: 1.2s → 1.35s[/p]
[p]Cross-Deck[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
  • [p]Increased slide duration[/p]
    • [p]Min: 1.6s → 2s[/p]
    • [p]Max: 2.4x → 2.7s[/p]
  • [p]Increased slide speed by 40%[/p]
[p]Thrill of the Fight[/p]
  • [p]Decreased upgrade size to 5 cells[/p]
  • [p]Now grants charge to your ability that’s closest to full charge, even when not all abilities are on cooldown.[/p]
  • [p]Increased charge gained on kill[/p]
    • [p]Min: 1s → 2.1s[/p]
    • [p]Max: 2.2s → 2.7s[/p]
[p]Heaven’s Fury[/p]
  • [p]Lightning now triggers when dealing damage rather than on kill[/p]
  • [p]Decreased lightning chance (since you damage targets way more often than you kill them)[/p]
    • [p]Min: 40% → 21%[/p]
    • [p]Max: 56% → 25.2%[/p]
  • [p]Lightning strikes may trigger additional lightning when damaging a target[/p]
[p][/p][h2]Au-Si Jackrabbit[/h2][p]Pummeler[/p]
  • [p]Decreased charge speed by 16%[/p]
  • [p]Charge speed now slightly decreases as the magazine size increases above 8[/p]
[p]Delicious Cores[/p]
  • [p]Decreased upgrade size to 6 cells[/p]
[p]All Powdered Up[/p]
  • [p]Increased knockback force by 20%[/p]
[p]Pesticide[/p]
  • [p]Decreased upgrade size to 6 cells[/p]
[p]Mag Extender[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p][/p][h2]Lead Flinger[/h2][p]Lucky Bastard[/p]
  • [p]1 ammo from your reserves is consumed when a bullet is refunded[/p]
  • [p]The Lead Flinger has some broken high-damage combos that we’ll probably need to address at some point but for now we’re just making Lucky Bastard consume reserve ammo so that you at least need to switch weapons occasionally[/p]
[p]Unnatural Focus[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p][/p][h2]The Cycler[/h2][p]Corrode Siphon[/p]
  • [p]Decreased upgrade size to 7 cells[/p]
[p]Shock Recursion[/p]
  • [p]Decreased upgrade size to 7 cells[/p]
[p]Violent Ignition[/p]
  • [p]Decreased upgrade size to 8 cells[/p]
[p][/p][h2]Plate Launcher[/h2][p]Nice Catch[/p]
  • [p]Fixed an issue that could cause the speed boost to stack on top of itself every time the inventory was closed[/p]
[p]Fencing Construction[/p]
  • [p]Decreased upgrade size to 5 cells[/p]
[p][/p][h2]The Carver[/h2]
  • [p]Ammo is now loaded at the correct time during the Carver’s reload animation[/p]
[p]Blood Efficiency[/p]
  • [p]Increased the amount of blood gained per kill[/p]
    • [p]Min: Increased by 15.3%[/p]
    • [p]Max: Increased by 14.2%[/p]
[p]Blood Bucket[/p]
  • [p]Increased max blood stacks[/p]
    • [p]Min: Increased by 2.8% (Max blood is now 54.5)[/p]
    • [p]Max: Increased by 3.5% (Max blood is now 58.5)[/p]
[p]Blood Coating[/p]
  • [p]Increased damage resistance[/p]
    • [p]Min: Increased by 25%[/p]
    • [p]Max: Increased by 7%[/p]
  • [p]We don’t want to buff Blood Coating too much since its damage resistance at max blood stacks is already really high, but we’ve increased it a bit and brought the lower rolled values closer to the max value.[/p]
[p]Rush[/p]
  • [p]Decreased additional damage taken by 66%[/p]
  • [p]Increased move speed[/p]
    • [p]Min: Increased by 32.3%[/p]
    • [p]Max: Increased by 3%[/p]
[p]Swinging Technique[/p]
  • [p]Fixed missing description[/p]
[p]Sharing Lunch[/p]
  • [p]Decreased upgrade size to 3 cells[/p]
[p][/p][h2]DMLR[/h2][p]Hot Swap[/p]
  • [p]Decreased upgrade size to 7 cells[/p]
[p]Corrosive Laser[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Incendiary Laser[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Shocking Laser[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Tainted Exhaust[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p][/p][h2]Swarm Launcher[/h2][p]Crop Duster[/p]
  • [p]Fixed an issue where this upgrade could stop you from firing while airborne[/p]
[p][/p][h2]Gunship Cannon[/h2][p]Tinderbox[/p]
  • [p]Spontaneous combustion can no longer trigger when you aren’t mashing reload[/p]
[p][/p][h2]Incendiary Grenade[/h2][p]Volatile Explosives[/p]
  • [p]Decreased upgrade size to 6 cells[/p]
[p][/p][h2]Shock Grenade[/h2][p]Flash Storm[/p]
  • [p]Decreased upgrade size to 7 cells[/p]
[p]Thunder Pressure[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p][/p][h2]Acid Grenade[/h2][p]Connected Systems[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Lightspeed Material Transfer[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Gas Valves[/p]
  • [p]Recharge speed while standing in an acid puddle now partially scales with base cooldown duration, making this upgrade more effective with other upgrades that increase the grenade’s cooldown[/p]
[p][/p][h2]Player Upgrades[/h2][p]Magboots[/p]
  • [p]Decreased upgrade size to 4 cells[/p]
[p]Blink[/p]
  • [p]Decreased upgrade size to 5 cells[/p]
[p][/p][h2]Gifs[/h2]
  • [p]You can now change your local content filtering settings for gifs in the gameplay options[/p]
[p][/p][h2]Demo Reward[/h2]
  • [p]Anyone who played the demo and hasn’t gotten their Roachard gun crab should receive it now[/p]
  • [p]Roachard gun crab can no longer be scrapped[/p]
[p][/p][h2]Misc[/h2]
  • [p]Fixed an issue where some upgrades that increased range weren’t showing their stats[/p]
  • [p]Fixed an issue that would sometimes cause the Drop Pod to play an insanely loud sound after returning to the HUB[/p]
  • [p]Lobbies now refresh immediately when changing the threat level filter[/p]
  • [p]Fixed a rare issue that could wipe save data on startup[/p]
  • [p]We’ve seen some reports of rockets flying overhead causing performance issues on low-end systems. As a temporary fix, we’ve disabled flyover rocket smoke when particle quality is set to 1.[/p]
  • [p]Fixed an issue where shock mushrooms could trigger lightning infinitely, causing a crash (at least we hope we fixed it…)[/p]

Update 1.1 Patch Notes

[h3]Dave vs Goliath[/h3][p]Yeah… this modifier was kind of overpowered for farming. We left it alone for a bit, but now its time has come.[/p]
  • [p]After 10 abominations have dropped upgrades in a single mission, they have an increasing chance to drop a consumable item instead of an upgrade[/p]
    • [p]We hope this change stops Dave vs Goliath from being by far the best farming source, while still making this modifier really useful when it appears on a mission[/p]
[p][/p][h3]Upgrades[/h3][p]Cycler: Cycling Repairs[/p]
  • [p]Increased minimum healing by 8.6%[/p]
  • [p]Increased maximum healing by 60%[/p]
[p]Cycler: Intense Reaction[/p]
  • [p]Fixed an issue where this upgrade could display a different stat from what was actually applied to it. The stats on your upgrades that have already been collected won’t change, but will now be correctly displayed.[/p]
[p]Scrapper: Stolen Nanites[/p]
  • [p]Increased minimum healing by 33.3%[/p]
[p]Glider: Nanite Return[/p]
  • [p]Now correctly recharges the Rocket Salvo rather than the Wingsuit[/p]
  • [p]Reduced recharge values now that it’s recharging itself[/p]
  • [p]The amount of charge refunded by healing a target is now proportional to your maximum Rocket Salvo target locks[/p]
[p]Glider: M.I.R.V.[/p]
  • [p]Now reduces healing provided by rockets[/p]
    • [p]Glider rockets already heal a lot, so if you’re firing 20 rockets they should probably each heal less[/p]
[p]Glider: Heat Exchange[/p]
  • [p]The amount of fuel refunded by firing a rocket is now proportional to the number of Rocket Salvo charges[/p]
    • [p]Our plan with this change is to make Heat Exchange combos still really useful while making infinite flight builds a little less easy to create[/p]
[p]Wrangler: Dash Immunity[/p]
  • [p]The immunity effect no longer cancels health regeneration when applied to you[/p]
[p]Swarm Launcher: Wait Charging + Crop Duster[/p]
  • [p]Fixed an issue where Crop Duster didn’t reset Wait Charging’s damage timer[/p]
[p]DMLR: Assist Charge[/p]
  • [p]This upgrade can now only drop after Engineering Nanites has been collected[/p]
[p]Acid Grenade: Lightspeed Material Transfer[/p]
  • [p]This upgrade now correctly teleports you when the grenade despawns before hitting anything[/p]
  • [p]This upgrade now works when combined with Vacuum Tube[/p]
  • [p]These changes were made in a previous update but we forgot to include them in the patch notes[/p]
[p][/p][h3]Misc Changes[/h3]
  • [p]Self-Replicating Acid Globs can now be scrapped into resources[/p]
  • [p]Reduced screen distortion when taking damage while in your inventory[/p]
  • [p]Broken Frame upgrades are now locked when crafted from scrap[/p]
  • [p]The upgrade list no longer scrolls to the top after scrapping an upgrade[/p]
  • [p]Fixed some issues that occasionally caused enemy lasers to stay in the air as magenta disks for clients.[/p]
  • [p]Fixed some more issues that could sometimes bloat the player log file size with errors[/p]
  • [p]Fixed enemy overclock sounds sometimes not stopping when they despawn[/p]
  • [p]Upgrades that spawn on enemies now always play their sound at the correct position[/p]
  • [p]Sweeping laser arms now sweep in random directions[/p]
  • [p]Players are automatically loaded into the hub the first time they launch the game in the default save profile[/p]
  • [p]Fixed window size resetting itself when in windowed mode[/p]
  • [p]Fixed an issue where players could get stuck in a half-dead state after self-destructing while holding a heavy weapon[/p]
  • [p]Added an option in the gameplay settings to translate Hashetty upgrades to english. This translates upgrades for the Carver and Globbler.[/p]
  • [p]Players are guaranteed an exotic upgrade at least every 40 upgrade drops[/p]
  • [p]Enemies no longer randomly teleport upwards after losing balance[/p]
  • [p]Added a VSync option to the graphics settings[/p]
  • [p]UI bloom default is a bit lower and the minimum value of its slider is lower[/p]
  • [p]Fixed an issue that would sometimes stop players from switching targets when spectating[/p]