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Mycopunk News

Patch 1.6.2

  • [p]Fixed an issue that caused upgrades to get randomly unequipped when Handheld Pocket Universe was active[/p]
  • [p]Fixed an issue that caused Ouroboros upgrades to become locked and lose their turbocharge when leaving and later continuing a run[/p]
  • [p]Fixed a typo in Interim Manager’s description[/p]
  • [p]Maybe fixed some outgoing damage becoming immune in long Ouroboros runs[/p]
    • [p]This is most likely caused by your damage getting so high that it overflowers the maximum integer value of 2,147,483,647. How does this happen? I have no idea.[/p]
  • [p]Fixed an issue where the Shocklance charge sound might not stop playing after switching weapons if passive charging was enabled[/p]
  • [p]Made some improvements to how lobbies are sorted in the lobby list[/p]
  • [p]Ouroboros room doors are no longer locked after finishing a room[/p]
  • [p]Ouroboros bosses have slightly less health before room 17[/p]
  • [p]Fixed an issue with Inertia Accelerant displaying the wrong value for damage[/p]
  • [p]Ouroboros now saves after every boss so you don’t lose all of your run data if you crash[/p]
  • [p]Fixed an issue where you would lose your Ouroboros upgrades if you left and rejoined the same lobby[/p]
  • [p]The option to continue a run no longer appears if you haven’t completed any rooms[/p]
  • [p]Fixed an issue where you sometimes wouldn’t be able to rejoin an Ouroboros lobby after getting disconnected[/p]

Patch 1.6.1

  • [p]Fixed an issue where you couldn’t apply damage to yourself in missions\\[/p]
  • [p]Fixed an Ouroboros enemy spawn that put enemies inside a wall for a moment[/p]
  • [p]Ouroboros no longer has a chance of spawning an all-brute wave if you’re in a small room or have completed less than 5 rooms[/p]
  • [p]Fixed an issue that caused Optical Attraction to break when loading a saved Ouroboros run[/p]
  • [p]Gunship Cannon’s Standard Prism now correctly affects range[/p]
  • [p]Laying Cable only provides its damage buff when you’re actually tethered to another player[/p]
  • [p]Fixed The Royal Jelly of Hazaran causing Remote Charging to trigger when not equipped[/p]
  • [p]Glider 2FA Codes now correctly give her new exotic upgrade. If you already have her codes, inputting them again should give you the new upgrade.[/p]
  • [p]Random Ouroboros rooms do a better job of staying away from the edge of the level[/p]
  • [p]Movement is locked when selecting an Ouroboros upgrade while using a controller[/p]
  • [p]Fixed an issue that was displaying the wrong name for DMLR’s Corrosive Laser upgrade[/p]
  • [p]Tracked Backlog tasks no longer move above the objective area on the HUD when leaving Ouroboros[/p]
[p][/p][p][/p][p]Fun fact: Roachard doesn't like peanut butter. His parents force fed it to him as a child and he never got over it.[/p]

MAJOR UPDATE - OUROBOROS | The Roguelite Mode Changes Everything

[p]Hello valued employees! [/p][p]We’ve been toying around with the idea of a roguelike mode for a while. As it so happens, our upgrade system is a lot of fun in a roguelike, so here we are with the new OUROBOROS mission! [/p][previewyoutube][/previewyoutube][p]Launching Ouroboros temporarily clears all of your upgrades - you find and equip new ones as you progress through rooms. At the end of a run, you’ll have the opportunity to cleanse some of these upgrades to keep them around forever![/p][p]In Ouroboros, almost every upgrade is stackable. As you might imagine, this can lead to some insane builds! And because it’s a roguelike, it’s totally fine to get overpowered for a run. You can also find upgrades in Ouroboros that you haven’t yet discovered permanently.[/p][p]Ouroboros introduces a new upgrade rarity: Contraband. Making these Contrabands exclusive to Ouroboros lets us do some crazy shit. We’re really excited to see what these can do to your roguelike builds.[/p][p]And due to popular demand, Oddity upgrades are much more common in Ouroboros - but they are expensive to cleanse![/p][p][/p][p]To celebrate this update, Mycopunk is now 20% off, and the deal extends through the Steam Winter sale. We hope you spend your holidays racking up those exclusive updates, and if you do, make sure to share your wildest builds with us via the Steam community or Discord.[/p][p][/p][hr][/hr][p][/p][h2]New Upgrades[/h2][p]We’ve got some cool new upgrades for you to collect! Let’s take a look![/p]
  • [p]Dead or Alive (Wrangler Exotic) - You periodically mark a nearby medium or large enemy for death, gaining increased damage against it. Killing a marked enemy moves the mark to another nearby enemy.[/p]
  • [p]Synthetic Adrenaline (Wrangler Epic) - Gain increased fire rate and reload speed when under full health.[/p]
  • [p]Cannonball (Bruiser Exotic) - Slide in the air to cannonball downwards at great speeds. Hitting the ground with enough force triggers a special Nose Dive impact that deals increased damage but has less potent effects.[/p]
  • [p]One-Two Punch (Bruiser Epic) - Landing a Nose Dive briefly increases the damage of your next Hard-Light Projector.[/p]
  • [p]Explosive Personality (Scrapper Exotic) - Create an elemental explosion when you collect a large health chunk. Collecting smaller health chunks provides a stacking damage boost. Enemy \[cores] always drop at least 1 health chunk.[/p]
  • [p]Vending Machine (Scrapper Epic) - Your Grapple Pole creates a health chunk when placed, and creates more small chunks while grappling. Depleting a pole's energy creates a bunch of health chunks.[/p]
  • [p]Saxonite Shackles (Glider Exotic) - Hold Q to create a cloud of Saxonite where you're looking that immobilizes enemies and makes grunts float.[/p]
  • [p]Gravity Well (Glider Epic) - Small health chunks orbit you and wait to popup until you've taken enough damage.[/p]
  • [p]Structural Survey (Player Epic) - Highlights low-health enemy parts.[/p]
  • [p]Grenade Belt (Grenade Exotic) - Sliding will periodically throw out your grenade without consuming a charge. Stacking this upgrade throws additional grenades.[/p]
  • [p]\[REDACTED] (Grenade Exotic)[/p]
  • [p]In For A Penny (Grenade Epic) - Taking damage from any source other than your grenade provides some grenade charge.[/p]
  • [p]Boundary Incursion (Oddity) - Increases \[REDACTED].[/p]
[p]Plus a selection of new Contraband upgrades! But we'll keep the rest of those a surprise...[/p][p][/p][h2]The Codex[/h2][p]The Codex is a new inventory tab that lists every weapon, upgrade, and skin in the game! Selecting an upgrade or weapon will tell you how it’s acquired (unless it’s really secret). And if you care about collecting everything, this is where you can find what you’re missing.[/p][p]The Codex also lists out all data logs you’ve discovered so you can read through Roachard’s private emails whenever you want.[/p][p][/p][h2]Pocket Reload[/h2]
  • [p]Dealing damage with a primary weapon now loads ammo into your other weapon’s magazine before filling its reserves[/p]
  • [p]Third Arm now has a smaller upgrade size and increases your weapons’ auto reload speed[/p]
[p][/p][h2]Enemies[/h2]
  • [p]Abominations can now melee all players in range rather than focusing on only one target[/p]
  • [p]Enemies are a lot better about not meleeing you through objects or through their own shell[/p]
  • [p]Enemies won’t attempt to melee you through Bruiser’s Shield Projector[/p]
  • [p]Fixed cases where enemies would stop moving when repathing[/p]
  • [p]Fixed most cases where enemies would suddenly teleport[/p]
  • [p]Tuned down enemy autocannons[/p]
    • [p]Reduced autocannon spread[/p]
    • [p]Reduced autocannon bullet speed[/p]
    • [p]Reduced autocannon damage by 40%[/p]
  • [p]Normal enemy lasers appear as a thin line for a moment before they can damage you[/p]
  • [p]Improved enemy movement when flying up or down with a thruster[/p]
[p][/p][h2]Death Protection[/h2][p]Most damage that would kill you will now instead almost kill you. This ‘death protection’ only applies once until you reach full health again[/p][p][/p][h2]Upgrade Rotations[/h2][p]The ability to rotate upgrades is now unlocked one rarity at a time.[/p]
  • [p]Standard unlocks at level 3[/p]
  • [p]Rare unlocks at level 8[/p]
  • [p]Epic unlocks at level 16[/p]
  • [p]Exotic+ unlocks at level 30[/p]
[p][/p][h2]Upgrade Changes[/h2][h3]Incendiary Grenade[/h3][p]Ignition Charge[/p]
  • [p]Increased charge from hitting an ignited target with your melee[/p]
    • [p]Min: 0.6 → 1.4[/p]
    • [p]Max: 1.2 → 1.8[/p]
[p][/p][h3]Acid Grenade[/h3][p]Connected Systems[/p]
  • [p]Can now spawn multiple shields without affecting your Shield Projector charge. These shields are less potent.[/p]
  • [p]Can spawn multiple Grapple Poles (these pulls disappear after running out of energy)[/p]
[p][/p][h3]Au-Si Jackrabbit[/h3][p]Ghosting[/p]
  • [p]Bullets now pierce through targets instead of bouncing[/p]
  • [p]Now takes 5 cells instead of 3[/p]
  • [p]Ghosting has been upgraded to an Epic cause it’s like actually good now[/p]
[p][/p][h3]Swarm Gun[/h3]
  • [p]Increased ammo generation from dealing damage with your other weapon by 15%[/p]
[p][/p][h3]Globbler[/h3][p]Pocket Replication[/p]
  • [p]Reworked this upgrade to fit with the new damage reload system:[/p]
  • [p]Globbler ammo refunded from dealing damage with your other weapon can overflow the magazine.[/p]
  • [p]Now takes 3 cells instead of 4[/p]
[p]Globulous Siphon[/p]
  • [p]Fixed an issue where the wrong value was being displayed for max size[/p]
  • [p]Decreased max size from 20-23 to 12-13[/p]
  • [p]Siphoning increases your explosion size 33% slower[/p]
  • [p]Additional explosion size from this and Pressure Cooker are decrease slightly when both are active at the same time[/p]
  • [p]Nuclear globs are… a lot, especially when you’re with other players, so we’re tuning them down a bit.[/p]
[p][/p][p]Replicator Resistance[/p]
  • [p]Fixed an issue where the wrong value was being displayed for duration[/p]
[p][/p][h3]Bruiser[/h3][p]Splash Zone[/p]
  • [p]Nose Dive element now resets after all bounces are finished instead of after the first bounce[/p]
[p]Springboard[/p]
  • [p]Now correctly increases Bruiser’s leap force[/p]
[p][/p][h3]Employee Upgrades[/h3][p]Polished Chassis[/p]
  • [p]Now increases slide speed additively. This should provide a more noticeable speed boost.[/p]
[p]Slide Deflector[/p]
  • [p]Increased damage resistance stat range[/p]
[p]Third Arm[/p]
  • [p]Reworked to fit with the new damage reload system:[/p]
  • [p]Your weapons generate more ammo for each other when dealing damage.[/p]
[p]Kinetic Effect[/p]
  • [p]Now displays the correct value for duration (was previously showing the value for added speed twice)[/p]
[p]Ammo Processor[/p]
  • [p]Fixed issues where ammo wouldn’t be refunded on some weapons[/p]
  • [p]Reduced upgrade size[/p]
  • [p]Added a range to this upgrade’s stats[/p]
[p]Grenade Recycling - [/p]
  • [p]Health chunks that recharge your grenade are now colored yellow[/p]
[p][/p][h2]Misc[/h2]
  • [p]You can no longer take damage from other players while in a mission[/p]
  • [p]Fixed an issue where getting repaired by another employee could occasionally revive you inside an object[/p]
  • [p]Train cars now move along rails in Titan City[/p]
  • [p]Decayed targets no longer take increased damage from decay damage[/p]
  • [p]Health chunks have a new look[/p]
  • [p]Equipped upgrades are highlighted in your upgrade list[/p]
  • [p]The HUD is no longer darkened while Eclipse is active[/p]
  • [p]Fixed an issue with enemy flamethrowers often not activating[/p]
  • [p]Heavy weapons despawn if left on the ground for two minutes[/p]
  • [p]Fixed an issue where Clearance Certificates, Premium Loot Licenses, and Personal Access Tokens weren’t working when you had a weapon focused[/p]
  • [p]Clearance Certificates now take priority over loot license and access tokens[/p]
  • [p]Fixed an issue with Bootleg Replicator not correctly duplicating resources[/p]
  • [p]We’ve updated our engine version, which should allow for binding keys to F13+[/p]
  • [p]Updated weapon crosshairs and HUD elements. Crosshairs are now mostly 2px instead of 3 and we fixed some overlapping transparent elements that looked doodoo.[/p]
  • [p]Extra popup info when hovering over upgrades will now sometimes appear on the opposite side to not overlap with the upgrade[/p]
  • [p]Fixed an issue where enemies would trigger jump pads multiple times at once[/p]
  • [p]Fixed a rare soft lock when an enemy dies while trying to pull in a dropped part that’s already despawned[/p]
  • [p]Fixed an issue that would lock your camera rotation if you were holding 4 to open the extraction menu while the mission was aborted[/p]
  • [p]Fixed an issue that would put a speed gate on cooldown for you when another player uses it[/p]
[p][/p][hr][/hr][p][/p][h2]Mod Support For Custom Upgrades[/h2][p]For any interested modders, we’ve implemented support for adding custom upgrades! Here’s some example code:[/p][p][/p][p][c]static void Initialize()[/c][/p][p][c]{[/c][/p][p][c] // Create upgrades through this callback to make sure they're added after initialization[/c][/p][p][c] PlayerData.AddRegisterUpgradesCallback(CreateUpgrades);[/c][/p][p][c]}[/c][/p][p][/p][p][c]static void CreateUpgrades()[/c][/p][p][c]{[/c][/p][p][c] // CustomUpgradeParams.Create returns params with valid default values.[/c][/p][p][c] // Here I'm creating an exotic Wrangler upgrade and then setting its flags[/c][/p][p][c] // so that it is stackable and can be turbocharged.[/c][/p][p][c] // The int IDs are specific to each ModGUID so you don't need to[/c][/p][p][c] // worry about colliding with another mod's upgrade ID.[/c][/p][p][c] var upgradeParams = PlayerData.CustomUpgradeParams.Create(PlayerData.FindGear("Wrangler"), [/c][/p][p][c] 12345678, "My Upgrade", "Does stuff.", Rarity.Exotic);[/c][/p][p][c] upgradeParams.flags |= Upgrade.UpgradeFlags.CanStack | Upgrade.UpgradeFlags.CanTurbocharge;[/c][/p][p][c] [/c][/p][p][c] // Create upgrade properties and set their values[/c][/p][p][c] var health = new UpgradeProperty_Player_Health();[/c][/p][p][c] health.health = new OverrideData>(new Range(2f, 2f), [/c][/p][p][c] OverrideType.Multiply);[/c][/p][p][c] [/c][/p][p][c] var speed = new UpgradeProperty_Player_RunSpeed();[/c][/p][p][c] speed.runSpeed = new OverrideData>(new Range(10f, 12f), [/c][/p][p][c] OverrideType.Add);[/c][/p][p][c] speed.turbocharged = true;[/c][/p][p][/p][p][c] var properties = new UpgradeProperty\[][/c][/p][p][c] {[/c][/p][p][c] health,[/c][/p][p][c] speed,[/c][/p][p][c] };[/c][/p][p][/p][p][c] // CreateUpgrade creates the upgrade object and registers it.[/c][/p][p][c] // If you already have an upgrade object you can register it[/c][/p][p][c] // directly with PlayerData.RegisterUpgrade()[/c][/p][p][c] // ModGUID should be the string guid of your BepInEx plugin[/c][/p][p][c] var upgrade = PlayerData.CreateUpgrade(ModGUID, upgradeParams, properties);[/c][/p][p][c]}[/c][/p][p][/p][p][c]// The game should automatically save any modded upgrades so that they aren't lost if you remove [/c][/p][p][c]// a mod and later re-add it.[/c][/p][p][/p][p][c]// For reference, these are the ids of all items that support upgrades:[/c][/p][p][c]// Wrangler[/c][/p][p][c]// Bruiser[/c][/p][p][c]// Scrapper[/c][/p][p][c]// Glider[/c][/p][p][c]// player (for upgrades that are shared across all employees)[/c][/p][p][c]// cycler[/c][/p][p][c]// bounceshotgun (Jackrabbit)[/c][/p][p][c]// swarmgun[/c][/p][p][c]// dmlr[/c][/p][p][c]// leadflinger[/c][/p][p][c]// platelauncher[/c][/p][p][c]// gunshipcannon[/c][/p][p][c]// trident[/c][/p][p][c]// globbler[/c][/p][p][c]// carver[/c][/p][p][c]// accelerator[/c][/p][p][c]// shocklance[/c][/p]

Patch 1.5.7 (The one about the missiles)

[p]Hey \[comically corporate sounding synonym for players], happy \[day of week]! We’re hard at work on the next update, which will arrive on \[insert release date here]. But bracket jokes aside, we’ve got a small update to tune down the new missile enemies a bit:[/p]
  • [p]Missile Arrays despawn 92% faster after being detached from an enemy, making it much less likely for another enemy to pick them up.[/p]
  • [p]Mortars despawn 75% faster after being detached from an enemy.[/p]
  • [p]Reduced Missile Array health by 30%[/p]
  • [p]Reduced Mortar health by 10%[/p]
  • [p]Reduced Rocket Grunt shell health by 17%[/p]
  • [p]Missile Array and Mortar attack interval scales with threat level. We’ve turned up their minimum interval so that missiles don’t fire quite so often on higher threats.[/p]
  • [p]Missile Array and Mortar projectile speeds also scale with threat level and we’ve also limited their maximum interval so that they aren’t as fast on higher threats.[/p]
  • [p]Fixed an issue where multiple missiles weapons and Blast Pod Launchers on the same enemy would sometimes all begin firing at the exact same time[/p]
[p][/p][p]Also…[/p]
  • [p]Fixed an issue where Hot Boxing wasn’t displaying how much fire it applied[/p]
  • [p]Fixed an issue where Glider’s Rocket Salvo could sometimes lock onto yourself[/p]
  • [p]Fixed an issue where Glider’s Rocket Salvo could lock onto targets behind you[/p]

Mycopunk x Gunfire Reborn Bundle

[p]Ever wanted to buy two games for the price of two? Well now you can with the new Mycopunk x Gunfire Reborn bundle! (and with a massive 10% off bonus to boot)[/p][p][/p][p]If you love building yourself into a monster of random triggers, buffs, and otherworldly amounts of damage — loadouts that make the devs look at you in horror — this is the bundle for you. And that’s not all, both of these incredible games can be fully enjoyed in either single player or with up you 3 other players in online coop. While we can’t guarantee helpful teammates, you can bet you’re all in for a wild ride that’ll have you tearing through enemies and grabbing up more loot than you’ll know what to do with.[/p][p][/p][p]We hope you enjoy the Mycofire Repunk bundle, (or the Gunpunk Mycoborn bundle if you wanna be an asshole about it), available now![/p]

https://store.steampowered.com/bundle/62399/Gunfire_Reborn_x_Mycopunk