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1.2 - The Backlog

[p]Hey there! I'd give more of an intro but I don't really want to, and the changelog is the fun part anyway. So let's go straight into Saxon's new employee incentive program:[/p][p][/p]
The Backlog
[p]The Backlog is an all new incentive program from Saxon that allows employees to work towards specific rewards.[/p]
  • [p]Each Backlog contains several Tasks, each with their own completion requirements and rewards.[/p]
    • [p]Tasks in each tier are exclusive, so choose wisely![/p]
  • [p]Once you complete a Task you will have access to the next tier with better loot and harder challenges.[/p]
    • [p]Your Backlog will only refresh when you finish a Task on the final tier. There’s no time gating, so no need to rush![/p]
  • [p]Task rewards include various resources, skins, and upgrades.[/p]
    • [p]If you’ve been hungering for something specific, this is a great place to look![/p]
[p][/p][h2]Employee Skins[/h2]
  • [p]Each employee has received a license for a new skin! These skins are currently only available as a Backlog reward.[/p]
    • [p]Wrangler: Leopard[/p]
    • [p]Bruiser: Brawler[/p]
    • [p]Scrapper: Tiedye[/p]
    • [p]Glider: Firestorm[/p]
[p][/p][h2]Upgrade Stat Ranges[/h2]
  • [p]You can now hold your interact key (E by default) to display advanced stats when hovering over an upgrade! This will show min/max range values where applicable.[/p]
  • [p]Holding interact while hovering over a skin will show an approximate probability of that skin’s combination of modifiers. Just for fun![/p]
[p][/p][h2]You’re My Favorite![/h2]
  • [p]You can now favorite upgrades and skins with the ping button (MMB by default). Favorited upgrades always appear at the top of the upgrade list and can’t be scrapped.[/p]
[p][/p][h2]Introducing Threat 7[/h2]
  • [p]Saxon HQ has authorized threat 7 missions for all employees. Good luck…[/p]
    • [p]Saxon Health Insurance plans do not cover accidents that occur on threat 7 assignments[/p]
[p][/p][p]Threat 6[/p]
  • [p]Increased difficulty scaling based on number of players. Previously threat 6 was the only difficulty that didn’t scale enemy damage with player count. Now their damage is slightly increased with each additional player.[/p]
  • [p]Fixed an issue where abomination health scaling was much higher on threat 6 with 2 players. Also increased overall abomination health scaling on threat 6.[/p]
[p][/p][p]Saxonite[/p]
  • [p]The chance to get Saxonite from Threat 5 & 6 is pretty high, so we’ve slightly lowered it by 5%. Threat 7 has a 60% chance to drop Saxonite from missions.[/p]
[p][/p][h2]Wrangler[/h2][p]Eyes Up Here[/p]
  • [p]Increased speed granted from popping eyeballs[/p]
    • [p]Min: 1.85 → 1.9[/p]
    • [p]Max: 2.15 → 2.2[/p]
  • [p]Increased duration of Eyes Up Here stacks by 50%[/p]
[p][/p][p]Blood, Sweat, Tears[/p]
  • [p]Reduced the health cost of refunding your Rocket Lasso[/p]
    • [p]Min: 1.4 → 1.3[/p]
    • [p]Max: 3 → 2[/p]
[p][/p][p]Momentum Transfer[/p]
  • [p]Reduced upgrade size from 5 to 4[/p]
[p][/p][p]Hometown Hero[/p]
  • [p]Reduced upgrade size from 4 to 3[/p]
[p][/p][p]Rocket Jump[/p]
  • [p]Reduced upgrade size from 5 to 4[/p]
[p][/p][p]Unchained[/p]
  • [p]Reduced upgrade size from 5 to 4[/p]
[p][/p][p]Second Wind[/p]
  • [p]This upgrade can now roll with any element rather than just shock[/p]
[p][/p][h2]Bruiser[/h2][p]Hard-Light Prison[/p]
  • [p]Enemies can no longer slip through the shield’s corners when trapped inside[/p]
[p][/p][p]Blast Chamber[/p]
  • [p]Reduced upgrade size from 3 to 2[/p]
[p][/p][h2]Scrapper[/h2][p]Scrapper no longer uses a minimum of 50% jetpack fuel after cancelling the jetpack.[/p][p][/p][p]On The Go[/p]
  • [p]Fixed an issue where this upgrade didn’t work at all after the previous update, oops.[/p]
[p][/p][p]Stream Jets[/p]
  • [p]Reduced upgrade size from 6 to 4[/p]
[p][/p][p]Fueling Station[/p]
  • [p]Reduced upgrade size from 5 to 4[/p]
[p][/p][p]Wrecking Ball[/p]
  • [p]Reduced upgrade size from 5 to 4[/p]
[p][/p][p]Saxonite Power Cell[/p]
  • [p]Increased antigravity field radius[/p]
    • [p]Min: 10m → 13m[/p]
    • [p]Max: 17m → 21m[/p]
[p]Feedback Relay[/p]
  • [p]This upgrade can now roll with any element rather than just shock[/p]
[p][/p][h2]Glider[/h2][p]Battery Siphon[/p]
  • [p]Fixed a bug where this upgrade was accidentally multiplying your move speed instead of adding to it[/p]
  • [p]This upgrade felt too slow after the fix, so we’ve increased the speed it provides when holding a broken player:[/p]
    • [p]Min: 1.95 → 8.7[/p]
    • [p]Max: 2.7 → 12[/p]
[p][/p][p]Course Correction[/p]
  • [p]Reduced upgrade size from 4 to 3[/p]
[p][/p][p]From Down Town[/p]
  • [p]Reduced upgrade size from 7 to 5[/p]
[p][/p][h2]DMLR[/h2][p]Hot Swap[/p]
  • [p]Reduced upgrade size from 7 to 6[/p]
  • [p]Fixed an issue where this upgrade would make the DMR fire mode no longer automatic[/p]
  • [p]Fixed an issue where this upgrade would overwrite the burst fire granted by the Trifecta upgrade[/p]
  • [p]Fixed an issue where certain rolls on this upgrade wouldn’t generate DMR ammo when dealing laser damage[/p]
[p][/p][p]Autocycler[/p]
  • [p]The magazine is refilled when Autocycler switches to DMR mode[/p]
  • [p]Fixed an issue where you could press reload to immediately switch back to laser mode when Hot Swap was also equipped[/p]
[p][/p][p]Hazard Recycling[/p]
  • [p]Increased charge gained when the element is fully applied to you:[/p]
    • [p]Min: 5 → 10[/p]
    • [p]Max: 9 → 16.5[/p]
[p][/p][p]Energy Regeneration[/p]
  • [p]Reduced upgrade size from 6 to 5[/p]
[p][/p][p]Assist Charge[/p]
  • [p]Increased the amount of charge gained when healing a player by 30%[/p]
[p][/p][p]Sturdy[/p]
  • [p]Increased damage resistance[/p]
    • [p]Min: 40% → 50%[/p]
    • [p]Max: 50% → 60%[/p]
[p][/p][p]Long Scope[/p]
  • [p]Reduced upgrade size from 5 to 4[/p]
[p][/p][h2]Plate Launcher[/h2][p]High Ground[/p]
  • [p]Fixed an issue that caused this upgrade to provide way more damage resistance than it says[/p]
  • [p]Increased damage resistance[/p]
    • [p]Min: 18% → 60%[/p]
    • [p]Max: 35% → 78%[/p]
  • [p]Reduced upgrade size from 5 to 4[/p]
[p][/p][p]Decay Plates + Electrified Plates[/p]
  • [p]These are now correctly marked as hollow upgrades since they don’t do anything when both equipped[/p]
[p][/p][p]Weight Rebalanced[/p]
  • [p]This upgrade is no longer incorrectly marked as hollow. It can now be equipped at the same time as Decay Plates or Electrified Plates.[/p]
[p][/p][p]Painter’s Attachment[/p]
  • [p]Reduced upgrade size from 4 to 3[/p]
[p][/p][p]Improvised Explosives[/p]
  • [p]Reduced upgrade size from 6 to 5[/p]
[p][/p][p]Tungsten Cube[/p]
  • [p]Reduced the plate’s increased gravity by 20%[/p]
[p][/p][p]Slap Job[/p]
  • [p]Increased damage[/p]
    • [p]Min: 15% → 35%[/p]
    • [p]Max: 30% → 45%[/p]
[p][/p][h2]Modding[/h2]
  • [p]Players without sandbox mods can now freely join unmodded lobbies[/p]
  • [p]Clicking on a modded lobby will now display its list of server-side mods (and their optional descriptions) that you can look through before joining[/p]
[p][/p][h2]Clearance Certificate[/h2]
  • [p]This new item has a small chance to drop from an enemy or as a Backlog reward. Consuming it guarantees that your next 5 drops are for your equipped primary weapon.[/p]
[p][/p][h2]Misc[/h2]
  • [p]Increased Atlas Oyster inventory cap to 999[/p]
    • [p]It turns out the 1000 is exact point at which Roachard cannot help but steal one[/p]
  • [p]The Au-Si Jackrabbit flamethrower effect no longer renders at the first-person FOV for other players[/p]
  • [p]Psychosomatic eyeball illusions created by Optical Attraction are less obtrusive[/p]
  • [p]The Carver’s deflector shield has been tuned so it doesn’t blind users[/p]
  • [p]Fixed an issue where your game could break when joining a lobby if your steam name was longer than 16 characters[/p]
  • [p]Employees are a little less bitchy about taking damage[/p]
    • [p]Roachard isn’t[/p]
  • [p]Hunk’s wheels now properly pop and leak oil (much to his dismay)[/p]
  • [p]Enemy footsteps are now quieter when they aren’t targeting you[/p]
  • [p]The mini amalgamation now plays its spawn sound[/p]
  • [p]Added a charge-up sound effect for the Acid Grenade’s Vacuum Tube upgrade[/p]
  • [p]Slightly increased the number of kills needed to complete the Murder Initiative[/p]
  • [p]Fixed an issue where the Drop Pod could occasionally continue to play landing sounds after aborting a mission[/p]
  • [p]The menu binding for scrap is now copied from the gameplay utility ability binding when using mouse & keyboard.[/p]
  • [p]Added a sound effect when you spontaneously combust from the Gunship Cannon’s Tinderbox upgrade[/p]
  • [p]Fixed an issue where duplicate protection was being prioritized over gear filtering when generating an upgrade with a Premium Loot License or Personal Access Token active. This could cause these items to do nothing if you had already discovered all upgrades for a weapon or character.[/p]
  • [p]Reduced the size of upgrade icons when previewing weapons in your inventory[/p]
  • [p]Fixed an issue where side objectives could block power lines from reaching decommissioners in the Satellite Salvage mission[/p]
  • [p]Fixed an issue where Fast Reload stacks could bring your reload duration to 0 seconds, preventing you from reloading[/p]
  • [p]Fixed an issue where stacks displayed on the left side of the HUD could appear far below where they were supposed to[/p]
  • [p]Slightly reduced the amount of UI chromatic aberration[/p]
[p][/p][p][/p][p]A note on Amalgamation drops: Duplicate protection and loot licenses only affect upgrades from the world pool. We want to keep the Amalagamation exotics as their own separate mini grind so they always drop randomly.[/p]

Call for Submissions - Roachard’s Employee of the Month

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Hey. It’s Roachard.[/p][p]
Got word from the big guys upstairs that I could be doing a better job of “boosting morale” and that I should start giving out awards and shit. I told them that if they really wanted to boost morale around here I should get me more employees but I GUESS “positive reinforcement” is more budget-friendly than actual reinforcements. Okay sure yeah.

So here’s what we’re going to do: You’re going to keep going down and doing the same spectacular work you’ve been doing, but this time you’re going to record it. That can be either through Nvidia Shadowplay, OBS, or Steam’s built in recording tools. I cannot emphasize how little of a difference it makes to me. Shit you can even pull clips from your Twitch livestream if you’re one of those fancy types.

Take anything you want me to see, drop it in our Discord, and I’ll give it a look. Whoever has the coolest, funniest, most shareable moments will be my very special employees of the month. That means you’ll get your video put up on company-sponsored social media and enhanced through color commentary provided by yours truly. Sounds pretty great, I know. And maybe winners will even get a little bonus thrown on top.* If you’re extra special.

So get out there and show the galaxy what you’re capable of.

Make me proud, champ.

-Roach



*Saxon has asked me to emphasize that any mention of a bonus will NOT materialize in the form of a pay raise.

[/p][p][dynamiclink][/dynamiclink][/p]

1.1.5 Hotfix

  • [p]Fixed an issue that trapped you inside mission select after the weekly reset[/p]
  • [p]Fixed amalgamation trophy not spawning after completing the amalgamation hunt[/p]
  • [p]The mini amalgamation that can spawn in missions is no longer named AAA[/p]

1.1.5

  • [p]Fixed an issue where the Scrapper’s On The Go upgrade would place the Grapple Pole through surfaces[/p]
  • [p]You can no longer use the new loot window to switch employees mid-mission[/p]
  • [p]Repeat rewards for Amalgamation Hunt and Ground Zero are now affected by threat level[/p]
  • [p]The Grapple Pole’s antigravity field now correctly follows the pole when Eye in the Sky is equipped[/p]
  • [p]Antigravity field particles don’t appear way outside antigravity fields anymore[/p]
  • [p]The drop pod lands faster after defeating the Amalgamation[/p]

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]