Patch 0.13.00
Intro
[p][/p][p]I’ve had the opportunity now to watch quite a bit of footage of various skill-level players attempt one or more runs in Gunlocked 2, and this patch is about massaging certain pain points in everything from balance to usability.[/p][p]Getting to actually watch players engage with the game is something I don’t have access to before Early Access, being a solo dev without a QA team. So this is always a huge part of my focus in the first weeks of my newest game's availability.[/p][p]As I continue to settle into a more regular work cadence, expect fewer polish patches, and a larger focus on content patches, ideally spread out by a week or two. There is still one more big-ish patch coming for the Simulator to get it into a more user-friendly state though. Then MORE CONTENT![/p]Patch 0.13.00
- [p]Hazards: The elite cosmic storm event that creates electricity on the battlefield has been visually updated to be larger and brighter (but the hitbox has not been changed).[/p]
- [p]UI: Sped up the Mission Menu startup a bit[/p]
- [p]UI: Changed Electric and Plasmic damage to Chain Shock and Plasmic Burn damage post-game for clarity. Note: These categories were not counting electric-type or plasmic-type upgrade damage, but just the actual elemental damage bonuses when they proc.[/p]
- [p]Tutorial: Updated the text for the Data Disk tutorial to also explain the inventory/items tracking\\[/p]
- [p]Tutorial: CRT’s portrait will now animate in the tutorial[/p]
- [p]Text: Updated the Improb Drive text to more clearly state that it is currently disabled[/p]
- [p]Text: Particloner now states the base amount of hits it can take before being destroyed[/p]
- [p]Upgrades: You can no longer banish locked upgrades. Note: this was correctly removing the utility from the pool, but allowing you to keep the upgrade until it was unlocked.[/p]
- [p]To give certain chance-based abilities more up-front oomph, while requiring more supplementary help to scale into absurd power levels.[/p]
- [p]Reducing some of the craziest power-points for bullet weapons, which players seem to universally agree is the most powerful archetype in the game[/p]
- [p]Prepare for the upcoming content patch coming late next week [/p]
[/p][p]Changes:[/p]
- [p]Bosses: Now always drop at least 2 Hull Repairs[/p]
- [p]Enemies: A special zone that spawns a lot of the “egg” type enemies, that drop down on the battlefield, should now spawn fewer eggs[/p]
- [p]Enemies: Scarabs always drop at least one hull repair if you kill them[/p]
- [p]Enemies: Enemy spawn density has been slightly decreased from warp zones 11-15[/p]
- [p]Hazards: The elite cosmic storm hazard has been rebalanced to create electricity less frequently later in the game[/p]
- [p]Weapons: The Big Shot has had its base damage reduced by 5, base range reduced by 12%, and its total charge time increased by 20%. Note: This is all less impactful than it sounds.[/p]
- [p]Weapons: The reload time on Pulse Cannon has been ever so slightly increased, and the base damage per bullet reduced to 15 from 20.[/p]
- [p]Utilities: Auto-Clip is now a rare upgrade[/p]
- [p]Utilities: Refractor now grants double the base chance to trigger (24%), but no longer gains chance on additional copies. Instead, chance boosting utilities will be required. Note: There will be additional ways to improve proc-chance beyond the few in the game now with next week's patch[/p]
- [p]Utilities: Afterglow now grants double the base chance to trigger (20%), but no longer gains chance on additional copies.[/p]
- [p]Items: Warp reroll tokens drop more often from enemies, banish tokens drop less often[/p]
- [p]Save/Load: Your synergy counts will properly be restored when resuming from a saved game[/p]
- [p]Save/Load: Signal Dongle, Banish Bounty, and Bug Bait will no longer grant extra copies each time you resume from a saved game[/p]
- [p]Save/Load: Fixed an issue where your total unique utilities might not be properly counted when resuming a save. It was only an issue if you exceeded 24 unique utilities.[/p]
- [p]Utilities: Fixed an issue causing Gas Generator to give the maximum cooldown benefit at all times[/p]
- [p]Data Beacons: Completing a beacon when it reaches 0 seconds should now properly grant the upgrade. Tie goes to the runner, as we ‘Muricans say.[/p]
- [p]Keyboard: The Banish menu shortcut key is now binding correctly[/p]
- [p]Keyboard: Rebinding controls will properly update glyphs without needing to exit and return to settings[/p]
- [p]Keyboard: Binding the cancel button will no longer also cancel you out of the keybinding menu[/p]
- [p]Misc: Fixed a bug that could, in very rare instances, cause Phase Shift invulnerability to become stuck on, even though the animation is no longer playing[/p]
- [p]UI: Fixed an issue where you could change the selected upgrade while confirming a banish[/p]
- [p]Text: Rooster no longer indicates he has the Laser synergy in the pilot select icons. This was from an old build of Vulcanorb.[/p]
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