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Gunlocked 2 News

Patch 0.11.00

[h3]Intro[/h3][p]I’ve been compiling a list of every reported issue and suggestion, and this patch represents a huge portion of that list. There’s still much ahead, and I’m always open to suggestions, so keep the feedback coming! [/p][p]As a solo developer, I would never have found/thought of all of these on my own. It's like proof-reading ones own paper, but the paper is different every time one reads it.
[/p][h3]Whats Next?[/h3][p]As this post-launch frenzy starts to settle and I get back into a healthier working schedule, I’ll start to add more content. Because many have asked, the first major post-launch content patch will be the Symbionic system.[/p][p]If you’re new to Gunlocked, Symbionics are a way to evolve your weapons behind their normal functionality. The new system is much larger than the previous game so I don’t want to rush it. I think it’s going to be awesome, but I’m biased. Coming alongside the Symbionic update will be the Codex. This will be an expanded version of what was found in the original Gunlocked, offering a lot more information if you want it, as well as credits to Kickstarter backers that have helped fund and design bonus elements of the game.[/p][p]Beyond that, expect smaller content patches to be peppered in. A pilot here, a boss there, etc. Certain updates make sense to do all at once, while others can receive incremental content additions. I'll post a fuller content roadmap once the launch dust settles.[/p][p]Anyway, let me know what you think of this update, and the improvements! If you’re enjoying the game so far, please leave a review. It's only going to get better.
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Patch 0.11.00 Notes
[h3]Quality of Life[/h3]
  • [p]UI: Added a “Skip Animation” prompt in the upgrade menu. A lot of people didn’t realize they could skip it, so hopefully this helps.[/p]
  • [p]UI: Ive updated it so you can press anything to skip the upgrade animation, instead of just confirm.[/p]
  • [p]UI: Expanded the time window to skip the upgrade animation. Previously if the pods had already started opening, you couldn’t speed the rest of the unopened ones up.[/p]
  • [p]UI: I’ve temporarily (possibly permanently) disabled the text fade-in effect[/p]
  • [p]Mouse: Highlighting and selecting various menu options in the upgrade and inventory menus should feel much more responsive with mouse controls[/p]
  • [p]Mouse: Highlighting and selecting various menu options in the mission menu, such as pilots, augments, and anomalies should feel much more responsive with mouse controls.[/p]
  • [p]Mouse: Clicking into the ship menu shouldn't immediately kick you back out, despite there being nothing to select in that menu currently.[/p]
  • [p]Mouse: You can properly highlight augment category icons with mouse controls now[/p]
  • [p]Text: Fixed a typo with Lucky Launcher’s description[/p]
  • [p]Text: Fixed a typo with Buzz Bots' description[/p]
  • [p]Text: Plasma Bomb attack speed text now states the correct value[/p]
  • [p]Text: Corrected the Mega Lock additional copies text[/p]
  • [p]Text: Reworded Scattershot to be more clear about the pros and cons[/p]
  • [p]Text: Corrected BoomBots additional texts[/p]
  • [p]Text: Lucky Duck text corrected to say it offers 5% bonus chance, not 7%[/p]
[p][/p][h3]Balance[/h3][p]Note: A significant error was occurring related to certain utility types stacking. While not a direct balance change, most builds will feel significantly stronger after this patch.[/p]
  • [p]Augment: Slag Shot now always creates at least 1 bullet. Bullets deal 20 damage each.[/p]
  • [p]Augment: Retrofit is now Perfect Fit. On your final weapon upgrade, you can reroll infinitely without spending reroll tokens.[/p]
  • [p]Augment: Power Converter has a new effect: When you would die, regain 1 hull for every token currently in your inventory, and destroy the tokens. Max 30 health restored. Note: Because of the overlap, Jumper Cables will likely get a redesign later, but they’re different enough for now, and they should stack if you want to double down.[/p]
  • [p]Augment: When reloading a game, Repair Drone’s cooldown should no longer be reset to 0, preventing infinite free heals.[/p]
  • [p]Weapon: Arc Light now has a 25% electric chain shock chance.[/p]
  • [p]Weapon: Light Rail now holds a target a little longer making it feel little more intuitive and easy to aim.[/p]
  • [p]Weapon: Big Shot base damage reduced from 40 to 30.[/p]
  • [p]Utility: Sunsetter now triggers every 500 laser damage, up from 250.[/p]
  • [p]Enemies: When enemies become invulnerable, Plasmic Burn effects are now removed[/p]
[p][/p][h3]Bugs[/h3]
  • [p]World Generation: Fixed a bug that would restart the last seed exactly instead of generating a new world if you died and used the restart option[/p]
  • [p]Bosses: Fixed an issue that would cause duplicates of the same boss to be added to the world list each new run you started without quitting the game. This was causing various soft-lock issues if you fought the same boss twice in one run.[/p]
  • [p]Skills: Tempest’s “Shock Collar” can no longer cause infinite damage loops on marked targets.[/p]
  • [p]Augment: Fixed a bug causing Slag Shot to trigger from enemy energy shields instead of asteroids. Oops.[/p]
  • [p]Weapon: Sentry Drone now properly scales with Drone Cloner and will not cease functioning or rapidly speed up.[/p]
  • [p]Weapon: Light Rail now properly damages targets between yourself and your primary target with bonus laser target upgrades. By default it still only damages your primary target.[/p]
  • [p]Items: Hull Repairs and Boosts will now always properly grant the health or max health they’re supposed to.[/p]
  • [p]Utilities: Fixed a critical error that could cause utility stacking to turn off[/p]
  • [p]Utilities: Fixed a bug that was causing utilities to pull the wrong synergy class data, resulting in strange or ineffective combinations[/p]
  • [p]Utilities: Lucky Duck should now apply the proper luck bonus to utilities[/p]
  • [p]Utilities: Fixed an issue that could cause banished upgrades to not be totally removed from the upgrade pool[/p]
  • [p]Utilities: Should no longer ever be offered new upgrades once you reach the maximum unique upgrades.[/p]
  • [p]Bosses: Sting King attack targets should no longer remain on screen if the boss is killed too quickly before he finishes the attack.[/p]
  • [p]Hazards: The laser hazard should no longer constantly multiply in zones 10+ (as of 0.11.01)[/p]
  • [p]Save/Load: When resuming from a save game, the order of upgrade slots for weapons should no longer shift[/p]
  • [p]Save/Load: When obtaining another weapon after resuming a saved game, it is now placed in the correct, open slot.[/p]
  • [p]Warp: Rerolling the “rewards” at the final gates (with no rewards) will no longer be possible[/p]
  • [p]UI: When restarting the game, even if you’ve beaten a boss, the Simulator could become locked. And this could make you unable to turn it off if you had used it previously.
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[h3]Additional Notes[/h3]
  • [p]The next update will focus on polishing up the Simulator and removing that “Alpha” tag.[/p]
  • [p]There’s still some lingering bugs with saving/resuming, related to damage stats, that need to be ironed out.[/p]
  • [p]I’m looking into reported issues with settings, but I don’t have fixes for any of those things yet.[/p]
  • [p]The Improb Drive Augment is getting a new function and is temporarily disabled.[/p]

Public Beta Branch

[p]First, a sincere thanks to everyone that has picked up the game, put in some hours, and already given me super helpful feedback. I know it can be frustrating to find a bug when your run is going well, or have the interface not respond exactly like you'd want, but everyone is different and everyone plays games differently, so the best way for me to make this the best game it can be is to get it into your hands and let you break it in ways I couldn't dream of.[/p][p]Second, a new public beta branch for testing the latest bug fixes and features before adding them to the main build is now available.[/p][p]To Opt in: Go to the Steam properties for Gunlocked 2, select betas, and choose the public beta branch. You may need to restart Steam to see this option.[/p][p]While my update pace tends to be pretty fast, some changes require more time and/or thoughtful deliberation. This weekend's patch 0.11.00 will be quite large, based on feedback and bug reports, so I'll be rolling out changes to the public beta in smaller chunks as I make them. You can, of course, wait until the full patch is live.[/p][p]For regular patch notes on the beta branch, please join the discord channel here: https://discord.gg/YbdSHs58m9[/p][p][/p][p]For the first beta patch, 0.10.06, you can see the notes below.[/p][p][/p][p]Balance[/p]
  • [p]Enemies: When enemies become invulnerable, Plasmic Burn effects are now removed[/p]
[p]QoL[/p]
  • [p]Corrected the Mega Lock additional copies text[/p]
  • [p]Reworded Scattershot to be more clear about the pros and cons[/p]
  • [p]Incorrect BoomBots additional texts[/p]
  • [p]Lucky Duck text corrected to say it offers 5% bonus chance, not 7%[/p]
[p]Bugs[/p]
  • [p]World Generation: Fixed a bug that would restart the last seed instead of generating a new world if you died and used the restart option[/p]
  • [p]Bosses: Fixed an issue that would cause duplicates of the same boss to be added to the world list each new run you started without quitting the game. This was causing various soft-lock issues if you fought the same boss twice in one run.[/p]
  • [p]Skills: Tempest’s “Shock Collar” can no longer cause infinite damage loops on marked targets.[/p]
  • [p]Utilities: Fixed a bug that was causing utilities to pull the wrong synergy class data, resulting in strange or ineffective combinations[/p]

Hotfix 0.10.05

One more set of fixes before the weekend. I'll be out of the office for the evening. A little launch celebration is called for. But I wanted to address a few more issues that could hamper your fun:

Bugs
  • Fixed a bug that was causing beacons to not always roll for the correct rarity
  • Fixed a bug that would cause standard level ups to use the beacon rarity of the zone
  • Fixed a bug that would cause one of the final boss options to not have a beacon, resulting in a post-battle soft lock
  • Fixed a bug that would show incorrect beacon types at boss areas
  • Fixed a bug causing too many data disks to drop after boss fights (you still get a lot)
  • Fixed a bug that would cause the game to offer you duplicates of the final boss (from debugging before there were 4 bosses in the game)
  • Pressing f4 alone will no longer close the game
  • Viper’s “Forked Tongue” now correctly goes on cooldown after triggering


Balance
  • Lucky Launcher now has a base 2 second cooldown after triggering.

Note: The cooldown issues with Forked Tongue and Lucky Launcher were leading to an infinite missile crash.

Screen Scaling Issues Have Been Fixed

Version 0.10.04 should provide a solution to those of you struggling with the screen scaling issues. Let me know if you have further issues, but hopefully this is resolved.

Hotfix 0.10.03

[p]One more pesky tutorial bug to fix.
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  • [p]Tutorials should no longer be deleting NPC event data when they trigger (don't ask), causing the game to freeze when the next npc event triggers.[/p]