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Gunlocked 2 News

The Shape of Things to Come

[p]With many of the most pressing issues taken care of, and the frenzy of the first several days of launch now settling down, I thought I'd take a moment to discuss the first leg of Early Access development.[/p][p]The pace of hotfixes should slow down as I move to a more healthy work/release schedule. But I have a lot planned for new content, and still more polish for the launch content. I'll break each category down to be more specific, but these are the primary goals for month 1:[/p]
  1. [p]Improve the user experience based on feedback[/p]
  2. [p]Polish and complete the Simulator[/p]
  3. [p]Add new content[/p]
  4. [p]Fix lingering bugs and strange upgrade interactions[/p]
[h2]The User Experience[/h2][p]I've been reading all of the feedback in all of the places, and watching videos and GIFs from various users, and there's a few areas where things could use some clarifying that I didn't realize needed it.[/p]
  • [p]A lot of new players are skipping the tutorial and not checking the controls. I'm not sure if this is because people expect this to play exactly like the original Gunlocked, but it has lead to a number of players thinking there are attacks they can't avoid taking damage from. I don't like mandatory tutorials, personally, so I want it to stay optional, but the first couple of times you play a game after the next update, you can expect to see this pop-up at the start:
    This will also show up at the appropriate time in the tutorial to clarify that as well.[/p]
  • [p]Another issue that has come up is around the confirm pop-ups that happen for various menu interactions. Some users think they're interactive buttons to be clicked on, but they currently just indicate which buttons to press to confirm or cancel. Initially I thought I'd just communicate this more clearly, but I think it will be easier to simply make them clickable buttons. You can still right-click to instant cancel. There's more bug fixing to do (you can spot some in the GIF), and I want to make them dynamic so you don't have to move your mouse so far to click them, but they're coming along. [/p]
  • [p]Gamepad is still the way I recommend you play this game, but I'm working to make sure the mouse experience is as good as it can be. Not everyone wants to or can use a gamepad, and I respect that.[/p]
  • [p]Finally, there's a number of smaller updates coming based on feedback in the Discord that will touch on multiple systems. Nothing worth making a GIF for though.[/p]
[p][/p][h2]The Simulator[/h2][p]The Simulator is a sandbox mode that opens up as you play through content in the main game. It's in a very early state right now, and actually wasn't even a planned feature. This is something a user in my Discord requested, and I obliged because I thought it had a lot to offer for the genre. It wasn't part of my initial pre-launch roadmap, which is why it currently says "Alpha" on it. But I'm making good progress now, cleaning things up, adding more polish, squashing bugs. There's not a lot more to say about it, other than it's a big focus right now. I'm sure you all just want to know about upcoming content anyway.[/p][p][/p][h2]New Content[/h2][p]Content patches are divided into two groups: Regular and Major, Medium and Deluxe, Alpha and Omega...You get the idea.[/p]
  • [p]Regular updates will be smaller content drops that offer a mix of new things, filling out systems that already exist. New pilots, bosses, NPCs, utilities, achievements. There's a lot in the works.
    [/p]
  • [p]Major Updates will be themed updates that cover a number of interconnected systems of content types. Many of these will be about adding brand new systems, or dramatically expanding current systems. These will take more time and testing.
    [/p]
[h3]Regular Update 01: The Supply Drop[/h3][p]I touched on this in the last hotfix notes, but the first regular update planned will expand the selection of utilities significantly. [/p][p]Some users have expressed frustration at so many chance-based abilities in the early offerings. This wasn't specifically by design. I designed pages of upgrades, and as I chose the ones for Early Access I seem to have selected more of the chance-based ones. But the Supply Drop update will add a whole host of new utilities with various other means of triggering, none of them luck.[/p][p]This update should also help fill out some build archetypes that aren't yet viable, or as powerful as others just yet. Testing on this update will likely begin by the end of the week.[/p][p][/p][h3]Major Update 01: The Symbionic Update[/h3][p]This is the most requested feature at the moment, and with good reason: Symbionics are great! If you're new to Gunlocked, Symbionics were a secret way to improve a number of weapons with hidden bonuses in the first game. They weren't required, but acted as a fun surprise with powerful new effects.[/p][p]The new Symbionic system greatly expands on the depth and breadth of the system, and will give those of you looking for more direct weapon modifications a lot to work with. The system is huge compared to the original, and it will take some time to cook, but it will follow the Supply Drop update.[/p][p]Alongside the Symbionics, will be the updated Codex: An expanded depository (I said depository) of Gunlocked knowledge, that can be accessed to understand more about the game, and see what you have and haven't discovered.[/p][p]Like Symbionics, it's greatly expanded, offering more information than before, and also being accessible during a run. This might prove useful with symbionics...[/p][p][/p][h3]What lies beyond...[/h3][p]I have the entire roadmap to 1.0 planned out, but development can change at any time, especially as I receive more feedback, so I'll hold off on setting too much in stone just yet.[/p][p]You can probably figure out a lot of what's coming by looking at what's in the game already, but if sales are good, there's a bunch of fun ideas I'd like to explore to expand this beyond anything I've previously discussed. Only time will tell on that front. But either way, there's a lot of content coming![/p][p]Let me know what you think below![/p]

Hotfix 0.11.06

[h2]Patch 0.11.06[/h2]

Before I get to the patch notes, thought I’d touch on a topic I’ve seen brought up a few times now: Proc or “chance-based” abilities and the ubiquity of them.

It wasn’t actually my intention to stack the upgrade pool this way, and I just wanted players to know there’s actually a ton of non-proc type upgrades coming. It just happens that the ones I picked for launch happened to lean more heavily in that direction. I didn’t even realize I had picked them in this way until it was mentioned. But there are dozens of other upgrades designed that use a variety of other non-chance mechanics. I’ll get those into the game sooner rather than later.


[h3]Balance[/h3]
  • Deadlock - New effect: When an enemy dies within 1 second of taking missile damage, they launch a 15 damage missile at a nearby enemy if close enough. 4 second cooldown. Each time an enemy dies from missile damage, the cooldown is reduced by 0.1 seconds.


[h3]Misc Bugs[/h3]
  • Utilities: A previous bug fix for utility stacking seems to have fixed the ones that weren’t working, and broken the ones that were. This update should make both work. I should probably slow down.
  • Settings: Resolution should no longer change when hitting the master volume button in settings
  • Settings: The resolution will no longer update if you select the windowed mode that is already active
  • Settings: When changing from full screen to windowed, while using mouse controls, the cursor should now properly adjust to the resolution change, regardless of screen scaling
  • Anomalies: Helpful Anomalies will properly toggle in the mission options section with gamepad controls (accidentally left on some debug during a previous update)
  • Anomalies: The anomaly Kessel Run should no longer cause issues with instantly reappearing warp gates
  • Items: If you collect special items at exactly the same time you level up, the menu will no longer automatically close
  • Text: Post-Game Missile damage recap will no longer have a hidden decimal that made the number look much larger than it really was

Hotfix 0.11.04

[h3]Patch 0.11.04[/h3]
Another batch of small fixes before I head to bed.

Bug Fixes
• Weapons: Drone Swarm will no longer have its targeting blocked by allied units
• Weapons: The Venomizer Mastery on Viper now properly resets when changing targets.
• Weapons: Weapons should now remain banished from the pool.
• Augments: Repair Drone will no longer spawn immediately in a new zone
• Skills: Scouting Probe is dealing the correct damage again
• Items: Signal Boosters collected outside of NPC events should now correctly add to your upgrade choices
• UI: Missions completed should now correctly save/load per pilot. Previous data was writing to the save, but not being exported to the cloud file, so previous victories will not be recovered.
• UI: The Mission tracker counter will now reappear when switching to another menu and then returning to the pilot menu
• Text: Big Shot mastery damage now lists the correct damage
• Achievement: “Drone On” will now count your starter weapon properly if it’s a drone weapon
• Achievement: “Boosted” is now properly counting Signal Boosters from NPC events. It was previously still using legacy code from an older version of the NPC system.

Hotfix 0.11.03

[h3]Patch 0.11.03[/h3]

Working through the Simulator to bring it from Alpha to Beta, but not there yet. I was planning to wait to post this update, but was alerted to an issue with kinetic upgrades for keyboard users. Gamepad and Keyboard share the same control code for 99% of the game, but the 1% played a big prank on me.

Misc Bugs
  • Kinetic upgrades now properly charge when using keyboard controls
  • Clicking exit from victory or defeat menus will no longer restart
  • The “No Current Mission” button is no longer selectable with the mouse in the Mission Menu
  • You can no longer select the “no current mission” (with no available save) button after launching the game if you launch with the Simulator on and then toggle it off
  • Mouse Control improvements for synergy navigation in the upgrade and inventory menus


Simulator Bugs
  • Mouse Control improvements for Simulator navigation, specifically the Synergy and Library/Inventory sections
  • The Synergy shortcut buttons will no longer stop working
  • The Reset Equips button will no longer cause the Simulator to stop taking your input
  • Exiting the Simulator menu with the shortcut will no longer trigger Phase Shift
  • When the synergy list is selected, the synergy button no longer shows the X button icon (unless you’ve rebound it to X)
  • If you skip the synergy menu animations, the upgrade counters will no longer have varying levels of transparency/visibility

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.
[/p]
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.
    [/p]
[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]