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Gunlocked 2 News

Hotfix 0.15.05

[p]Last update for the evening.

QoL
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  • [p] Electric upgrades have had their texts updated to be more consistent with regard to chain shock. Electric upgrades also now have extra text explaining chain shock without needing to go to the synergy bar. (Note: This does not appear in the Simulator)
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  • [p] Shell Shocker additional copies text no longer mentions duration
    [/p]
  • [p] The “Options” button in the pause menu now says “Settings” to be consistent with the main menu
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[p]
Bug Fixes
[/p]
  • [p] Fixed a bug that would prevent updated controls from loading after changing bindings during a game.
    [/p]
  • [p] Fixed a bug that was preventing the phase shift pop-up from displaying the correct control glyph if you changed the phase shift binding[/p]

Hotfix 0.15.04

Hotfix 0.15.04

  • Venomizer will no longer target untargetable friendlies
  • Ms. Midas's skill icon will now properly show up in the inventory
  • Amplifryer is now properly increasing chain shock damage (is also now correctly a rare upgrade)
  • The Glass Cannon augment no longer subtracts max health each time you resume from a saved game
  • Updated the tooltip for plasmic damage to remove text about “true damage” and “armor.” Note: This was a reference to how elite and boss enemies reduced damage in Gunlocked 1, but it is not present in Gunlocked 2.
  • Fixed an issue that caused certain upgrades to show up as multiple different rarities Note: this did not affect them in any way other than showing up too often
  • Made some changes to Campfire targeting to hopefully prevent it from stalling out in rare instances. Note: This was a reported issue I was not able to replicate, but I made some adjustments where I guessed conflicts could arise. If this happens, please take a screenshot of your current inventory and post in the bug forum.

Hotfix 0.15.02

Couple small changes. Hope you're enjoying the update!

  • Made an update to how the Hive Queen moves side to side during her missile strafe that should prevent her from going all the way off screen in rare instances
  • Fixed a typo with Ms. Midas's description

The Supply Drop Update

[h2]Intro[/h2][p]Every developer has a different plan for Early Access. Some use it mostly for balance, while others use it to figure out exactly what a game will eventually be. I like to do a soft launch with my games that resides somewhere in the middle. The first week or two is dedicated to cleaning up issues I never would have found without an army of testers, and listening to feedback on balance and feature requests. It helps me fine-tune systems, fix bugs, and decide on what to add first, and sometimes what to add that I never planned at all. Once I’ve got my list, I get to work on the “grand opening.” Patch 0.15.00 is Gunlocked 2’s grand opening. It’s still just the beginning, but it’s much grander, you see.[/p][p]Gunlocked 1 went through a similar process, and had its grand opening in patch 0.20 (progress was faster because the game was much, much smaller at launch). This also coincided with RockPaperShotgun writing a lovely article about the game:[/p][p]https://www.rockpapershotgun.com/this-spaceship-shoot-em-up-is-kinda-like-vampire-survivors [/p][p]It referenced that very 0.20 patch, and lead to an explosion in popularity. So it’s a system that historically works for me, and hopefully contemporarily as well.[/p][p]But there’s still so much more to come, and not just upgrades and enemies. Everything from the previously discussed Symbionics (weapon evolutions) to expanding the world generation and NPC event systems is in the works. I also have some wild, wishlist ideas if the game really takes off...[/p][p]As always, if you’re enjoying the game, and like where things are headed, please consider leaving a review. Word of mouth/positive buzz is really my strongest ally when it comes to marketing.[/p][p][/p][h2]Patch 0.15.00 - "The Supply Drop"[/h2][h3]Content[/h3]
  • [p]New Pilot: "Ms. Midas" is the widow to the late "Midas" from the first Gunlocked. Once a soldier of fortune power couple, our titular widow is striking out on her own to strike it rich. [/p]
    • [p]Weapon: The Campfire[/p]
    • [p]Mastery: Every 20 individual gems or other items you collect, The Campfire gains +1 max targets for its next attack. Max +2 targets.[/p]
    • [p]Skill: The Campfire deals +250% damage to asteroids[/p]
  • [p]New Weapon: The Campfire – Lock-on, Laser, Sweeping, Plasmic
    [/p]
  • [p]New Weapon: The Conduit – Beacon, Laser, Electric
    [/p]
  • [p]New Utilities: 28 new upgrades (I won’t list them all, the joy is in discovery!). A number of new synergistic archetypes should open up with these upgrades.
    [/p]
  • [p]New Enemy Type: The Flea. Notes: These unaffiliated ships are the easiest cannon fodder and show up in most zones. This should provide an enemy type that every starter weapon will have no trouble with, and increase enemy density slightly without boosting challenge in the early game.[/p]
[h3]QoL[/h3]
  • [p]Augments: Repair Drone has a new sprite and healing effect [/p]
  • [p]Skills: Rooster’s Sunspotter bomb now has a unique sprite[/p]
  • [p]Utilities: Updated Junk Drone Sprite and Effects[/p]
  • [p]Utilities: Updated Blossom Bomb Sprite[/p]
  • [p]Utilities: Bo-Bomb created copies are now tinted yellow (only the main bomb sprite itself), and a visual effect triggers above them as well.[/p]
  • [p]Utilities: Static Surge has more apparent visuals when ready to use[/p]
    • [p]Electric FX on the HUD[/p]
    • [p]Electric trail particles around your ship[/p]
  • [p]UI: When you reach the warp gates, your data disks will now be displayed on screen until you make a choice
    [/p]
  • [p]UI: Your current sector number will now be displayed when you pause. When you’re at a warp gate, the sector number for the next zone will be displayed above the choice information.[/p]
  • [p]UI: When Phase Shift is available for use, your ship’s outline now has a new animation to make it easier to notice.[/p]
  • [p]UI: When Phase Shift is recharging, the meter is now green. It returns to yellow when fully charged.[/p]
  • [p]UI: Static Surge now has a visual timer when in use[/p]
  • [p]Items: When you purchase an item from an NPC, it will now be visually collected by your ship[/p]
  • [p]Text: Lucky Strike: Now listed as a missile synergy[/p]
  • [p]Mouse: You can now switch to mouse controls by simply moving the mouse in the settings menu[/p]
[h3]General Balance[/h3]
  • [p]Pacing: Zones are now 15% shorter. Overall this will result in games being 5 minutes shorter on average.[/p]
    • [p]Gem drops have been slightly increased to compensate for the shorter zones[/p]
  • [p]Pacing: Certain enemies that hang around until killed will now retreat after a duration, or at the end of a zone.[/p]
  • [p]Upgrading: Banishing and rerolling Weapons now costs 2 tokens. The UI has been updated to remind you of this.[/p]
  • [p]Upgrading: Banish Bounty now grants 8 tokens, down from 13[/p]
  • [p]Upgrading: There is a now a soft cap on banishing. If there are only 8 weapons or utilities left in the pool, you will not be able to banish the respective kind of upgrade anymore. A popup will alert you.[/p]
  • [p]Upgrading: Rerolling Warp rewards now has a small chance to push the beacon to a higher rarity.[/p]
  • [p]NPCs: The 3rd option in NPC events now costs 25 data disks, up from 20[/p]
[h3]Boss Balance[/h3]
  • [p]The Sting King, Hive Queen, and Lightning Lord now only trigger their “threshold” abilities 2 times per fight, down from 4-5 late-game. Note: These are the long, usually invulnerable abilities.[/p]
  • [p]Bosses have new “armored parry” attacks. These are super short invulnerable periods that can trigger after the boss takes enough damage.
    [/p]
  • [p]UI: When bosses are invulnerable the health bar at the top flashes and indicates they are “armored”[/p]
  • [p]Hive Queen: The enemy spawn frequency in the Hive Queen boss fight has been reduced[/p]
  • [p]Hive Queen: The Hive Queen already had an armored attack with her screen filling dash attack. The logic for how it can trigger has been updated to match the other attacks, but she didn’t get an extra armored attack.[/p]
  • [p]Lightning Lord: Now has a brief warning animation before releasing pulses of energy barriers, during which he is now invulnerable (it’s now his armored parry)[/p]
  • [p]Lightning Lord: No longer vulnerable while spawning in at the start[/p]
  • [p]Lightning Lord: The level 3 boss fight has one less “electric fence” wave when he disappears[/p]
  • [p]Sting King: Reduced the attack charge timer for his bullet fan and arm stretch[/p]
  • [p]Sting King: There’s now a tiny pause before his bullet barrage attack begins[/p]
  • [p]Sting King: Now has a brand new armored parry attack[/p]
  • [p]Sting King: Various mortar style attacks have slightly slower projectiles[/p]
  • [p]Monarch: It is now possible to defeat The Monarch after only 2 threshold events if you’re powerful enough, instead of 4. Note: Your build will determine if this is possible.[/p]
  • [p]Monarch: The Monarch is already invulnerable for most of the fight, given their unique behaviors, but their pod that you have to destroy now has its own armored parry.[/p]
  • [p]Monarch: The longest you’ll have to wait for the Monarch’s pod to respawn is now 1.5 seconds.[/p]
  • [p]Bosses wont sit around at the start of a battle for 1.5 seconds before acting.[/p]
  • [p]The enemy spawn frequency in the Sting King, Lightning Lord, and Monarch boss fights has been slightly increased.[/p]
[h3]Upgrade Balance[/h3][p]Notes: With some of the more powerful upgrades to stack, I’m trying a new approach for how they scale, alternating the bonus they grant on odd and even copies.[/p]
  • [p]Drone Cloner, and Sconcer: Cooldown reduction every odd level, bonus copies every even level. Note: The only change here is that they don’t get the cooldown reduction every level.[/p]
  • [p]Radar Array: Additional copies now grant +1 max targets on odd copies, and +10% range for lock on weapons on even copies. Is now a rare upgrade. Note: There’s now other upgrades that can increase lock-on targets.[/p]
  • [p]Static Surge: Now only grants bonus duration on odd copies, gains damage on even copies. No longer recharges while in Static Surge form (note: this last part was a bug)[/p]
  • [p]Fat Burner: The first tick of burn damage on a new target deals 6% of their max health as damage or 20 damage, whichever is lower. 2 second cooldown. Additional Copies: +2% max health as damage, +10 damage cap. Note: This should allow this upgrade to still become very strong against general enemies, without being able to eventually 1-shot bosses.[/p]
  • [p]Bullet Buddies: Starts with 16 health, down from 24. They now also correctly disappear after their duration like other beacons (being a drone-beacon hybrid). Their cooldown has been reduced to 6.5 seconds from 8.[/p]
  • [p]Blossom Bomb: Now launches 8 bombs (up from a base of 4), outward from a beacon every 12 seconds, that explode on impact or after a 2 second countdown. Additional Copies: +10% countdown duration, +10% plasmic chance.[/p]
  • [p]The Arc Light can now have its range extended by upgrades. Its base damage is now 15, down from 20, and its chain shock chance is now 15% down from 25%. Notes: This upgrade was already a lot stronger than a lot of players realized, and now that its swipe range can be extended, I had to address its overall power a little.[/p]
  • [p]The Vulcanorb can now have its move speed modified by upgrades[/p]
  • [p]The Pulse Field now has a 3 second cooldown[/p]
  • [p]Refractor beams now have a flat 10% chance to bounce again that can not scale. The base chance to create a Refractor beam (24%) remains unchanged.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed some incompatibilities with keyboard controls when my engine built a stand-alone application that could cause it to believe the confirm button was always being pressed until it was pressed again and released[/p]
  • [p]Fixed an issue with keyboard glyphs for confirm/cancel not updating properly in the settings menu[/p]
  • [p]Fixed an issue where the music volume setting would not update the currently playing music until you left the settings menu when adjusting from specific volumes[/p]
  • [p]The pause menu will no longer popup when you disconnect your gamepad if you’re not in active gameplay. Note: This will prevent weird resume functions that cause the game to restart while an upgrade menu or NPC event are active.[/p]
  • [p]Fixed a bug where exiting the settings menu with the mouse controls in-game could soft lock the game.[/p]
  • [p]Mouse and Keyboard glyphs will now properly update in the settings menu bottom bar[/p]
  • [p]If you level up after the boss music starts playing, or at the very end of a zone once the warp gates have appeared, the music will now correctly revert to the previous state when you exit the upgrade menu[/p]
  • [p]Fixed issues with the Sting King that could allow him to get trapped between states[/p]
  • [p]Fixed bugs that would allow “empty” or invalid upgrades into the pool if you had banished too many and/or had too many upgrade choices[/p]
  • [p]Fixed a bug that was preventing the correct synergies from being highlighted when navigating your inventory. Note: This currently does not work with augments[/p]
  • [p]Fixed a visual bug that could cause boss attacks to alter course mid-way (but still land where they were supposed to) in rare circumstances[/p]
  • [p]Fixed a potential issue possibly causing post-game rankings to not align with actual damage done[/p]
  • [p]Fixed a bug that was allowing common beacons, and standard level ups to – in specific circumstances – ignore the uncommon and rare odd drop rates[/p]
  • [p]Fixed a bug that could mess up locked upgrades if you managed to get over 9 upgrade choices[/p]
  • [p]Fixed an issue where Bo-Bomb could override existing bombs with incorrect data, causing them to behave oddly or not at all[/p]
  • [p]Fixed a bug where Blitz Bomb blitzed too hard, and detonated bombs before they could properly setup, leaving them stuck in a sort of stasis[/p]
  • [p]Fixed a bug that would cause Bo-Bomb to create bonus Vulcanorbs out of visual range[/p]
  • [p]Fixed a bug with Be-Longer that would reduce beacon duration by 5% on the first copy, instead of increasing it by 10%. Note: This issue would actually resolve itself after a 2nd copy was added, and the full, correct bonus would be applied.[/p]
  • [p]Blitz Bomb cooldown bonus is no longer permanent[/p]
  • [p]Fixed a bug preventing the Silver Tongue anomaly from applying its discount[/p]
  • [p]Fixed issues with a variety of achievements that could reset your progress for a current game if resuming from a saved game[/p]
  • [p]Fixed issues with the achievements Ringing It In and Roll With It that could allow you to achieve them when resuming from a game where you already failed their requirements[/p]
  • [p]Monarch: Thin damage lasers will now consistently deal damage to the player[/p]
  • [p]Monarch: Fixed issues with laser visual syncing[/p]

Patch Preview

[p]Patch 0.15.00 was already shaping up to be a pretty large update when it was "just" going to add 20ish new utility upgrades. But its scope has expanded as I've continued to collate the data, crunch the numbers, and read the feedback. And boy have I been crunchin' the numbers.[/p][p]For this reason, and the imminent release of a certain metroidvania whose demo already surprise dropped on Gunlocked 2's release day (fool me once...), I'm pushing the release of the patch to Monday, Sept 8th. This will give me more time to polish and test the new content, and give Gunlocked a chance to shine a little brighter.[/p][p]If you're on the open beta branch, you'll be able to try out the update over the upcoming weekend, and I've outlined some of the biggest changes coming below. I currently have 4 pages of notes, so I'm not going to post everything, just a preview of the biggest updates.[/p][p][/p][h2]Patch 0.15.00 - The Supply Drop[/h2][h3][/h3][h3]Main Features[/h3]
  • [p]1 New Pilot[/p]
  • [p]2 New Weapons[/p]
  • [p]28 new utilities[/p]
  • [p]Updated Boss fights and game balance[/p]
  • [p]New and updated visuals for a variety of game elements[/p]
  • [p]And of course, bug fixes[/p]
[p][/p][h3]Welcome, Ms. Midas[/h3][p][/p][p]Callsign "Ms. Midas" is the widow to the late "Midas" from the first game. Once, a soldier of fortune power couple, our titular widow is striking out on her own to strike it rich.[/p][p]Weapon: The Campfire - A lock-on laser weapon with plasmic properties. The campfire fills the role of the old Fire Frakker but with interesting new dynamics.[/p][p]Mastery: Gold Miner - Every 20 individual gems or other items you collect, The Campfire gains +1 max targets for its next attack. Max +2 targets.[/p][p]Skill: Strike It Rich - Focus type weapons deal 250% damage to Asteroids (The Campfire is a focus weapon).[/p][p][/p][h3]The Return of a Classic[/h3][p]The other weapon being added this patch is The Conduit. Redesigned to better fit the more defined "beacon" role this time around, and with some electrifying new traits to boot.[/p][p][/p][p]Note: This is an unfinished version, and still needs some animations. You may also spot a small new enemy that still needs animations too.[/p][p][/p][h3]Putting the Supply in Supply Drop[/h3][p]The current count of new utilities is 28 (2 of the icons below are weapons), and like previously mentioned, none of these are chance-based. They will trigger, and you will know how often.[/p][p]These utilities help round out every upgrade type, and enabled a number of new build archetypes.[/p][p][/p][p][/p][h3]The Big Boss Update[/h3][p]The hardest part of balancing a game like this is probably the bosses. In a typical shmup, the player's power level is relatively consistent, so player power level or build style isn't much of a consideration. But in a roguelite or bullet heaven, players can have wildly varying power levels and playstyles each time they reach a boss. And not just because of good or bad choices. Some builds aren't meant for large single targets, while others are, but then lack screen clearing power when lots of small enemies show up. For this reason, most bullet heaven style games don't have much in the way of bosses. They're usually just bigger sprites with more health that walk toward you just as slowly, or maybe dash once in a while.[/p][p]Players also have varying expectations with how this should be addressed. Some always want the bosses to be somewhat of a challenge, because being really strong isn't that fun for them if the boss dies so quickly they don't get to enjoy their own power. While others love the idea of so outscaling the game, that they cut through everything with godlike abandon.[/p][p][/p][p]This update aims to help both kinds of players by shortening the overall duration of boss fights for all players, but still allowing bosses to fight back a little bit against the most powerful builds.[/p][p][/p]
  • [p]The boss "threshold" invulnerability phases that trigger after enough damage is dealt have been significantly cut down. You'll now only see 2* of these phases in a boss fight down from 4-5 in the late game, previously.[/p]
  • [p]In their place are smaller "Armored Parries" or counterattacks. These are brief, and provide the boss with shorter windows to fight back, even against the strongest builds, but without really slowing the game down.[/p]
  • [p]In some cases, like the Hive Queen and Lightning Lord, these are just tweaks to the animation, timing, and logic of existing abilities. Meanwhile, The Sting King and Monarch each got new attacks and animations altogether.[/p]
  • [p]
  • The Monarch is always invulnerable until made vulnerable by the threshold, and it is possible to see more than 2 threshold phases against them, but it is also now possible to kill The Monarch after just 2 such phases if you're strong enough.[/p]
  • [p]In all cases of invulnerability, the boss's health bar now flashes and an armor icon also appears. You can see that in the above gif.[/p]
[p][/p][h3]What else?[/h3][p]Beyond the main ingredients of this update stew, balance and systems updates touch on everything from banishing, to rerolling rewards, and more. You'll also find an overall snappier pace to the game, and some updated sprites and animations for content that had no effect or had a placeholder effect. [/p][p]I'm also trying to deal with the last remaining bugs that have been reported (until I break a bunch of new stuff), so the overall game experience should just be better. In. Every. Way.[/p][p]I can't wait to get this into all of your hands. But until then, I gotta get back to work![/p][p][/p]