FEBRUARY PRE-BALANCE PATCH - UPDATE 0.18.5
Thanks for joining us in 2019. Here are the new internal system updates before we move into balance patches at the end of February.
With the update to the boost system and with the various mobility options now present in the game, we've upped the multiplier modifier for backward and sideward movement, which had been previously clamped at 50% and 75% respectively. They now both operate at 80% of forward movement speed, giving a higher overall sense of mobility for all.
In addition, held weapons such as machineguns, missiles and other rapid fire weapons, now disable gravity while in use. The exception to this rule are shields. While held, these rapid weapons do not allow for boost regeneration. Shields on the other hand, allow for both stability and boost regeneration.
We introduced a new boost movement system while unlocked, called Flight Mode. It has a bit of startup, and quickly drains boost and stability, but allows the player to move forward at a sustained high speed. It immediately ends as soon as you lock on to a target.
This feature was made for long distance travelling in preparation for the upcoming missions over large maps.
There are several visual updates, from animation layering for held weapons like firearms and shields, to UI updates with trackers for multiple enemy, allied and objective targets. We also made melee weapon trails a bit more flashy to approach the rule of cool anime look we set out to do.
In addition, new camera and graphic settings are available for players who want a different look at the game. Try out the over-the-shoulder camera setting in the gameplay options!
The AI has been tweaked in preparation for the coming mission modes, and some of these changes can already be seen in horde mode and the existing AI combatants in the various game modes (arcade, custom game, etc).
Though these changes are minor, there's quite a bit of them. We suggest playing the AI yourselves to feel the changes for yourself.
Garrison: Archangel runs in Unity, and much of the development in January was spent porting and updating new features to Unity 2018.3. For this reason, we also addressed many bugs and refactored many existing systems. Since each individual change is minor, it is best to refer to the detailed list below.
Includes changes from v0.18.0 up to v0.18.5
New Mechanics and Features
- New Movement: Flight Boost - Increased Boost speed used for traversal when no targets are locked. Does not overload Boost meter, but the stronger acceleration drains Stability. Forward movement only, no vertical or side movement.
- New settings : Added new SHOULDER camera offset in Gameplay Options.
- New Alternates/Cosmetics: Weapon skins for RANGER, WESPE, MOLNIYA, DRAGOON, EMANCIPATOR, UHLAN, TATZELWURM, POPIGAI and YULONG
Gameplay Changes
- Sideward movement speed while boosting increased to 80% from 75%.
- Backward movement speed while boosting increased to 80% from 50%.
- Input buffer now allows repeat inputs to extend the timer, and uses the last input when triggering. This does not prevent late single inputs from expiring.
- Camera offsets now adjust to make tilting upwards more comfortable.
- Adjusted AI parameters to lessen random jumping.
- Horde Grunt enemies now have reduced mobility.
- Held Attacks now also disable Gravity. Affected weapons include Autoguns, Missiles, Cannons.
- Reduced Flinch Cancel input restriction from 6 frames to 2 frames.
- Animation layering for gun aiming and recoil.
- Increased AI priority for Dodge Cancel movement.
- Flight Boost will now not automatically cancel when re-locking into a target in far distances.
- Updated Horde mode Pickups for Health and Boost.
Updated Features
Updated: Increased AI priority to Dodge when it has a blocking or parry weapon equipped.
Updated: Melee weapon trails.
Updated game engine to Unity 2018.3.
Updated: DEFAULT camera offset renamed to OVERHEAD.
Updated: ALTERNATE camera offset renamed to LATERAL.
Bug Fixes
Fixed: Spinner weapons not using proper animation timings.
Fixed: Mech preview camera issues.
Fixed: Missing text and fonts for Chat elements.
Fixed: Other minor issues.
Fixed: Shield lowering animations interrupting input.
Fixed: Railgun hitscan issues with Targets, Terrain, and AI.
Fixed: Medium/High/Very High default Graphics Settings now include Post Processing.
Fixed: AI Held Weapon release not stopping animation loops.
Fixed: Camera not detecting if it passes through the floor at high speeds
Fixed: Melee attack alignment when camera is unlocked.
Fixed: Gun aim alignment when camera is unlocked.
Fixed: Missile aim alignment when camera is unlocked.
Fixed: Horde mech weapons not updated with new animations.
Fixed: Horde mechs not animating properly after spawning.
Fixed: Auto Gun/Missile animation loops missing transitions when interrupted.
Fixed: Cannon weapon animation issues.
Fixed: Halo Shields AI ranged priority.
Fixed: Leg animations for Shields.
Fixed: Single Recoil animation length.
Fixed: Railgun animations not stopping.
Fixed: Railgun trails not disappearing.
Fixed: Animation layering breaking Lock On/Off.
Fixed: Wave Axe AI projectiles.
Fixed: AI Trick weapon priorities.
Fixed: Auto Gun/Missile loops ending too early.
Fixed: Animation issues with melee cancels and hand guns.
Fixed: Errors with predictive Aim and grounded targets.
Fixed: Animation issues with bash weapons and hand guns.
Movement System Updates
With the update to the boost system and with the various mobility options now present in the game, we've upped the multiplier modifier for backward and sideward movement, which had been previously clamped at 50% and 75% respectively. They now both operate at 80% of forward movement speed, giving a higher overall sense of mobility for all.
In addition, held weapons such as machineguns, missiles and other rapid fire weapons, now disable gravity while in use. The exception to this rule are shields. While held, these rapid weapons do not allow for boost regeneration. Shields on the other hand, allow for both stability and boost regeneration.
Boost System (Experimental): Flight Mode
We introduced a new boost movement system while unlocked, called Flight Mode. It has a bit of startup, and quickly drains boost and stability, but allows the player to move forward at a sustained high speed. It immediately ends as soon as you lock on to a target.
This feature was made for long distance travelling in preparation for the upcoming missions over large maps.
Visual Updates
There are several visual updates, from animation layering for held weapons like firearms and shields, to UI updates with trackers for multiple enemy, allied and objective targets. We also made melee weapon trails a bit more flashy to approach the rule of cool anime look we set out to do.
In addition, new camera and graphic settings are available for players who want a different look at the game. Try out the over-the-shoulder camera setting in the gameplay options!
AI and Horde updates
The AI has been tweaked in preparation for the coming mission modes, and some of these changes can already be seen in horde mode and the existing AI combatants in the various game modes (arcade, custom game, etc).
Though these changes are minor, there's quite a bit of them. We suggest playing the AI yourselves to feel the changes for yourself.
Engine Updates
Garrison: Archangel runs in Unity, and much of the development in January was spent porting and updating new features to Unity 2018.3. For this reason, we also addressed many bugs and refactored many existing systems. Since each individual change is minor, it is best to refer to the detailed list below.
Changelog List
Includes changes from v0.18.0 up to v0.18.5
New Mechanics and Features
- New Movement: Flight Boost - Increased Boost speed used for traversal when no targets are locked. Does not overload Boost meter, but the stronger acceleration drains Stability. Forward movement only, no vertical or side movement.
- New settings : Added new SHOULDER camera offset in Gameplay Options.
- New Alternates/Cosmetics: Weapon skins for RANGER, WESPE, MOLNIYA, DRAGOON, EMANCIPATOR, UHLAN, TATZELWURM, POPIGAI and YULONG
Gameplay Changes
- Sideward movement speed while boosting increased to 80% from 75%.
- Backward movement speed while boosting increased to 80% from 50%.
- Input buffer now allows repeat inputs to extend the timer, and uses the last input when triggering. This does not prevent late single inputs from expiring.
- Camera offsets now adjust to make tilting upwards more comfortable.
- Adjusted AI parameters to lessen random jumping.
- Horde Grunt enemies now have reduced mobility.
- Held Attacks now also disable Gravity. Affected weapons include Autoguns, Missiles, Cannons.
- Reduced Flinch Cancel input restriction from 6 frames to 2 frames.
- Animation layering for gun aiming and recoil.
- Increased AI priority for Dodge Cancel movement.
- Flight Boost will now not automatically cancel when re-locking into a target in far distances.
- Updated Horde mode Pickups for Health and Boost.
Updated Features
Updated: Increased AI priority to Dodge when it has a blocking or parry weapon equipped.
Updated: Melee weapon trails.
Updated game engine to Unity 2018.3.
Updated: DEFAULT camera offset renamed to OVERHEAD.
Updated: ALTERNATE camera offset renamed to LATERAL.
Bug Fixes
Fixed: Spinner weapons not using proper animation timings.
Fixed: Mech preview camera issues.
Fixed: Missing text and fonts for Chat elements.
Fixed: Other minor issues.
Fixed: Shield lowering animations interrupting input.
Fixed: Railgun hitscan issues with Targets, Terrain, and AI.
Fixed: Medium/High/Very High default Graphics Settings now include Post Processing.
Fixed: AI Held Weapon release not stopping animation loops.
Fixed: Camera not detecting if it passes through the floor at high speeds
Fixed: Melee attack alignment when camera is unlocked.
Fixed: Gun aim alignment when camera is unlocked.
Fixed: Missile aim alignment when camera is unlocked.
Fixed: Horde mech weapons not updated with new animations.
Fixed: Horde mechs not animating properly after spawning.
Fixed: Auto Gun/Missile animation loops missing transitions when interrupted.
Fixed: Cannon weapon animation issues.
Fixed: Halo Shields AI ranged priority.
Fixed: Leg animations for Shields.
Fixed: Single Recoil animation length.
Fixed: Railgun animations not stopping.
Fixed: Railgun trails not disappearing.
Fixed: Animation layering breaking Lock On/Off.
Fixed: Wave Axe AI projectiles.
Fixed: AI Trick weapon priorities.
Fixed: Auto Gun/Missile loops ending too early.
Fixed: Animation issues with melee cancels and hand guns.
Fixed: Errors with predictive Aim and grounded targets.
Fixed: Animation issues with bash weapons and hand guns.