1. Garrison: Archangel
  2. News

Garrison: Archangel News

Happy Holidays! Garrison: Archangel Public Update v0.17.2

Happy Holidays from the Garrison: Archangel staff! This is the December 2018 Public Update to Garrison: Archangel.

Stability System Rework


The stability system has been reworked to become a more straightforward stat. The value presented on the stability stat now purely refers to the amount of stability damage one can take before flinching, a state now formally called 'Vulnerability'.

This means archangels with higher stability can resist more damage before being stunned or flinched, regardless of their load values.


New System : Vulnerability


Vulnerability is a state in which an Archangel becomes susceptible to getting stunned or flinching from attacks that deal at least one point of stability damage. After a certain amount of stability damage is dealt during this state, Archangels are destabilized.

This state is represented by the red portion of the stability bar on the HUD. Its value (the amount of stability damage one can take in this state before being destabilized) is modified by an Archangel's load percentage.

During this state, Archangels also suffer from a penalty to dodge cancel, which are called vulnerable dodge cancels. Archangels in this state also lose their passive deflection bonuses until they regain at least one stability point.


Boost System Rework


The boost system has also been overhauled.

First, All types of Dodging now cause a longer pause before boost can be regenerated. Boosting and Flight no longer have this pause.

Second, Dodge now has three formal types:
Normal Dodge - which is dodging while neutral (not in the middle of any animation).
Dodge Cancel - which is dodging while in the middle of an animation and not in the vulnerable state. This costs 1.5x the normal dodge costs.
Vulnerable Dodge Cancel (V.Dodge Cancel) - which is any dodge cancel performed during the vulnerable state. This costs 3x the normal dodge costs.

Third, a new stat called 'Boost Regeneration' has been introduced and shown in the garage stat list. It determines how fast an Archangel regains Boost. It is linked to the Speed Stat.


New Weapon : Star Gauntlet


The Archangel Arms Concept Competition 2018 winner finally makes its public debut! This giant fist offers a wide variety of different attacks with different movements and options! It's secondary ability is 'Charge' - which allows it to power up its forward melee attack, transforming it into different attacks depending on the charge level!

Check it out!


New Maps


Two new maps, Riocorte Dam and the Solar Farm have been added. These are maps planned to be used for single-player campaigns that take place on the planet Baja Secunda, and are thus works in progress! Please expect more updates for them soon!


Changelog List


Includes changes from v0.17.0 up to v0.17.2

New Items and Features
New Weapon: STAR GAUNTLET
Added Map: SOLAR FARM (HAZARD).
Added Map: RIOCORTE DAM (HAZARD).

Gameplay Changes
Dodge will now delay Boost Regeneration for 0.6s (from 0.3s).
Boost Movement will now delay Boost Regeneration for 0.0s (from 0.3s).
Actions while Boost Regeneration is delayed will now reset the timer to 0.3s,
instead of pausing the timer.
Reworked Stability and Vulnerability (was Stability Threshold) calculations.
Being Parried will force the attacker to be Vulnerable.
Vulnerable state now ignores Deflection passives.
GRAVITIC ENHANCEMENT flat Stability bonus reduced to 100.
SHIELDS raising now starts the Blocking state instead of activating only after perfect guard.
Boost Movement is now instant.
Removed 0.25s delay when holding the button before Boosting.
Improved camera alignment to global up vector.
Improved AI Dodge management.


Updates
Updated: Visual effects on mechs when using different cancel types.
Updated: Boost bar color to reflect boost states.
Updated: Meter UI now accurately reflect regeneration delays.
Updated: UI indicator when locked into animations.
Updated: Overall Stats Garage UI.
Updated: Flinch Animation.


Bug Fixes
Fixed: Increased vertical align correction for mechs.
Fixed: Flinch Cancel 3x multiplier not being applied correctly. Increased from 1.5x.
Fixed: Back dash and vertical dash inconsistently dampened at close range.
Fixed: Missiles dealing both direct and blast damage to the same target.
Fixed: Missiles dealing damage but not exploding on contact.
Fixed: UI Scaling on local multiplayer.
Fixed: Attacking State not being added properly after interrupting animations.
Fixed: Attacking State removed twice after melee hits.
Fixed: Attacking State removed incorrectly at the end of an inactive weapon.
Fixed: Tracking not enabled after Guard Break.
Fixed: Able to release shields during Guard Break.
Fixed: Deflected attacks not resetting dodging flag.
Fixed: Missile projectile blast damage not affected by Killshot Correctors.
Fixed: Throwing weapon return animation interrupting active weapon animations.
Fixed: Color grading stacking incorrectly on menu scenes.
Fixed: Melee audio not being controlled by options sliders.
Fixed: UI Scaling on local multiplayer.

Garrison: Archangel Public Update v0.16.8

This announcement had been delayed due to a hotfix that occurred over the weekend regarding the homing lasers.

This Update involves the massive balance patch and weapon overhauls of November, as well as the UI update!


UI Update


The new combat UI has been implemented in the public version, featuring permanent indicators for stability and boost, as well as a diamond shaped indicator of weapon loadouts! Target Indicators, round indicators and more have been changed in preparation for future content!


New Weapon : Agimat Barrier


The Agimat Barrier finally makes its appearance! This shoulder mounted barrier system creates a shield that absorbs a set amount of damage before dispersing, allowing one to weather assaults while maintaining their freedom of action!

Winner's Mechs and Weapons


Several winners from previous tournaments such as Cosmic Clash, ESGS Epic and Spooktober Skirmish have been added to the roster.

The Ziqinile Pelerina, which won the Archangel Arms Concept Competition, has also been added to the equipment list.

Balance Patches and Weapon Overhaul


As promised, below is a changelog of all the balance changes and weapon overhauls throughout the month of november. Certain weapons have had their mechanics changed completely, such as the Schafer and Gram Railgun, changing their playstyle.


Changelog List


Includes changes from v0.16.5 up to v0.16.8

New Items
New Shoulder Weapon: AGIMAT BARRIER SYSTEMS.
New Internal: H.E.M.A.
New Internal: INERTIAL ASSAULT AUGMENTERS.
New Internal: STABILIZER EXTENSION.
New Internal: HIGH SPEED ENERGY CONDENSERS.
Added: UUSHA IL KARMA Preset.
Added: ARCHEOPTERYX Preset.
Added: LEEK SLICER Preset.
Added: HIMASHO KURARA Preset.

Balance Changes
HOMING LASERS cooldown increased by 3 (now 10/12).
P.A.D.S weight reduced to 500.
EMPTY (FISTS) animation changes.
STRELKA weight reduced to 750.
STRELKA animation changes.
STRELKA Unprimed now uses EMPTY (FISTS) moveset.
GUARDSMAN SHIELD durability decreased to 1250 (was 1500)
BULWARK SHIELD bash cooldown increased to 4.5s.
BULWARK SHIELD durability decreased to 1500 (was 2000)
SCHAFER projectiles now deal 20/0 (was 20/5)
SCHAFER projectiles apply Burn stacks.
SCHAFER magazine now only reloads after being emptied.
SCHAFER Trick: fires a projectile for maximum Burn stacks.
SCHAFER weight increased to 1250.
SCHAFER recharge time increased to 2s.
SCHAFER range reduced to 50m from 85m.
MAGNUM BARRETTE side attacks now deal 250/250 damage (was 250/400)
CHARGE THRUSTER startup decreased to 7 frames (was 15).
TRAILBLAZER THRUSTERS changed to be identical to ELUSION THRUSTERS mechanics.
BALANG ARAW trajectory mechanics updated.
TIANGOU MISSILES ammo cooldown increased to 6/5 (was 5/5)
YULONG MISSILES ammo cooldown reduced to 8/10 (was 10/10)
YULONG MISSILES and TIANGOU MISSILES now apply Burn stacks.
SYTEKH weight reduced to 1000.
KREUZFLUGEL THRUSTERS now also trigger their jump when below 30m.
BLUTREITER AXE Form Neutrals Damage reduced to 200.
SHENQIANG RS weight increased to 1250.
SHENQIANG RS neutrals increased to 250/250.
SHENQIANG RS forward attack increased to 350/350.
SHENQIANG RS side attacks decreased to 300/300.
SHENQIANG RS back attack increased 400/400.
GORGON weight reduced to 1000.
ELUSION THRUSTERS weight reduced to 750.
SPRUNGHAFT THRUSTERS weight reduced to 750.
LABRYS GIGANTAS now instantly charges for its Level 1 projectile.
LABRYS GIGANTAS neutral attacks increased to 300/300.
LABRYS GIGANTAS forward attack increased to 700/700.
LABRYS GIGANTAS side attacks increased to 600/600.
GRAM RAILGUN can now be partially charged for less damage.
MUGENZAKURA weight increased to 1000.
THROWN weapons (HALO, SYTEKH) now use both MDM and RDM on their projectiles.
DOMINUS Neutrals damage increased to 300/300 from 125/250.
DOMINUS Neutrals forward dash range increased.
DOMINUS directional attacks armor damage increased by 100.
NERE CRUCIS (Hammer) forward attack increased 300/400
NERE CRUCIS (Hammer) side attacks decreased 500/500
NERE CRUCIS (Drill) side attacks increased to 400/1000
Rechargeable and Reloadable ammo now use bonuses from AMMO EXPANSION.
AGIMAT BARRIER SYSTEMS cooldown increased to 15.
KREUZFLUGEL THRUSTERS activation i-frames removed.
SPRUNGHAFT THRUSTERS activation i-frames removed.
GRAM RAILGUN max charging time increased to 3s, 150-1500 damage.
ARC MISSILES tracking speed increased.
ARC MISSILES tracking and proximity explosion.
ARC MISSILES direct and blast damage now both deal 200/200.
VINDICATOR predictive tracking.
VINDICATOR ammo to 30.
VINDICATOR damage up to 15/20.
LIBERATOR Alt fire lifetime reduced to 2s.


Updates
Updated: In-game UI.
Updated: Implemented Lock-On/Off for Online Multiplayer.
Updated: PVE Soft-lock Camera mechanics. (Toggle Lock-off, then use the Gesture Key);
Updated: Boost UI notifications.
Updated: Stability UI notifications.
Updated: HP and Damage UI notifications.
Updated: RENGE-5 (ARENA) Map
Updated: NEVSKIYGRAD (ARENA) Map
Updated: EAGLE ONE (HAZARD) Map
Updated: CARRIER (HAZARD) Map
Updated: LAVA (HAZARD) Map
Updated: Boost and Stability UI size.
Updated: Alt equipment flavor text.
Updated: Rebinded Garage UI toggle key to Tab/Y.
Updated: Color Grading, Lighting, and Shadows.


Bug Fixes
Fixed: AI adding friendly units to their Threats list.
Fixed: Hitscan collision rays.
Fixed: Autogun, Railgun, and Missile Hold/Release mechanics.
Fixed: THROWN weapons not transforming into Empty when launched.
Fixed: LABRYS GIGANTAS level 2 projectiles not mirrored on the left.
Fixed: Online Multiplayer desync on during round countdowns.
Fixed: Controllers unable to access the Color Editor.
Fixed: Custom Game AI levels reset to Normal when playing with a Controller.
Fixed: AI and Recharging weapons issues.
Fixed: AI and Shoulder weapons issues.
Fixed: DRAGOON Bash cooldown reduced to 0s.
Fixed: VINDICATOR not aiming properly at less than 20m.
Fixed: AGIMAT BARRIER SYSTEMS evaluating received damage twice.
Fixed: HOMING LASERS tracking.
Fixed: KREUZFLUGEL THRUSTERS ground detection.
Fixed: Hold commands persisting through rounds in Online Multiplayer.
Fixed: Special projectiles from LABRYS GIGANTAS and DOMINUS not firing on Online Multiplayer.
Fixed: Leaving the lobby in Multiplayer can now be done without voting.
Fixed: Deflection passive stats not being applied correctly.
Fixed: Melee weapons not returning to Idle when cancelled.
Fixed: Mech Hitbox inaccuracies made by previous pivot point changes.
Fixed: Mech Alignment innacuracies when in contact with other mechs.
Fixed: REINFORCED STABILIZER weights back to 100.
Fixed: ARC MISSILES tracking deactivating before their expiration.
Fixed: GRAM RAILGUN not using Killshot Corrector passive bonus.
Fixed: Transformable weapon AI.
Fixed: AI Held weapons and player dodge interaction.
Fixed: Alt Offset Near camera being tilted.
Fixed: Added simple physics collision for cloth trails.
Fixed: HL Damage tick fix
Fixed: Other minor issues.

ARCHANGEL ANNOUNCEMENTS NOVEMBER 2018

Welcome to our sixth and belated issue of Archangel Announcements.

_________________________________________________

New Feature : Updated Combat GUI




The Combat UI has been updated for the first time since the early demo. This UI update also comes as a preparation for the single-player content and missions we have planned. Our aim was to create a cleaner overall look and address several issues with the older UI.

The weapons have now been arranged in a diamond, with the top being the shoulder weapon, the left and right being the hands, and the bottom being the back weapon.

We now utilize divisions of 500 for HP bars, and always make the numerical value of HP visible. At the same time we did away with the disappearing boost bar and gave boost and stability permanent space and visibility.

The bars also change in length depending on the value of the portrayed stat, which also gives players a better gauge of their own strengths. The target's HP bar also has this treatment.

You can see this new GUI (or at least parts of it) in the preview version of the game. We hope it provides a better experience in the public release of this update!


New Feature : Barriers and Burning Status Effects


As our game mechanics change and new weapons are added, new systems begin to come into play. In the latest public update, we will be adding the Burning and Barrier States to the game.

Certain weapons will impose the Burning on targets, such as the Schafer flamethrower, and the Yulong and Tiangou Swarm Missiles. Meanwhile, the Barrier State will be generated by November's new weapon, the Agimat Barrier.

Burning is a damage over time state that deals 25 damage per second for the duration of its effect. Its 'stacks' come in the form of additional time, which extend its duration to a maximum of 10 seconds.

Each combatant only possesses a single 'stack' of burning; so burning afflictions from different sources only add to a singular total duration of an Archangel's burning state.

Barrier grants a unit temporary armor and stability for a short period, allowing them to ignore damage that would otherwise flinch or destabilize them, as well as reducing damage to armor.

However, a barrier can only receive a set amount of armor and stability damage before it breaks.

For now, only the Agimat Barrier can generate this effect, and the actual numbers are indicated below.


Weapon Balance and Mechanics Overhaul


November was originally supposed to be our final balance pass month before our full release in the original road map, and though a lot of plans have changed and deviated, we've decided to pull off a lot of dramatic changes to existing weaponry and systems.

Due to the sheer number of stats and weapons impacted, we will save the complete changelog for the update this friday, November 30th.

Those in the preview build have had a taste of these changes, which are also detailed here : https://steamcommunity.com/app/682450/discussions/0/3104564981106354471/

The most impacted equipment are those whose gameplay mechanics have changed dramatically. They have their own sections below.


Modified Weapon : SCHAFER FLAMETHROWER


Schafer now deals 0 stability damage, but now inflicts the 'Burning' status effect on all those hit by its attacks. The schafer is now centered around dealing armor damage over time with the burning status effect and its high rate of fire.

It loses its reload on demand secondary move in favor of a cooldown based reload similar to the peacemaker that triggers only when ammo count reaches zero and is left alone to reload.

To make up for this, its special now lobs a new napalm projectile that consumes 12 counts of ammunition, but applies a full stack of burning on all units caught in its explosion


Modified Weapon : GRAM RAILGUN


The Gram Railgun loses its old long startup in favor of chargeable damage. Tapping the Gram Railgun quickly fires off an instantaneous 150/150 hitscan projectile, but holding it for a longer period allows it to deal more damage, going up to 1500/1500 damage.

The railgun can be flinched, destabilized or cancelled out of its charge state, which gives players several options to utilize when fielding and fighting against it.


New Shoulder Equipment : AGIMAT BARRIER


The new weapon for November is the Agimat Barrier system, mounted on the shoulder.

A secret weapon developed during the Demiurge Incursion wars, it has been declassified by the Solar Empire and Maaga Industries for public purchase. It has made its way to the arena, and to a handful of pilots.

The Agimat system creates a barrier on activation that can absorb up to 1000 stability or armor damage, an effect that lasts for 5 seconds. If it takes 1000 or more damage of either type before then, it ends prematurely, leaving the Archangel open to attack.

The barriers take 15 seconds to recharge between activations.



AACC2018 Winner Equipment Release : ZIQINILE PELERINA


The winner of the Archangel Arms Concept Competition 2018's Rearmed and Refitted Category is the shoulder cape 'Ziqinile Pelerina', which has the same mechanics and stats as the Obolochka shoulder shields.


It is the only weapon in game that currently uses cloth physics for movement and aesthetics. Due to this, visual bugs will sadly be very common - as the game wasn't made with cloth physics in mind.

But... the people have spoken (and quite strongly, we might add!) and we must oblige.

If you want to add a fancy touch to your Archangel, try it out in the coming update or switch over to our experimental preview build!



AACC2018 Winner Equipment Preview : STAR GAUNTLET


Although it is not yet going to be part of our coming update this friday, we have shown progress on the 'Star Gauntlet' - the AACC2018 winner of the Cutting Edge category. It features an all new movelist
and mechanic.

You can watch this Wednesday Warzone episode to see it in action, and Paolore even shows off the moves and systems.

This weapon will be released in December!



New Presets : Spooktober Skirmish, ESGS Epic and Cosmic Clash Winners


Several contests passed us by last month, and several champions have been added to our hall of fame. These winning units have been added to the permanent roster as a result :

* Spooktober Skirmish Winner : HIMASHO KURARA
* ESGS Epic 2018 Winner : LEEK SLICER
* Cosmic Clash S02E03 Winner : ARCHEOPTERYX
* Cosmic Clash S02E04 Winner : UUSHA IL KARMA

You'll see their devious designs soon! (Or if you're in our preview build, you've probably seen them already!)



DEVELOPMENT CONTINUES


As always, especially with the dramatic November update, we still continue to improve existing game systems and mechanics, as well as fix bugs reported by our community. Please do join our Discord channel and our social media pages so you can work with us in developing Garrison: Archangel to be the definitive custom mecha game for PC.


_________________________________________________

As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!

Garrison: Archangel Public Update v0.16.2

We've updated the public version of the game to v0.16.2! This version will be used in the coming Cosmic Clash and ESGS EPIC Tournaments!


Multiplayer Updates


The primary new features for this update are the new centralized chatbox and the default settings changes for online multiplayer. Netcode has also recieved some fixes and adjustments, particularly for positioning.


Graphics Updates


We've also enhanced the animations for the mechs, by giving them dynamic new stances depending on their weapon loadout. We also adjusted other in-game graphics and shaders to enhance the overall look of the game. Check them out!


Changelog List


Includes changes from v0.16.0 and v0.16.1.

New & Updated Features
Added: minimap display for Horde Mode.
Added: Soft-lock camera auto-switching when target is destroyed.
Added: New Idle animations for different weapons.
Added: Simple in-game chat to notify of players going online.
- Click the bar to minimize the chat.
- Click the globe to close chat, until returning to the title screen.
- Use the Backquote/Tilde button to open and close Chat.

Updated: Multiplayer Lobby default filter now set to Worldwide.
Updated: Multiplayer Lobby default game now set to Duel.
Updated: Mech lighting shaders.
Updated: Soft-lock camera look speed.
Updated: Specator camera view distance.
Updated: Spectator cameras now apply postprocessing effects.
Updated: AI Held Trick routines.
Updated: AI Held weapon routines.
Updated: AI Thruster routines.
Updated: AI Dodge routines.
Updated: AI Short and Long ranged weapon routines.
Updated: AI Transformable weapon routines.
Updated: Missile models and tracking logic.
Updated: Melee weapon collisions with raycasting for better accuracy.
Updated: TATZELWURM CANNONS now use arced trajectory.
Updated: In-game Chat UI to display online player count.
Updated: Movement Netcode for Online Multiplayer.
Updated: Attack Netcode for Online Multiplayer.


Bug Fixes
Fixed: MUGENZAKURA neutral attacks stacking charges.
Fixed: Input buffer not working correctly for transformable weapons.
Fixed: Weapons not having Predictive Aim and missing at close range.
Fixed: Mech movement issues after destroying other mechs.
Fixed: Ground Dodge animation sometimes not playing.
Fixed: Attack direction states from Host not being updated to Clients.
Fixed: Delayed Shield weapon activation times.
Fixed: GRAM RAILGUN disabling movement after firing.
Fixed: AI for PEACEMAKER trick activation.
Fixed: Tweaked mech rotation correction speeds.
Fixed: Online Multiplayer Lobby loading issues.
Fixed: Boost/Dodge controls over Online Multiplayer.
Fixed: Movement rubberbanding over Online Multiplayer.
Fixed: Weapon special states not being update over Online Multiplayer Clients.
Fixed: Other minor bugs.

ARCHANGEL ANNOUNCEMENTS OCTOBER 2018

Welcome to our fifth issue of Archangel Announcements.

_________________________________________________

New Feature : Centralized Chat System (and Worldwide Filter changes)


We decided to add a new feature we're testing out in the preview builds at the moment, called a centralized chat box you can access in the upper left field of the game.

The purpose for this centralized chatbox is to track other players currently in the game and to more easily arrange for multiplayer games without relying on external applications like Discord.

In addition to this, we set the multiplayer's default filters to worldwide so that all players can find any lobby set up across the world. We hope more of our players find each other and play more games.

We intend to update the public build by October 19, Friday, to include this new feature (as well as other bug fixes and mechanics updates).


General Bug Fixing, Game Mechanics and Netcode Development Continues


Since our in-game chatbox and recent changes have made multiplayer games much more accessible (at least among players in preview), we've received a lot more feedback. For this reason, we are currently revisiting netcode developments and improvements.

As always, our discord and steam discussion forums are open to receive comments and bug reports. Bug fixes and small mechanics updates come frequently through the preview branch, and go into public once issues have been stabilized.

You can learn how to opt into the preview branch here.



Singleplayer Development : Bodyframe Upgrades


In our planned singleplayer campaign mode, players will be given the option to upgrade their weapons and parts, allowing them to go above and beyond the current stat limitations of the game.

After a set amount of upgrades, body parts and weapons will receive visual updates. Some of these frames, at least cosmetically, were revealed in the First Wednesday Warzone of October.

As stated in the video, the highest base stat attainable from body parts will be 10000 (from the current 7000).

More of these single-player features will be coming soon!



CONTEST : ARCHANGEL ARMS CONCEPT CONTEST 2018


The AACC 2018 has entered its voting phase and as of this writing, is on its mid-point! Vote for the community-submitted weapon ideas you wish to see added into the game!

Cast your votes here!. ( goo. gl/forms/EtIFsgDURLBxNft33 )

Voting ends October 29th.



COMMUNITY CONTEST : SPOOKTOBER SKIRMISH


We are also pleased to announce a contest run by one of our community members and longtime supporters, Maple / Robofights!

The Spooktober Skirmish has a similar format to a contest we've run before early access, known as Mecha Melee! Players just have to submit their Archangel SaveData, and Robofights will pit these mechs against each other using the AI of the game!

Winners can snag gift cards, artwork from community artists, and get champion tags on the official Discord channel!

Check out the instructions in this video on the Robofights channel. Submissions close at October 20th!

Please do subscribe to the channel if you like watching Garrison: Archangel AI fights!



COSMIC CLASH S02E04


Once again, for all you Arena Jockeys in the Manila area, Cosmic Clash will be held at Cosmic Gorgons Bar and Lounge at the Cubao Expo Center this coming Saturday, October 20th!

The traditional Cosmic Clash Champion Mugs will once again be up for grabs, in split-screen duels among Archangel pilots!

More details/signup sheet here! ( goo. gl/forms/NKiJhv6mNfKLw94l1 )



GARRISON: ARCHANGEL : THE ESGS EPIC 2018




This year, Garrison: Archangel will be participating in the Philippine's E-Sports and Gaming Summit under the Indie Fiesta along with other Indie Games!

Please do visit our booth and follow our various social media! We'll have a special raffle and a free walk-in Garrison: Archangel tournament on Sunday, October 28! The rules for those contests will soon be updated in our social media accounts on twitter and facebook!

By the way, watch out for another browser game to be featured by Indigo Entertainment called Archnemesis.io!

See you all there!


_________________________________________________


October has a lot of G:A related events on its calendar! We hope you all have fun as we continue to develop Garrison: Archangel into the definitive customiseable mecha fighter on the PC!

As usual, make sure to like/follow us on Facebook and Twitter for news and updates!
We also have a YouTube channel where we post videos of our game's development.
You can also visit our Discord and talk with the devs and players of the game!