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.
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.
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.
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.
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!
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!
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.
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.