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HAWKEN REBORN News

Patch Notes: UPDATE 0.3.0.2

REBALANCES
- All player bullet-based weapons have had their project speeds increased by approximately 100 m/sec excluding the Rasiseri shotgun.
- All Area of Effect weapons have had their base projectile speeds increased by approximately 50 m/sec.
- The Rasiseri's "Firing Spread Decrement" mod has been changed to "Vertical Recoil Reduction" and existing point assignments have been upheld.
- Following a damage falloff bug fix, weapon stats have been rebalanced for the Deadeye, Goddard, Kettie, Micro-Missile Auto Launcher, and Volta.
- Volta rebalanced following beam weapon collision and performance fixes.

GRAPHICS
- New Schematic icons have been added in various areas for better visual clarity.

PATROL MODE
- The caves in the Refuge have been split into two locations to allow for simultaneous events to trigger in the general area.

GAMEPLAY
- Drones will now activate their abilities at a lower health threshold. 40% for the Meteor and 50% for the Asteroid.
- Machine Gun Turret damage has been reduced by 25%.

QUALITY OF LIFE
- Within the Steam client, player status has been updated to identify where a player is current playing the game such as in the Hangar, Coop Lobby, or in a Patrol Mode session.

UI / TEXT
- Various adjustments to nameplates have been made to increase legibility including font changes and font size increases.
- Neutral units now have a yellow name plate indicator instead of orange for better clarity against red aggro units.
- Various item descriptions have had their naming and stats corrected.
- Removed missing "TEXT BLOCK" error and graphic from the warning pop up.

BUGS
- Volta bug preventing full damage when fired has been fixed.
- Load times optimized in instances where players with large inventories potentially had longer than expected load times in the game.
- Missions involving a payload have been added back after fixing a bug that caused a server crash upon their destruction.
- Fixed the collision detection of a few props in the game causing players to get stuck or clip through when interacting with them.
- Some Area of Effect and Beam weapons have had their damage falloff range adjusted due to an earlier bug applying them when they shouldn't have.
- Adjusted applicable maximum Weapon Recoil ranges to originally intended recoil range of 30º vertical and 5º horizontal. Previously bugged at 2.5º and 0.75º respectively.

MISCELLANEOUS
- Poet Neil’s supply crate has been returned, but sadly, he’s still missing.

Hawken Reborn Patch Notes: ver 0.3.0.1


We've issued Hot Fix ver 0.3.0.1 to address some very important bugs that caused players to lose out on progression and experience broken mechs upon entering a session.

[h3]Multiplayer Co-op[/h3]
- Fixed a bug that caused mechs to be severely damaged upon entering a multiplayer coop session due to TL scaling.

[h3]Gameplay[/h3]
- Loot should now sync with a player's inventory due to a bug that caused a desync between Game (Hangar) and Patrol Mode sessions.

[h3]Misc[/h3]
- Fixed a few bugs that caused crashes to periodically occur.

Hawken Reborn Patch Notes: Update 0.3.0.0

[h2]FEATURES[/h2]
- Multiplayer co-op is now enabled with a new lobby system that allows players to create private sessions of up to 3 total pilots.
- Patrol Mode gameplay loop has been overhauled with a time capped play session that features a wide array of challenges in varying difficulty to earn resources and level up.
- All players will have a starting loadout featuring a mech of each type equipped with two weapons and one thruster.
- Vex, Aerial, and Bulwark combat types have been added as identifiers for how corresponding weapons and thrusters can be assigned to them.
[V] = Shotguns, Sub-Machine Guns, Compact Cannons
[A] = Grenade Launchers, Assault Rifles, Sniper Rifles
= Beam Weapons, Machine Guns, Missile & Rocket Launchers
- The Threat Level system has been normalized to values between 1 - 100 across all areas that utilize this numeric system to indicate power level correlations.
- RNG has been removed from all areas of the modding system and replaced with one that yields consistent stats when points are assigned.

[h2]PATROL MODE[/h2]
- Private Patrol Mode session invites can be facilitated by creating and sharing a lobby ID or inviting Steam friends by activating the Steam community overlay with Shift + Tab.
- Radio Missions and Random Encounters have been removed temporarily while our new gameplay mechanics are implemented and tested.
- Patrol Mode now has a 40 minute timer.
- A new Enforcer mech unit type will now spawn into Patrol Mode at the final 10 minutes of a Patrol Mode session. If you see it, RUN.
- Some locations will spawn in enemies at higher TLs to increase the risk of engaging them.
- Loot caches have been added around the map that drop various resources and Scrip currency that scale based on the World TL.
- Causing a nearby faction to turn hostile towards you by attacking them or their property will cause nearby members of the same faction to also turn hostile.
- Factions have their banners placed in locations that they have control over.

[h2]GAMEPLAY[/h2]
- The new Meteor Burst SMG Drone and Asteroid Gun Drone have been introduced as new aerial enemy types.
- Enemy units now scale in both difficulty and stats based on the number of players in the multiplayer co-op session.
- Drones now fly through the air more fluidly with improved spatial and navigational awareness.
- Tracers on projectile weapons have been reworked to have clearer and better visuals.
- Improved aim assist to target the closest enemy unit instead of a random one.
- The crosshair reticle will now expand when sustaining fire to visually communicate the weapons bloom.
- All shielded enemies will now visually show their shields popping when depleted.
- Enemy accuracy has been rebalanced after the implementation of our recoil system.
- Assault and Sharpshooter infantry retreat behaviors and animations have been improved.
- Added a little more grit to infantry to be braver against mechs before running for their lives.
- Rebalanced the Rocketeer thruster to have better handling.
- Components and platforms have been updated with a new socket locked system in line with our new Vex, Aerial, and Bulwark combat types.
- Faction hostility towards pilots has been changed to the following categories:
Hostile - Prosk & Sentium
Neutral - Burning Flag
Friendly - Dawning
- TL scaling has been reworked to factor co-op gameplay, time, and other variables.
- Mission rewards now give better and more resources based on Threat Level.
- Persistently getting too up close and personal with neutral factions will cause them to turn hostile towards you.
- Enemies with Threat Levels that are 100+ will have a skull icon above them.

[h2]AUDIO[/h2]
- Various areas of game sounds have been remixed for a better audio experience.
- New sound effects added when shields and hulls take damage from various weapon types.
- Weapon audio should feel more balanced against the combat music that plays in the background.
- Several weapons have had their sound effects reworked including the Kalituhan, Tornado, Shershen, Gieren, Kettie, Deadeye, and Rasiseri.

[h2]GRAPHICS[/h2]
- Improved destructibility across various objects in Zone A (Refuge).
- Fixed various structures around the world that created collision issues causing players to get stuck.
- Can you fly, Bobby? Infantry now have more realistic physics effects applied when being shot, crushed, or sent hurling into the air by a mech.
- Sent a maintenance crew out to the Any Weather Wharf in Zone B (Wyndham Moors) to fix some structures that made it a bit cumbersome to engage in combat.

[h2]QUALITY OF LIFE[/h2]
- End of session screen has been reworked in various areas for better visibility and quality of life changes such as scrollable resource lists of collected resources and schematics.
- The enemy area of engagement has been decreased to avoid hostiles from a substantial distance from attacking the current combat zone of a pilot.
- Increased the minimum distance required to spawn enemy encounters to avoid having too many instances that can cause combat encounters to overlap.
- Connecting to an MTP will put pilots in an invincible state while interacting with it.
- Enemy sniper laser sights are now only activated while they are aiming at a target.
- It's now easy to equip and unequip items in the hangar making swapping items between slots much more fluid.
- Schematic drop rates increased to make crafting components quicker and easier.
- Credits are no longer available as a purchasable currency to avoid any potential Pay to Win scenarios.
- Repairs are now done with Credits instead of Credits or Scrip.
- Resource nodes have been repositioned to make it easier to reach in certain areas.
- Enemy nameplates are updated with subtle animations and have clearer color indicators to indicate their danger levels relative to a pilot.
- Faction flags have been added to name plates above non player characters.
- In Camp Valac, an MTP portal has been moved to ground level for better accessibility.
- Resource icons have been updated to better communicate their types and rarity colors.

[h2]UI / TEXT[/h2]
- Some resources now come from multiple types of nodes so their descriptions have been updated to reflect this change.
- Link to the Official Hawken Discord (https://hwkn.link/discord) has been added to the Patrol menu to better direct traffic to our server for sharing lobby IDs and joining our multiplayer co-op section.
- Once an item or mech unit has reached its maximum TL level, it will be marked by a skull icon.
- All components in the hangar will now have a V, A or B icon to indicate their Combat Type.
- Some weapon and component descriptions have been updated to reflect some reworks to their abilities and stats.
- Post-mod stats are now visible in the modding menu before deciding to craft.

[h2]BUGS[/h2]
- Volta beam weapon should no longer continue to fire after releasing the trigger.
- Removed instances where an enemy spawns in as a friendly and then becomes hostile.
- Weapons should no longer stop firing for no reason..
- Some zone notification pops no longer constantly trigger unnecessarily or appear in places where they should not have.
- Fixed idle state for some Drones that were stuck in water.
- Heat weapons should now clearly display how their heat management works in the HUDs ammo indicator.
- Weapons no longer stay pointing up during certain collisions with the environment.
- Enemy mechs should no longer sit idle when being shot at.

[h2]MISCELLANEOUS[/h2]
- Asked Neil the poet to take a breather to make way for new combat encounters where he’d normally lament about his sorrows.

Hawken Reborn: Developer Blog #6 - Multiplayer COOP


It’s been a while since we first talked about Hawken Reborn Update 0.2 being our biggest set of changes since Early Access. What was an exciting release to show that we’re making positive changes to the game also turned into the sad departure of several members of our development team due to layoffs across our organization late last year. In its wake, the Hawken Reborn team has dramatically changed and so has the game’s original development plans.

[h3]DEVELOPMENT TEAM[/h3]
With a much smaller core development team, our focus has shifted away from a larger vision of an intriguing sci-fi narrative to one that is laser focused on ensuring the game’s core design can achieve a level of polish that will keep players coming back for more. That led to the removal of a lot of story elements like the original Story Arc that faced similar challenges to retention akin to the original game’s tutorial mode. This also means that future updates coming out of Hawken Reborn will be changes to the game’s combat, movement, and overall mechanics that are mission critical to a fun experience for all pilots.

Fortunately for our team, the foundation laid out thus far has a lot of elements that we’re able to expand on. Most notably a rework of the Patrol Mode that originally saw pilots spending too much time in game before seeing significant action start to pick up as Threat Levels around them crept up with player interaction.

In the near future, you’ll see the release of Hawken Reborn Update 0.3 and as we’ve previously mentioned, an “Update” signifies major features that players can expect to see. The biggest feature of which is going to be Multiplayer co-op, which we know many of you have been eagerly waiting for!


[h3]MULTIPLAYER CO-OP[/h3]
Hawken Reborn has always been designed as a multiplayer game from the start, which is why it has been an “always online” single player experience since we entered Early Access. While it isn’t evident in the current build, each time a pilot launches into a Patrol Mission means that they are in a multiplayer lobby with two openings for a 3 player co-op experience.

While we were in this single player phase of Early Access, we took the constructive feedback from the community and worked on the areas that needed the most improvement to the individual piloting experience. Those changes surfaced as we weren’t shy to make significant changes to things like the First Time User Experience (FTUE), In-Game HUD, Mech Weight, Infantry Crushing, and a slew of other adjustments that made sure the game felt like a mech game.

Since the release of Update 0.2 last September, we’ve made some significant strides into the right direction and now it’s time to expand this next phase and see what Multiplayer co-op will bring to the table. The most significant of which is a game design that truncates your experience in Patrol Mode into a much shorter, but more satisfying session that turns up the heat faster, earlier, and hotter from the start.


[h3]TIMED PATROL MODE[/h3]
We’ve seen mention of how the game has a lot of similarities to extraction shooters with the in and out gameplay that Patrol Mode has to offer. Those comparisons are definitely fair since that feeling of an endpoint was our aim, but we also wanted pilots to have agency over how much they were willing to gamble in our risk reward loot system. Unfortunately, we ran into issues where it was taking too long to get to that endpoint for a variety of reasons including difficulty scaling and resource farming mechanics that made waiting a benefit rather than a detriment.

We ended up seeing sessions that took much too long to get to a point where the action felt meaningful. In many cases beyond the hour mark and for an FPS franchise that prides itself on frenetic combat, we obviously need to refine this formula even more.

With these considerations, Patrol Mode will be shifting towards being a more time limited instance to allow us to better balance all of these variables. Thematically, this is due to the raging nanite storms that are some of the regular perils of everyday life on Illal. There will be some moments of respite where a window of opportunity will present itself for you to venture out and endure the world’s hazards for a rewarding bounty. It’s these windows that we find our pilots hopping into Patrol Mode. Practically speaking, each instance of Patrol will start with a 30 minute countdown clock that warns of an incoming nanite storm that destroys everything in its wake so spend your time wisely as the storm will force you to make your escape or you and your hard earned resources will succumb to its wrath.


[h3]COMBAT ENCOUNTERS[/h3]
Radio Missions have been temporarily disabled for future integration into our new game designs. As their replacement for resource farming, the world will be populated with points of interests that have an element of game design that feels a bit more organic instead of the clearly defined nature of our Radio Missions. By “organic” we’re referring to the nature by which your combat encounters play out. No longer does the same mech pop out from the same spawn point, but you’ll now have a slight element of surprise when combat starts and enemies start to make their presence known in the form of projectiles to your face.

You’ll now have to contend with both land and air more strategically as drones also get a big rework in their navigational programming. To make them feel more like aerial enemies, we’ve updated them with a 3 axis navigation system that allows for a more fluid flight path making them less grounded and more menacing from above so make sure you’re checking your surroundings up high in combat too!

In addition to the points of interest, new Loot Crates are now scattered around the map that will reward your efforts if you should decide to tackle the obstacles between you and their spoils. Some Loot Crates will be easily attainable simply by stumbling onto them while others can be fortified behind a heavily protected barrier that you’ll have to forcibly plow through waves of enemies to get through. Along with a wide variety of loot that these crates have stashed in them, you’ll also potentially earn Scrip, which in Update 0.3 is the only way to attain the currency until Radio Missions make their return.


[h3]CONDENSED MISSION EXPERIENCE[/h3]
With our new time-boxed experience, you can expect to not waste any time as the game ramps up the difficulty quickly with thrilling combat encounters that will reward players for toughing it out until the very end. Whether that’s with you defeating all the obstacles or succumbing to the challenging new mechanics we’ve thrown at you is the test that we’re presenting in this first iteration.

[h3]MECH COMBAT TYPES[/h3]
We saw the positive feedback regarding how weight felt much better in Update 0.2 and to make our mechs continue to have their distinctive characteristics, Weapons and Thrusters will now be socket locked to specific mechs that have a better thematic fit. We’ve also adjusted how quickly any given mech can turn to better convey the heft that specific hulls need to look around.

Another element that we’re focusing our design efforts on is shifting away from purely focusing on Light, Medium, and Heavy as the nomenclature for our mechs. We’ve found that with our socket system, these weight specific terms didn’t provide enough context for how our mechs play so in future updates, we’ll be categorizing our mechs around their individual combat types with these identifiers:

  • VEX utilize their evasiveness and potent short range hit-and-run tactics to make up for their weak defenses and small fuel reserves. Their aggravating playstyles are a constant menace to their slower moving opponents due to being able to quickly duck into combat and back out to take advantage of their second to none shield regen.
  • AERIAL performs best at long range and in the air, hovering out of cover, before diving back down to recharge and reload. This type is best suited for pilots who like to be in the air, keeping their enemies at a distance while they oversee the battlefield from above. They do not do well in enclosed spaces such as tunnels.
  • BULWARK are lumbering fortresses, unleashing volleys of sustained fire, considerate forethought must be used when piloting this type as they cannot get out of a bad situation fast. Fortunately their strong shields provide the fortitude necessary to sink your feet down to outlast your enemies.

[h3]HANGAR LOADOUTS[/h3]
An updated mech garage also awaits players 0.3 as we make the barrier of entry easier from the very beginning. All players can expect a hangar filled with a fully loaded mech from each of the game’s three combat types mentioned above. Each mech will also be equipped with 2 weapons and 1 thruster to ensure your starting arsenal will give you a good sense of the different play styles from the start.

[h3]MODDING[/h3]
While diversity in how our mechs are starting to feel is an overall positive, diversity when crafting the exact same items in our modding system was not. We want to ensure that components you build don’t feel weaker due to a “bad” RNG roll so we have made the decision to remove the RNG element from our mod system completely while reviewing all mod stats to ensure your components still gain meaningful improvements! This will ensure that every item made will have the expected outcome and players don’t feel like they need to spend more hard earned resources to attain that “god roll”. For those who have already crafted a few items in Hawken Reborn, you’ll now see that all your upgrade points have now been refactored to this new formula.


[h3]FACTIONS[/h3]
The world of Illal is a treacherous one with hazards all around you. Among those perils are the five different warring factions that are stationed across the map. Marked by their holo banners that warn trespassers of their dangers, factions will now be even more present in Hawken Reborn not only visually, but in the long run, they’ll also be the gatekeepers of highly sought after components that are only obtained by hunting them down.

[h3]THREAT LEVELS[/h3]
The difficulty variable of Threat Levels is now going to be normalized on a scale from 1 to 99 to better communicate the sense of danger you’ll face as you explore the world. In some instances, you’ll find TL’s of 100+ that have enemies marked by a big indicator to tell you to run away. Whether you choose to do this is up to you and we’re excited to see how this pans out.

[h3]ENFORCERS[/h3]
Serving as a bouncer to the Patrol Mode’s end is the aptly named Enforcer. These mechs are TOUGH, but not completely unstoppable. Their job is to remind you to start making your way home or it’ll do it for you. We strongly urge that you run away from them in this build, but defeating an Enforcer in the future, should you be brave enough to make an attempt, will earn you a reward befitting of the high risk gamble you made.

[h3]CO-OP MATCHMAKING[/h3]
In co-op situations, Threat Level will dictate the pace at which all pilots traverse through the environment by dropping the World TL to that of the lowest pilot. This makes the content more accessible for all and we know there can be some situations where a lower TL forces the host to have an unwanted experience. Therefore we’ve opted to make finding lobbies a bit manual to mitigate these issues.

While co-op will be implemented in the build, it’s also our first iteration so there’s still going to be lots of areas of improvement. One of which is making sure you’re able to find co-op lobbies, which in its current state will require players to share their lobby IDs with other players in order to get a true co-op session going.

We hope to have a much more fluid system implemented later, but for now we ask that players head over to our Hawken Reborn Official Discord server to find other players or share your lobby IDs directly with your friends to start sessions.

[h3]RELEASE TIMING[/h3]
Hawken Reborn Update 0.3 is planned to release at the end of February. This milestone marks an extremely exciting time for the game and it’s also one that is a humbling experience considering the road we’ve traveled thus far. We’re really excited to finally bring co-op to our players and even more excited to finally get the conversations going again after our recent hiatus.

As with previous Updates, we’ve made some significant changes to the way Hawken Reborn looks and feels in Update 0.3. From refactoring how gear is assigned, to changing up our categorization of our combat types, to introducing brand new game mechanics, we’re not shy to try to make changes that make this game better. A lot of these mechanics are still in their early stages of development and we would love to still hear your feedback both negative and positive so that we continue to improve your game experience.

What we’ve shared so far is the beginning of our new journey and there’s still a lot of features that we haven’t mentioned that are making their way into this update. Prior to launch, expect to see new patch notes getting into the nitty gritty and as always, we’d love to hear from you again so be sure to join the conversation on our Hawken Reborn Discord Server and official social media channels!

Discord: https://HWKN.link/Discord

Reddit: https://Reddit.com/r/HawkenReborn

Twitter: https://Twitter.com/HawkenReborn

Facebook: https://Facebook.com/HawkenReborn

Instagram: https://Instagram.com/HawkenReborn

YouTube: https://YouTube.com/@HawkenReborn

Patch Notes - Patch 0.2.1.0 [AVAILABLE NOW]

Our latest patch makes various quality of life changes, updates to UI/text elements and streamlines the player experience so that pilots can get into the action quicker.

Take a look through all this and more below!

[h3]Features[/h3]
  • Story Arc is now removed and new players can launch straight into Patrol from the hangar.

[h3]Quality of Life[/h3]
  • Random encounters should spawn earlier and more frequently when in Patrol.
  • Random encounters should no longer linger in your missions list.
  • Enemy mechs now have clearer colors indicating their aligned factions.
  • Keyboard schematic added to the settings page.
  • Enemy attacks now do more damage to increase challenge factor for encounters.
  • Radio missions stay on the screen longer to give pilots more time to evaluate them.
  • Resnode resource drops in Zone B have been rebalanced.

[h3]Graphics[/h3]
  • Flash effect for Gieren muzzle has been reduced to avoid excessive strobing.
  • Draw distance rendering adjusted to avoid distant objects popping up.
  • Frame rate should no longer drop when taking hull damage from explosions.
  • Mech legs now rotate closer to the speed of the upper torso.
  • Adjustments made to intensity of lights emitting from mechs.

[h3]UI/Text[/h3]
  • Missions in the Mechpad now have clearer designs to indicate their status.
  • Various typos and missing text strings have been corrected in the menu and dialogue pop ups.
  • Ammo bars will turn opaque when the mech is sprinting to indicate weapons cannot be fired.

[h3]Bug Fixes[/h3]
  • Collected items should now display correctly upon completion of a Patrol.
  • Location names should no longer pop up excessively after crossing into them.
  • Random encounters should no longer occur whilst a mission is in progress.

[h3]Miscellaneous[/h3]
  • Exhausted Illal's supply of paint giving enemy mechs a fresh coat to make them pop in Patrol.

[hr][/hr]
Until next time, be sure to join the conversation on our Hawken Reborn Discord Server and official social media channels to let us know how you’re feeling about the upcoming release of Update 0.2.0.0!

Discord: https://HWKN.link/Discord

Reddit: https://Reddit.com/r/HawkenReborn

Twitter: https://Twitter.com/HawkenReborn

Facebook: https://Facebook.com/HawkenReborn

Instagram: https://Instagram.com/HawkenReborn

YouTube: https://YouTube.com/@HawkenReborn


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