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WIP: 0.4.0 Patch Notes and Dates

So! Let us start by apologizing that some planned content updates will not be available in this 0.4.0 update, which includes less that expected missions and a few more. It has been rough working in their creation amidst this situation since we needed time to create the best assets possible in our eyes but as it is already finished to this level, going ahead will be much quicker. We will be changing what's coming in 0.5.0. but will try to deliver it within a month and a half, at most two. We'll talk more about it in our post-patch manifesto on June 27th. For now, please enjoy the 0.4.0. Patch Notes and look forward to the update next week, June 20th.

0.4.0 Patch Notes

Additions
  • Unlocked Tier 4 Nodes
  • Added a stamina system to some enemies, bosses will have a stamina guage shown where players can deplete them with attacks (some more damaging than others) to down a boss, rendering them unable to do anything for a while.
  • Added a variant of the stamina system to what we called Elite Quarks (the big boys). They can now be stunned and disabled for a while. This meant we can stop adding more health to them and start making them aggressive in behavior instead.
  • Added missions 10 - 11. We honestly weren't able to finish up to what we had wanted due to the new tileset where we needed to create almost everything from scratch and arranged them into something we can be proud of.
  • New armor set, the Hammerfall set, has been added into the game. Its blueprints can be found from Mission 9 onwards.
  • New Close Combat and Shield parts added into the game.
  • Added an option to display enemies' health bars.
  • Added Simplified Chinese UI Localization
  • Added Traditional Chinese UI Localization


Improvements
  • More poses and backgrounds are added into the photography mode.
  • Improved some enemies' behaviour as in how they interact with players, how they use their attacks, etc. There are newer attacks and patterns added to some Quarks in the game.
  • Improved blueprint drops algorithm, players will now have a much better chance at obtaining blueprints that are not yet unlocked. While there are still chances of obtaining duplicated ones, they will be converted into credits. We also improved blueprints backend to help with larger amount of parts such as Assaulters and Grips so they can reliably drop ones that players are still missing.
  • Most of the BGM in the game has now been changed into original scores. This will be a reoccuring improvement as we obtain more and more OST for the game with each update.
  • Improvement to Thai and Japanese Localization, now covers most development and tuning parts.


Changes
  • Rebalanced all enemies' status. Some enemies will have more HP to incorporate the stamina system with weapon types affecting how much stamina damage can be done while some will have lower HP. Various attacks are shuffled, given more differing damages (more to ultimate attacks, less to ones that are easy to get hit by). Additionally, bosses will receive extremely high damage while they are downed.
  • Difficulties now provide less status changes but more behavior changes to the enemies. Bosses will be more aggresive and use their stronger attacks more frequently in higher difficulty, normal mobs will move faster and chase you much more aggressively, and so on.
  • Rebalanced Engine, Gears, OS, Modules, Architects regarding magazine load, energy capacity, magazine reload, energy rechage, and shield recovery. We raised the floor of various units by 30% and reworked some of how their values effected their usage. We also moved some around to provide access to ammo for ranged playstyles through engines faster.
  • Changed a lot of Tech nodes to enable dedicated and out of balance playstyles more. Also changed some techs that might provide too much power to the players when combined with the new stamina system.
  • Rebalanced Bullet Shooters to slightly have more damage than Energy Shooters in contrast to Energy Shooters faster recharge rate. These will be closely monitored and might change later down the line.
  • Adjusted Spread firing type. These will also be closely monitored on the reception of players.
  • Reworked property damages. While we lower the raw numbers of each property damages on some parts, each property statuses will be much more effective when applied onto an enemy. We hope this will finaly solidify a playstyle that contrasts with physical, piercing, or plasma damage to a certain degree.
  • Redistributed most armor blueprints. The drop table is now changed to provide better drop rates and easier targeting of certain parts.
  • Mission objects will now scale according to difficulty, such as exploding barrels dealing more damage to the player on higher difficulty.


Bug Fixes
  • Fixed various missions that have missing collision triggers that make bullets and launchers go through the ground and not exploding.
  • Fixed a lot of typo.
  • Further optimized Volumetric Fog, it is still not the best thus we still encourage anyone suffering from lags to not use them.


Known Bugs

  • Stormwielder's "WEAK duration increased" part does not work currently.
  • Some of the other localization will contain parts that are still in English. This is due to last minute changes to them thus we aren't able to translate them properly in time.
  • Shields showing up in photo mode exploit is cool, we'll leave it at that for now since it's not that easy to reproduce and it isn't critical.


That will be all of the patch notes for 0.4.0. We appreciate if you'd ask any questions you'd like so that we can answer them by next week as well, so ask away