Patch 0.4.4 Release + Full Patch Notes
Hello everyone, we're finally ready to release update 0.4.0 which changes much of the combat system alongside content updates such as the new Hammerfall Set, lots of new grips, assaulters, and shields base.
We hope that we have delivered what many of you wanted with this update, so try it out, and may you have fun! As we always mention, if there are any concerns or suggestions, feel free to come and have a talk with us in the discord, link provided below. There is also a community discord run by our players so ask around and check it out as well!
We thank you for all the supports you have given us through these months of work, we truly appreciate all of it and hope that you all will continue to do so while we work on the 0.5.0 update. Next week will be our post-patch manifesto where we'll discuss the current patch, and what's coming next.
0.4.0 Patch Notes
Additions
Improvements
Changes
Bug Fixes
Known Bugs
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
0.4.1 + 0.4.2 + 0.4.3 Hotfix Notes
We hope that we have delivered what many of you wanted with this update, so try it out, and may you have fun! As we always mention, if there are any concerns or suggestions, feel free to come and have a talk with us in the discord, link provided below. There is also a community discord run by our players so ask around and check it out as well!
We thank you for all the supports you have given us through these months of work, we truly appreciate all of it and hope that you all will continue to do so while we work on the 0.5.0 update. Next week will be our post-patch manifesto where we'll discuss the current patch, and what's coming next.
0.4.0 Patch Notes
Additions
- Unlocked Tier 4 Nodes
- Added a stamina system to some enemies, bosses will have a stamina gauge 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. More are coming soon.
- 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
0.4.1 + 0.4.2 + 0.4.3 Hotfix Notes
- Fixed texture showing lower resolution versions are fixed.
- Fixed bugged bosses' immunity period.
- Fixed Raygun accuracy and consistency
- Improved mission 11 performance by around 20%
- Lowered Spread firing method damage by a tiny bit
- Lowered RAW HEAT damage, increased Damage over Time BURN damage.
- Increased RAW FREEZE damage, changed FROZEN status to slow instead of stop.
- Increased scaling on some bosses in Very Hard mode.
- Changed Suncaller and Stormwielder Tech to decreased Piercing and Plasma damage instead of Physical damage. Lowered number of property damage increment.
- Lowered Nitrogenic Slugs damage, we knew someone would spam shield, we didn't think it was effective, we were wrong. This change alongside the FROZEN status change should curb it back to useable state.
- Fixed Delta Axe not using the proper type when assigning attack patterns
- Fixed some of the BGM related bugs
- Fixed most ai behavior bugs
- Reduce the amount of lightning strikes in Mission 11 in all difficulties and making them harder to overlap with each other.
- Reduced boss' shields by a slight amount.
- Fixed a bug where Mission 11 Boss has an extremely low resistance to property damages.
- Fixed property damage architecture line unintended high physical/piercing/plasma damage.
- Fixed Ray firing method shooting faster than intended.
- Fixed Ray firing method unable to shoot bug.
- Fixed missiles jittering in Mission 10.