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WIP: Incoming 0.5.0 Patch Notes

Hello everyone! Did you know that whenever we release our patch notes, it meant that the update is coming next week? If not, then now you know it! Update 0.5.0 will come on October 3, be prepared to face new stuff and everything that's changing with the patch!

Additions
  • Added a small knockback on melee impact so players will less occur body overlaps when using close combat weapons.
  • Added mission 12 and 13 and HG4. This now concludes Chapter 2 of the story. We'll prepare a manifesto next week to explain what we're doing next going forward.





  • Added various new weapon parts for both close combat and ranged weapons.



  • Added a new Bullet Shooter firing method: Detonator, slow firing pod that stick to the ground or your enemies and explode after a few seconds dealing high amount of damage.



  • Added a new Energy Shooter firing method: Wave, a low damage full knockback weapon that pierces through every enemy it hits.



  • Added new photography mode poses into the game.
  • Added new photography mode backgrounds that can be unlocked after clearing some story missions.



Improvements
  • Improved strafe-firing animations.



  • Improved descriptions to specific nodes such as ones that unlocked new Quantum Break forms.
  • Improved optimization on mission 11 "Tempestuous Sector"
  • Sound effects upgrade for attacks. They now vary more from each other.
  • Physics collider has been updated, players will now have a better time in close combat attacks with new modules that prevent players from accidentally moving into enemies' body. Animations have also been improved to reflect the module usage.
  • Improved Quarks texture.



Changes
  • Reduced elite enemies' effective HP.
  • Added shields to some enemies.
  • Changed enemies' damage scaling and some behavior. Elite Quarks should now be much more challenging in Very Hard without higher HP or damage, but more attack patterns and aggressive AI.
  • Lowered Empowering Void's Void Crystals Durability by around 40% in Normal and 25% in Very Hard difficulty.
  • Reduced the health of most enemies to almost the same amount as their normal difficulty counterpart. This will also reduce its SHIELDS and thus will make the regenerated shields during bosses' "stagger" state not as annoying as before.
  • ONCE AGAIN, enemies' and players' status are rebalanced. This is an experimental work that involves almost every node available in-game to provide a more consistent progression to players.
  • Changed various tech nodes that provided damage or defense buffs to nodes that promotes a certain playstyle through drastic status changes. You'll mostly see these at the Tier 5 nodes.



  • Changed more nodes to effect ACCELERATION balancing, it is now more difficult to reach maximum ACCELERATION without using dedicated ACCELERATION nodes, but those nodes will provide higher ACCELERATION as well.
  • Lowered the number of lightning strikes in mission 11 "Tempestuous Sector"


Bug Fixes
  • Fixed missing localization and missing texts.
  • Some parts that have missing paintable sub-elements or sub-elements that don't work can now be painted. If you still encounter these, please notify us so we can fix it.
  • Fixed a critical bug that prevents certain blueprints from dropping for certain players.
  • Fixed texture bug that causes higher resolution textures to not load on settings other than ULTRA.
  • Fixed a decal related bug that prevents players from applying decals #5-8 on various pieces of weapons and armors
  • Fixed Slayer OS description to show correctly unless it decides to be sentient and not show up once again.
  • Fixed a bug that forces the player character to jitter forward after a boost.


Known Bugs
- There are bugs that made us not push forward with PROPERTY DAMAGE changes in this update. They still retain their 0.4.5 values.