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WIP: 0.9.0 Patch Notes and Balance Updates Roundup

Hello everyone! We're excited to announce that we're extremely near the update of version 0.9.0 and there's only a few things left to be polished before it's ready. So before everything happens, we'd like to round up everything that is going to change in the new version as well as provide all the balance changes coming in the new version so you can think ahead.

Specific date and time of the update will be announced later, stay tuned!

Additions
Weak Point System
To add more depth into boss fights of M.A.S.S. Builder, we've added certain "Weak Points" to every boss enemy into the game. Weak points are special places located on a boss' body that has a higher damage multiplier. Each boss will have different weak points, but they all are noticeable at a glance, and should allow players to have a good "burst" moment instead of just simply reducing a boss' HP to 0 at a constant rate. Now before anyone mentions how difficult it will be for melee players to hit these weak points in comparison to ranged players, we would like to tell you about the following.
You can read more about it in: https://steamcommunity.com/games/956680/announcements/detail/3398556047602781789

Tier 6 nodes
Tier 6 nodes are now unlocked. Players will be able to obtain the materials required for their research from challenge mode missions only.

New Base Weapon Parts
In 0.9.0. simple parts or "base" parts of every ranged weapon type (Bullet Shooter, Energy Shooter, Bullet Launcher, Energy Launcher) will be making its way into the game. Every firing method will be receiving a set of similar looking parts so players can feel free to choose which base part they wanted to accessorize and which firing method they'll use.
https://steamcommunity.com/games/956680/announcements/detail/3400806564133453599

New Accessories
We've added around 30 new accessory parts themed around Quarks, Rings, Base weapons, and many more into the game. Have a good time using them to further customize your M.A.S.S. unit! We'll keep an eye on more of your requests and if we have the time to work on them, we'll select some and add them into the game in the next update!
https://steamcommunity.com/games/956680/announcements/detail/3389539321921025744
https://steamcommunity.com/games/956680/announcements/detail/3378282226098745216

New Missions
We've added 2 new story missions bringing it to 17 out of the planned 26 now. Plans might change and we might end up with more story missions, but this is the current plan. We've also added 1 new HUNT mission into the game.
https://steamcommunity.com/games/956680/announcements/detail/3409814398501901581

New Poses in Photograph Mode
There are a few new poses in Photograph Mode for players to enjoy their creations.
https://store.steampowered.com/news/app/956680/view/3192499877882836524

Co-op MULTIPLAYER is here!
After grueling months of wait, we've finally added multiplayer into M.A.S.S. Builder in the form of Co-op missions! This is the first phase of many, and we admit that it's more than rough around the edges, but we'd like you to test it out among your friends (or enemies). Accompanying co-op will be 3 missions with the difficulty of around tier 5 nodes based on normal missions and challenge missions. These missions won't have much requirement of players yet and extremely simple as an alpha test mission.

We hope to add more in the future, but we'd like these 3 to be the first experience of you players. We would appreciate if you can provide feedback on these missions to us so we can improve them in the future as well as create new ones with more fun and mechanics (that would truly require you to bring at least one more player alongside to complete the requirements.)
https://steamcommunity.com/games/956680/announcements/detail/5379014706379584819

Improvements
  • There are now explanations for each form of Quantum Break in the HELP menu.
  • Improved boosting mechanics. Players will now experience a large speed boost after continually boosting for a few seconds to help travel between areas in larger missions.
  • Created a curve that made combo attacks hit faster and faster if you continue the combo. Players who spec into more armor and able to withstand attacks from enemies will be dishing out more damage through this system. Due to a critical bug found in the final phases of development, we've decided to not implement the speed ramping for combo attacks in version 0.9.0. It should be done in version 0.10.0 instead. We are sorry to disappoint all melee players, but we've adjusted base attack damage to compensate for the speed loss.
  • Further optimized the game's graphics and CPU usage, especially with Clusters bullet launcher.
  • Camera adjustments when you're around large enemies, zooming out a bit to show the extravaganza of combat.
  • Added unique effects for existing techs that adds extra damage to anything.
  • Changed various tech node icons to better match their abilities.
  • You can now sort through the tuning nodes alphabetically.
  • You can now skip the unlock animation when unlocking new nodes or new blueprints.

https://store.steampowered.com/news/app/956680/view/3352387161691149819

0.9.0 Balance update
Problem: While close combat feels much better and regarded by most as a great playstyle, its performance was still lower than we wanted. Boss enemies does not provide enough time for players to freely attack them for a full combo or two. Melee players felt they need to use certain methods to be effective in playing, such as dash attacks spamming. Quantum Break still feels slightly off. Defensive nodes still overlooked.

Solution: Adjust their attack patterns and vulnerable windows. Raise melee damage and speed in total, even higher in later combos to compensate for their downtime (as mentioned before in gameplay speed adjustments). This has not been implemented into the game as of version 0.9.0. Only the damage and normal speed increment were applied but not combo ramping. Write more codes to allow the modification of shield recharge and quantum break activation time through nodes.

Bosses Changes
  • Bosses will have a longer wind-up time before some attacks, such as the first boss' ground stomp, the multi-headed runner boss jump attack.
  • Bosses will now "fall" for a longer period of time to create a window for combo attacks to chain until the end. These windows of attack should also benefit slow firing weapons such as detonator and single shot weapons more.
  • Bosses will recover their stamina from melee attacks less.


Dash Attacks
  • Reduced dash attacks' damage multiplier by around 20%. We must first explain that every attack has its own damage multiplier which might be 100%, 110%, 120%, or 90%. This change meant that Dash Attacks has 20% less than before and less than normal attacks, not that it usually is stronger than normal attacks and we're lowering it.
  • Dash attacks now has a cooldown of 0.4 seconds. Normal players won't feel any difference, but dash attack spammers and macro users will not be able to utilize it to the same power as before. While changing this might not seem enough to deter players from using it, please know that we don't want that kind of playstyle to die out completely as we wanted everyone to play however, they wanted and still have it as a possible playstyle.


Others
  • Certain defense nodes now have a passive increment to armor in addition to triggered defense increase.
  • There are now nodes that allow faster shield recharges and quantum break activation. We just had some time to code them in so now there's more choice of nodes to help with your playstyle.
  • We have currently disabled most special melee "opener" attacks (rise, leap, etc.). This may cause some problems and we'll return with it later when we find a good solution to how it will work in tandem with normal attacks.


Problem: Quantum Break doesn't synergize well with "end combo" tech nodes. It also causes some frustration and exploits to occur in the way of time plus attacks both burning away Quantum Break duration and Quantum Break still doesn't feel like "power overwhelming" but just a sustained power up.
Solution: Change how Quantum Break duration works with time and attack. Make Quantum Break hits count as "end combo."
  • Every 5th hit counts as "end combo" triggering all "end combo" effects.
  • Increased the power provided by entering into Quantum Break.
  • Increased Quantum Break max capacity and consumption per second, this means attacks in Quantum Break will use much less Quantum charge, but now depletes over time in around 8 seconds.
  • With the above change, Enhanced mode will have around 50% more duration than other modes, but less effective.
  • Lowered the baseline number of attacks required to enter Quantum Break. This means that even with no investment, players will be able to use Quantum Break around 20% much faster.
  • Added nodes that immediately starts and end Quantum Break with extremely strong effects. This turns QB into an "oh shit" button for players that wishes to utilize them a certain way. Read below on the specific node changes to learn more.
https://steamcommunity.com/games/956680/announcements/detail/3358010319615690560

Problem: Property Damages have either been too strong or too weak to be useful. In some cases, players want to thematically use one property for their units, but advantages/disadvantages prevent them from doing so.

Solution: Totally remove the min-maxing element out of property and make each element as similar in power (still with their characteristics of BURN/FREEZE/WEAK) as well as only slightly stronger that RAW when their special properties proc. Raise the power of specific property damage nodes.
  • Every enemy now has almost the same property damage resistance with every property damage. Property weaknesses will only result in around 10% more damage when correct element is used now.
  • Architecture and tech nodes now make property damage much more effective than before. Players who don't invest in property damage will now have around 30% less damage when using weapons with property damage in comparison to raw damage while those investing an architecture node will make this number back to 0% less damage. This should allow players to specifically use Architectures and Tech nodes to counter the lowered damage and perform as well as other methods of play through property debuffs.
  • BURN now lasts 3 seconds at baseline and now deals 50% of the proc damage per second.
  • WEAK now lasts 3 seconds at baseline and now reduce 75% of enemy's defense.
  • No changes on FREEZE.
  • M.A.S.S. type enemies are not affected by any status effects, but their property damage resistance is now lower than Quarks
https://steamcommunity.com/games/956680/announcements/detail/3108052931132220440

Specific Node Changes
Problem: In the engine and OS tree, nodes in the same line provides an almost identical playstyle, just to the more extremities. This disabled players from tuning a unit that suits their desired playstyle (such as a balance of Power + Acceleration in engine tree).

Solution: Adjust Engine, Gear, OS, Module nodes' numbers to either be more "in-between" or "true extremities."
  • Loaded Engine line provides more ACCELERATION but lower DURABILITY and ARMOR.
  • Mod. Alloy Engine line provides more ACCELERATION but lower POWER, MAGAZINE LOAD, and ENERGY CAP
  • Heat Turbines and Power Redirector now provides 30 ACCELERATION instead of 35 ACCELERATION.
  • Slayer OS line provides more SHIELDS and SHIELDS REGEN but lower ACCURACY, MAGAZINE RELOAD, and ENERGY RECHARGE.
  • CELLBURN OS line provides more ACCURACY but lower SHIELDS and SHIELDS REGEN.
  • All RAW attack numbers are lowered, but enemy resistances are lowered to match as well. This is to allow nodes that increase raw stats to not reach cap and lose value. Results are slight overall increment in attack power.
  • In addition to the problem above, we've also removed POWER and ACCURACY from Architecture nodes and add them straight into PHYSICAL, PIERCING, and PLASMA damage so the game provides a more accurate number for players to see. We've also added some other complimentary stats to those that have power and accuracy removed.


Problem: Some tech nodes are overperforming (slotted in almost every build of the archetype) or underperforming (not even considered for usage).

Solution: Perform slight adjustments for overperforming nodes to bring them in line with other tech nodes. Perform large adjustments for underperforming nodes to get them to contest tech slots with other nodes. Change a node that found zero use into something else entirely. Tier 6 and 7 node changes are mostly undocumented but follow the same rules.
  • For ease of usage with Living Metal, Durable Fiber I and II and Crisis-Powered Fiber now works under 40% Durability instead. Their percentages are decreased to balance the numbers out.
  • Forceful Tinkering both types had their negatives raised by 5% to balance the power it had brought to the table on every build.
  • Shieldsformer System found low usage with players due to how shields regeneration works and players not feeling the node's power itself. Shieldsformer System and Insta-Shieldsformer now has added functionality of reducing time before shields start regenerating (yes, we just had time to code that functionality in).
  • Reactive Armor I, and Reactive Armor II now provides a 5% more armor, but lower defense buff on activation.
  • LC Reactive Armor now provides 1 second of 50% increased defense instead of 0.75 seconds and 100% increased defense. Its cooldown is now 5 seconds.
  • Impact Converter I and II (Tier 6) is slightly updated to have cooldowns but provides more recovery.
  • Outer Layer Shields had their percentages lowered to 50% while deactivation chance is lowered to 35%. This should allow OLS to still tank consecutive heavy hits.
  • Perpetual Generator I had its numbers changed to 5% Shields every 5 seconds instead of 2% every 2 seconds.
  • Perpetual Generator II is now Rapid-Regenerating Shields, it now provides -50% Shields Recovery but also reduced time before shields start regenerating by 50%.
  • Dueling Armor had its functionality changed to a simple defensive tech. It now provides 8% Armor and 12% reduced time before shields start regenerating.
  • Shields Re-Router now has 12% reduced time before shields start regenerating. Its in-combat shields regeneration is changed to Shields Recovery stat instead.

  • Phantom Gear had its cooldown changed from 11 seconds to 12 seconds.
  • Additional Thrusters FUEL BURN RATE from 15% to 150 + 5% instead. It also now has an EX-version that can stack.
  • Accelerated Walkers DURABILITY changed to -7% instead of -10%, but now has an additional -12% shields. It also now has an EX-version that can stack.
  • Afterburners damage is raised to 65% with a 1 second cooldown.
  • Frame Boosting System now has +200 and +10% Fuel Burn Rate instead of +30%

  • Binary Monarch and Full Metal Jacket is changed to only provides ammo benefits with how prevalent they are on ranged builds (one node provides too much power) while other ammo regain nodes are mostly unused. Both of their downsides are also changed to negative magazine reload/energy recharge instead of taking more damage or lower accelerations. This should allow players to still feel their respective weapons' damage while having a small downside to unlimited ammo. Their numbers are also changed slightly.
  • AI. Assisted Aim description is changed to better reflect what it does. It now reads "You gain a +35% increased PIERCING and PLASMA damage buff. Deactivate the buff for 5 seconds after hitting any enemy with any shooters."
  • Micro Ammunitions-Factory description is changed to better reflect what it does. It now reads "Every 5 seconds refill all Shooters ammo stock. Maximum Durability and Shields -85%."
  • Seismic Propulsion I and II now provides 400%/450% damage with a 5 second cooldown instead of 300%/350% with a 7/5 second cooldown. This should bring it to the same power as other nodes of similar usage.
  • Overheated Shooters had its numbers lowered to 20% instead of 25%.
  • Uninterrupted Support now provides flat increment alongside percentages. It also provides additional EN Recharge and MAG Reload.

  • Uninterrupted Support now provides +30% increased raw stats instead of in-mission buffs. It now also provides straight +600 raw PIERCING and PLASMA damage so those who're playing with main units that doesn't provide enough ranged damage stats can still reap the benefit of this tech.
  • Powered Nanorobotics now has a 3 second cooldown instead of 5 seconds.
  • Heated Engines changed to provide RAW Acceleration stats and a speed buff that lasts 4 seconds every 8 seconds (so total downtime of 4 seconds) for the ease of use.
  • Type 2 Arms S. Batteries are changed to Kinetic Reversal, a node that provides increased damage for a brief period when taking any damage, no chances involved. On that note, Type 2 Arms S. Battery is not removed but moved into the Close combat tree on the right side instead.

  • Tinkerer's Blade now has a 0.8 second cooldown. Its damage is increased to compensate and now only has a downside on its PHYSICAL damage part instead of TOTAL damage This alongside the dash attack cooldown increase should bring it to acceptable levels.
  • Alt. Power Transference Unit(s) had their numbers increased to 18% and 22%.
  • All transference unit now provides +4% additional respective damage.
  • Blaze Arms Enhancer now provides +75% Burn damage instead of +60% Burn damage.
  • Melting Chemicals is changed to +35% Burn damage with +35% Duration instead.
  • Both Effective Conductive Materials now also provides +200 all property damage in addition to its duration increment. They can stack.
  • Suncaller and Stormwielder now has a FREEZE variant and have replaced where Optics, Wirings, and Paddings used to be (tier 6 property damages nodes). Introduced two new nodes to replace where Suncaller and Stormwielder used to be. Please recheck your tuning before playing in any missions.

  • Forceful Tinkering, Shields Enhancer, Gravitation Defier(s), Fueled Strikes, Aegis Reinforcements, Quantum Spender status buffs changed to be reflected in the tuning page (instead of total attack, physical, piercing, or plasma buffs, you now get all or specific status increase/decrease). This makes all of them stackable between tiers, but now has a soft cap with status.
  • To replace the nodes where Stormwielder and Suncaller used to be, we moved Type 2 Arms. S. Battery there as well as a new node called Airblast Trigger which basically halves your damage but makes you attack twice.
  • Fueled Strikes now has +50 Fuel Burn Rate. Its fuel removal now has a 1 second cooldown and will now only remove 5% fuel. It now has +10% Physical attack with 10% more chance to burn and weak instead.
  • Gravitation Defier I and II now provides +80/80 ACCELERATION, ARMOR -200/-200 and -12%/-12%, gain 17%/19% Physical Damage, and 8%/9% Piercing and Plasma Damage. This is a fix to our knee-jerk reaction that over buffed it in our last hotfixes of 0.8.0.
  • Continuous Inertia has its percentages buffed by 5% each stage.
  • Void-Reactive Weapon damage is lowered to 1000% instead of 2000% and a 3 second cooldown instead of 1.
  • Void-Reactive Armor is changed to Volatile VRW, it is basically a higher chance, lower damage version of Void-Reactive Weapon and you can use the two of them together.
  • Void Converter (T7) is changed to Void-Reactive Weapon II.

  • Quantum Mechanics Research and Energy Collector has been changed to a jack of all QB node.
  • Quantum Acceleration Research and Particle Accelerator has been changed to be a Quantum Break activation time reduction node. It also provides additional ACCELERATION.
  • Quantum Control Research and Amplification Module has been changed to be nodes that cut down charge consumption of attacks in Quantum Break and also increase damage ramping.
  • Quantum Coating Research and Q. Stabilizing Fields has its numbers changed. With the new base QB duration changes, these nodes are extremely effective in lengthening QB duration.


Designed 4 new tech nodes that will immediately activate Quantum Break on the press of a button, each functioning differently. Please check their descriptions in-game.
  • Energy Collector I has been changed to Immediate Enhancement: Instant QB in trade of duration
  • Particle Accelerator I has been changed to Quantum Empowerment: Instant powerup for 20 seconds
  • Amplification Module I has been changed to Quantum Kelvinizer: Instant freeze bomb
  • Q. Augmented Rechargers has been changed to Quantum Rejuvenator: Instant max shields

  • Momentum Spiker has its numbers changed to be higher buff with a lower duration.
  • Accelerating Subunit now provides -25% Quantum Break activation time instead of releasing heat waves (as with shields regen time, we just had time to code this functionality into the game).
  • Kinetic Cage had its numbers changed to gain 5% Quantum Break charges on being hit with a 3 second cooldown. It now also has a 2% chance to fill 100% Quantum charges immediately on taking damage and a flat 5% increased ARMOR.
  • Enigmatic Amplifier had its downsides removed but is also less effective.
  • Quantum Spender I is changed to a non-extreme version with a lower negative yet retaining their positive sides.
  • Quantum Spender II is changed to the extreme version of Quantum Spender (name change into Quantum Spender EX). Its numbers are now much higher on both ends.
  • Quantum Coating Research had its duration increased from 20% to 25% but removed all over time consumption reduction.
  • Sky Disperser I and II is changed to a node that releases heat waves like Accelerating Subunit used to be. We have saw how players used it during its bugged state and decided to keep it at almost the same amount of power (lowering damage to 150% instead of 200%) but making it trigger every second just like it did before. This should not be too powerful as it takes a node slot in conjunction with the much lower QB duration.
  • Essence Redistributor now has opposite effect, making attacks consume more but less over time due to the changes making time much more significant.
  • A few changes here and there for ramping damage nodes as QB duration is drastically reduced.


General ranged playstyle changes.
With the introduction of new launchers in 0.8.0, ranged powers were not adjusted to a satisfactory level in terms of overpowering other types. We're doing it here in 0.9.0
  • Slightly lower BEAM and SLASH energy launcher damage per hit and its stagger damage. It should not deplete enemies' stamina or HP in an instant now.
  • Slightly increase PHOTON energy launcher damage per hit.
  • Lowered Auto Energy shooter min attack speed but retain the same maximum. Players will need to invest more into acceleration to achieve the speed they had before.
  • Adjusted the magazine load, energy cap, and energy recharge formulas for some weapons. Players are now required to invest more into these stats to achieve the same level of power they used to have. We've also adjusted a lot of nodes focusing on these statuses as well so those who are investing before will feel the same.
  • Increased ARMOR values on most nodes with ARMOR, while also slightly increasing enemies attack power at later stages of the game and higher difficulties.
  • As newer players are being suggested by min-maxing players about the "optimal way to play the game" too much to our liking, we've decided to lower the recharge rate of EN weapons as a whole while they're not active. Players won't feel forced to bring in more than one EN shooter to optimally play the game now. Combined with the change to EN Recharge stats, we feel that this should bring it more in line with other weapons.


Other changes
  • Redline Battlefront's boss will now start firing at wave 3 onwards instead of wave 10.
  • Gates of Ascension bosses have their status adjusted accordingly to accommodate players with higher tier equipment.
  • Void Convergence enemies' start out a little stronger than before.
  • More dialogues have been added into the game to better explain the world and events.
  • Changed some dialogues and texts per request of players to help improve the game.


Bug Fixes
  • Some Quarks in Crater Crashers is dealing less than intended damage. Be more careful of explosions now.
  • Alpha Assaulter now actually has correct values (FINALLY!).
  • Uninterrupted Support now works for both bullet and energy launcher properly. The description now highlights the detrimental part of the subunit.
  • Weight is now a true flavor stat with no relation to other stats value.
  • Fixed a lot of nodes description to reflect how they only work in mission and not to raw status.
  • Afterburners cooldown was non-existence, it now works properly.
  • Fixed Photography mode lens flare not appearing problem.
  • Fixed the sound spike of the worm boss.
  • Other minor bug fixes.


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