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M.A.S.S. Builder News

WIP: 0.9.0 Multiplayer CO-OP Testing


Hello! Back to another week of WIP updates for M.A.S.S. Builder. There's nothing much to say this week, as it has all been testing, optimizing, fixing networking, and all sorts of things that relate to the multiplayer feature... so we've decided to show you just that.



The feature is almost ready, being shaped and formed up to this point. The rest is to provide some polishing and finishing touches, and the alpha version, update 0.9.0, shall be released finally (honestly it's been so long since the last patch). We hope to be able to finish it so you can all have fun with your friends soon!







Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: 0.9.0 Upcoming boss model preview



Welcome back to another WIP update, this week is another short one where you get to see the model of an upcoming boss in the coming 0.9.0 update! We're sorry there's nothing much or flashy to show, but we hope you like this thing here. See you next week!





Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: 0.9.0 Simple Shooters Part Preview



Welcome to another week of the update preview. This week's quite special since it's something we worked on all based on your fellow players' requests, something that should be exciting to builders and customization enthusiast. We've monitor requests in our discord channel and through the feedback hub at all times and this certain request was something we told ourselves "yeah, let's do it for them" immediately when we saw it.



Can you see what it is? Looks too messy? Well, if you can't distinguish what we're showing here, let us talk about it. In 0.9.0, we'll be introducing new shooter parts that are based on the simple shapes that pertain to the base of most weapons we've designed.



This should allow players to customize a more compact version of their creation, or just create something new entirely like on a blank template.



Our sample here shows two shooters our artist has made with and we can't wait to see what kind of things you can build to show us. We hope it will be something you're happy to work with in game. See you next week!

Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: 0.9.0 New Tech Nodes Functionality



As a continuation of things to be seen aside from Multiplayer, we're here to show some new functionalities to PvE tech nodes. As you might've recalled a few weeks ago, we've mentioned nodes that would provide faster shield recharges and faster Quantum Break Activation. Today's the day we explain why we design them this way and how fast they can become.

Quantum Break is an extremely strong tool that can make a player immortal or wipe out large groups of enemies in seconds. We need aspects of it to be weak and the 1.6 seconds charge time (which is a lot lower from when we first released QB) is there for this sole purpose. It allows us to create things like the explosions on starting Quantum Break and other techs that play with it. We strongly urge players to try using QB (as we know some players said using QB is weaker than just going pure melee, which we strongly disagree, but as that's their playstyle, we provide the node Quantum Spender to fulfill that fantasy).

Still, we understand that some wanted Quantum Break to be their "oh shit button" that saves them in crisis, so we're providing some generic Quantum Break nodes with small reductions while others non-generic ones will receive a large reduction of QB to make QB into the desired emergency escape. Below is a comparison of normal activation time and node-modified activation time.



To the matter with defense, currently in-game, there is a 3.6 seconds delay before shields start regenerating. This is an amount of time we think is appropriate for players to remove themselves from combat and re-engage after their shields quickly regenerate to full. Some have felt this is too long and we understand how players wish to just keep on fighting (as our game mostly put players into that situation) but lowering that base number will make certain builds immortal with no investment, turning this into a game of zero punishment involved when players purposefully put themselves in danger with no care in the world.

Thus sub-units that can modify the number will come into play in 0.9.0. As much as we wanted these type of nodes to exist before, we did not have the time to code them into our game until now, and we've added a few 10% here and 20% time reduction there to a lot of nodes focusing on defenses while also providing a choice to lower it by 50% with drawbacks as well.

Note that these nodes will also be available in PvP. We can't wait to see what kind of builds you will bring into the battlefield against each other. That will be all for today, we hope to bring 0.9.0 to you as soon as possible!

Discord: discord.gg/quS7E46
Feedback Hub: bit.ly/3wpWofe

WIP: Co-op mission design preview



Today's another short preview of something we're trying to finish before 0.9.0 update drops, a co-op mission! We might've said we wanted 0.9.0 to have just a simple lobby where players can run around, but due to how the system is taking longer than expected, our level designer was able to try and squeeze an extremely simple co-op mission into the development timeline.



Take note this is for 2-4 players and you should be able to play it when 0.9.0 drops and we'll get to test how multiplayer works in a co-op setting! Hope we'll able to release it soon, more images below, see you again next week!