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M.A.S.S. Builder News

Announcement: Taking AMA questions and screenshots for our 2nd Anniversary!



Once again it's going to be M.A.S.S. Builder's 2nd anniversary on the upcoming September 13th! We're following last year's event and hosting another AMA session with our game designer. This time, it's not a spontaneous event and we've prepared a more organized event than the last so we're making it better.

Here are the details:

Time: Accepting questions from today until August 14th
How: https://forms.gle/Dm4zBc4MzqmTaEeJA
What: Ask me anything, anything related to VD, to M.A.S.S. Builder, or just anything at all. We wanted to answer any questions you have, both related and non-related to the game, to us, or anything that you just wanted answers. A question that's asked last year was do we like Tea or Coffee, that kind of question can be asked as well! It's a special anniversary event that we wanted everyone to have a chance to participate!

With that said, we know a lot of you have been wanting to show your M.A.S.S. units to the world and here's an opportunity since we don't have resource to work on a system or space to show it yet. Send us a screenshot (or an edited image) of your M.A.S.S. unit and we'll feature it in the AMA video as well! Here are the details.

Time: Accepting screenshots from today until August 14th
How: https://forms.gle/ED367qgu6q6gY8BZA
What: Send us screenshots of your M.A.S.S. units! These screenshots will be shown in our 2nd Anniversary video alongside our AMA. Only your original creation that isn't a replication of some intellectual property please! We might also use them in the future when we remake our trailers.

Also, just a note. Any questions that have been answered in the previous AMA will most likely have the same answer to it. You may ask us again, maybe we'll have a new answer to them this year.

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

WIP: New Bullet Launcher: SALVO

Hello and welcome to the first WIP update of 0.8.0 It's quite short since it's still early in the development cycle, but we'd like to go with an explosive start this time around. What we're showing here is the new Bullet Launcher firing method, SALVO. It's a 24 shot rapid fire that can shift between a fan spread in front of the M.A.S.S. unit



or a full focus aimed fire for taking out the "big" stuffs.



More to show in the coming weeks! Also here's a bonus image of SALVO being used in combat.



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

What's Next 0.8.0

Recapping 0.7.0
Accessories was a very ambitious system that we knew would take a lot of work to perfect, thus we waited until this late to introduce the system, and by word it seems to spark much joy and creativity in you all even with all its imperfectness. We've seen something we never thought we would see in your creations and some of them things made us go "wait can the system even create something like that?"
With that said, we've finally reached the final hotfix of 0.7 at 0.7.6, higher than expected and yet there's still so many things we wanted to work more of it. Last week we've asked for your feedback on it and we're glad to receive so many. We'll continue working on more accessories and changes to the system in the future.

What's next for 0.8.0
With 0.7.0 being the "art" update, we'll now move on to focus the "gameplay" update in 0.8.0. There are quite a lot of things we would like to improve in the "game" part of M.A.S.S. Builder but we've always deferred them towards the future as we are certain we'll change it. This is the update we will put our full into working to get a lot of problems fixed, a lot of underused mechanics changed, and introduce new ones into the game to spice them up. Without further ado, here's the preview of everything we're working for 0.8.0 with tl;dr at the bottom

New Armor Set
0.8.0 will come with a new armor set, which means there are three variants making a complete set. How will it look? We're not revealing them or giving any information about it yet. Some might have already guessed the theme of it in our discord, but don't be sure as things can always change.

Missions
We will be starting Chapter 3 of M.A.S.S. Builder's stories in the coming update. With no updates at all the 0.7.0 in new missions, we think it's a good time to do so before we have another big update in 0.9.0 that might prevent us from continuing the storyline. In 0.8.0, we'll have
  • A new challenge as well as a new tileset
  • New Story missions
  • Maybe a hunting grounds as well




We're also reworking NPC M.A.S.S. units with the help of accessories system as they will show up in a good part of the upcoming story missions. Here's a preview of their new appearances.



Quarks
With new missions, we're also adding in new Quarks to the fray. As we've mentioned in earlier patches, we're moving to create more Quarks with more interesting mechanics and designs and these ones coming in 0.8.0 will reflect that design choice more.



Bullet Launchers
While we mentioned in our Roadmap before that we'll be working on Energy Launchers rework here, we'd like to also add some new bullet launchers:
  • SALVO
  • CLUSTER

to accompany them. And with accessories system framework, we'll also be adding something to the bullet launchers' customization options. We'll also be working towards improving bullet launchers visual effects. The goal is to provide more visual clarity (and more smokes). Here's some preview of the upcoming changes.





Energy Launchers
Now, the big rework coming in 0.8.0, energy launchers. Energy Launchers have always been something looked over and they feel like they add very little to the experience. It's only just there without players knowing about them much, and their toggle usage has not deliver a noticeable increase in combat prowess. It's like they're just a supporting tool that does almost nothing with no visuals to show thus making them a negligible existence. We'd like to change that.

In 0.8.0, we'll be changing the current "SNIPE" type of energy launchers into something we call "ECHO" and introduce three new types:
  • BEAM
  • SLASH
  • PHOTON

to match their numbers with Bullet Launchers. Our goal is to make these new types of Energy Launchers distinct and they must make an impact to every playstyle. It must feel extremely pleasing to use and see with visuals that awe players as much as explosions from Bullet Launchers. Before, it was a turn on and leave to its own device and we'll work to change that into something actively used in situations favorable for them. They'll still be drones flying alongside you though, since changing that means a total scrap and rework and it'll effect too much of everything. Also, players who liked the old "SNIPE" type fret not, we're sure to incorporate some elements of it into "ECHO."

For their in-depth functions, we think it's easier to show than tell, so we'd like to ask you to stay tuned until we're ready to release their visuals and effects. Hopefully that will be soon enough!

Combat Improvements
Now this is another "lots of work to do" that was not mentioned in our roadmap. M.A.S.S. Builder combat has desired a lot of improvements for a while now. Ranged players would infinitely kite back and be safe against enemies. Melee will always have that high-risk yet low-reward feeling attached to it. Even when we buffed their damage or defenses, it's still not up to par with how inconsistent in pumping out damage numbers they can be. Payers would suffer not being able to retaliate with how enemies hitting them for 1/3 of their shields even with tankiness specced into their builds.

With those factors blaring and a lot of suggestions circling in our feedback hub, we'd like to bring in more mechanics and changes to the game. The goals of these improvements are
  • Make close combat playstyle up to par with what ranged playstyles can provide.
  • Make combo attacks, including extended and heavy be more valuable to use through game rhythm refinement (tuning everything).
  • Fulfill more niches and do a sweeping balance changes to either numbers or functionalities for uninteresting and underused ones.
  • Make armor a more valuable status (do you know that armor helps reduce incoming damage by a flat amount as well?)
  • Make boss fights become more than "anyways I started shooting" meme as of the current gameplay.
  • Also make boss fights feel less frustrating (boss shields regenerating anyone?)

With those goals in mind, do not worry about us nerfing your favorite shooters, our game design philosophy will always be "if everything's OP then nothing's OP." And since these are something of a design choice, we are able to provide details on some of the mechanics at this point in time for you all.

First, we'll be introducing a new mechanic on enemies that will allow you to combo them further rather than applying a hit-and-run tactic. This mechanic will allow players to chain combo, if they preferred and are skillful enough, from start to finish without ever getting retaliated from the enemy they're facing. We've been presented a choice of whether a rhythmic attack and dodge playstyle or full on brawl playstyle would fit better with the game and looking at how fast pace it is, the latter was the choice we selected. This does not mean a rhythmic or dodge/block counter playstyle is gone, those are still able to be played with some nodes wink Saintess Bulwark wink but our design focus for "no node" close combat will be taking and retaliating attacks wildly.

On bosses, we know there's seething hatred against some of them that just don't provide enough window to attack or bring down their shields, and to see them regenerate to full after downing them is discouraging. We'll be introducing a new mechanic that reward players that are risking their lives using close combat, as well as providing a more dynamic approach to fight against bosses for both close and ranged combat. With the new mechanic in play, we will now be able to slow down bosses so they don't hop around the fight area all the time. We'll see if it makes bosses too hard or easy to deal with, and adjust their status values accordingly so expect a difference when 0.8.0 gets released.

The last thing we'd like to mention about is M.A.S.S. enemies that are extremely different in difficulty to Quarks. We're taking a look at them and how to apply the same changes that we're making to them, and we hope to tune them down a notch so all playstyles can have fun battling against them. While we are unsure of how things will be yet, if a mechanic is set in stone, we'll be sure to discuss them with you all in the discord for sure.

tl;dr
  • More updates to accessories system and more accessories
  • New Armor set
  • New Story, Hunting Grounds, and Challenge Missions
  • New Salvo and Cluster Bullet Launchers
  • Reworked ECHO and new BEAM, SLASH, and PHOTON Energy Launchers
  • Underused and underpowered nodes improvement or changes
  • Overall combat experience improvement for both close combat and ranged


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

0.7.x after - Accessories System Afterwords

So, it's been a week since we released the accessories system. Throughout the week, there have been a ton of exciting M.A.S.S. units being shown to us, ones that we screamed out of astonishment, ones that we immediately throw it into our company chat and told everyone to see, and ones that made us laugh out loud in your creativity. We've also seen some people using our game as a reference point into other media and that's very encouraging to us.



The system can be said to improve the overall experience of the game with how M.A.S.S. units can now become something that represents what you want with your own M.A.S.S. unit to another level. With that said, we're also using the accessory system on our part to work with the story. Here's a preview on one of the changes that will come, a unit from the PMC Valkyrie itself. Now, we have been monitoring on your involvement and usage of the system, and know that the system is far from perfect.



We'd like to use this week to ask everyone on their feedbacks of the system. What would you like see improved? What would you like see changed? What accessories you're using the most and what accessories you can't even fathom how to use? We're thinking on what's next for accessories at this point. And to those who are wondering, yes there'll be more accessory parts released in the future. In fact here's an image of ones that did not make the cut this time.



Tell us about it. Put it in this post or the feedback hub. We'll use them to further improve on the system in later patches when we have the time. For those that are still having problems with certain bugs, please tell us about them in the discord and we'll try to help as much as possible. Also, the game is still on sale for 15% off until the end of Steam Summer Sales if you want to grab one for your friends!

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

Patch 0.7.0 Release! Patch Notes Inside! + Hotfix 0.7.5



IMPORTANT
  • If you cannot rotate camera or change view angle, restart your game once.
  • If your controller does not work, restart your game once.


HOTFIXES

    0.7.1
  • Fixed a dialogue bug that shows larger than intended image on lower resolution.
  • Fixed some texture streaming issues. Players should now be able to see more of their selected texture modes.
  • Fixed a bug that blocks some people from accessing the game. If any message is shown when you try to access the game and you're unable to access, please leave the message in our discord channel.
  • Fixed a dialogue line typo.
  • Fixed a bug that affected all speed increase nodes that makes their buffs not get removed.
  • A workaround has been patched into the game for those who are unable to authenticate through steam. The game will now detect a save file in your PC allowing you to play the game in offline mode.

    0.7.2
  • Removed texture streaming. Changed option settings of Anti-Aliasing, Shadow, Effects, and Textures to 4 types (removed ULTRA). Options will now response better to settings. We will continue to monitor this.
  • Fixed NPC Sprite persisting through cutscenes or mission results.
  • Fixed weapon customization UI not showing Damage Property.
  • Fixed patterns not showing properly when scaling accessories to maximum.

    0.7.3
  • You can now pan your camera on both armor and weapon customization
  • Reintroduced Texture Streaming and reconfigured it to be more lenient on VRAM. We're trying to tune it between faster load times and showing good textures. We'll continue monitoring this until we achieve a satisfactory result.

    There are some more bugs that are in the fixing pipeline but we wanted to release these two first.

    0.7.4
  • Improve game loading performance and VRAM usage
  • Further optimized texture streaming

    0.7.5
  • Further optimize VRAM usage
  • Fixed Boss enemy's HP Bar not updating
  • Added Accessory range from 100 - 250 and scaling from 100 - 150
  • Tuned boost combo animation to make it hit enemies more consistently
  • Fixed mace attack dealing 0 damage bug

    0.7.6
  • Fixed a backer's decal design
  • Fixed a JP localization bug on backer's decal



New Core Feature - Accessories System



The accessory system is finally here! Let's recap what is it with what we've said months ago. Accessories are first conceptualized as a "3D decal system" where players can attach small parts onto armors and weapons, making a unique creation of their own, specializing them and fulfilling their imagination. Accessories will range from geometric shapes to complex parts, and you will be able to attach them to most surface of EVERY part itself.



You can attach up to 8 accessories on a one part. They can be rotate, scaled, and offset just like decals, and each of them can hold 2 colors. There is an alignment and copy tool to help you place them on the M.A.S.S. unit. They are classified into various sizes and will require some credits to unlock them for usage. In total, there are 510 accessories being added into the game for you all to play around with.



Improvements and Additions
  • Global Styles are added for easier coloring of the M.A.S.S. unit. They will apply to everything, from Frames to Armor parts and to Weapon parts. There is also an "Import Global Style" command available in the frame management menu.



  • All customization features now have full support for Gamepad.



  • The View Port menu in weapon customization is improved for better viewing and handling.
  • There is now an overview mode that player can use to switch between viewing the single part they are customizing and the whole M.A.S.S. unit itself.
  • New tutorials regarding the accessories system are added. Old tutorials are updated as well.
  • Reworked all NPC Illustration and Animations, and added new NPC illustrations for various situations they are in.



  • Added new Close Combat Weapon combo for Boost attacks and Air attacks.



  • Improved some Close Combat animations to make them flow better with combat.
  • Added 5 new poses for Photography Mode.
  • Added 20 new backgrounds for Photography Mode.



  • Added a few new Loading Screens





Balance Changes Melee
  • Current Quantum Break is deemed too similar to each other and provides an overall increment in everything. We'll be providing a higher degree of specialization, faster QB gain, and faster QB end to all forms (enhanced highest duration).
  • Quantum Break activation time is lowered to 1.6 seconds.
  • Engines that are focused on providing melee functionality has their values buffed.
  • Both Nanorobotics have been nerfed to 80% chance of activation instead of 100% chance. This is to curb some power onto other nodes. We do have some plans to compensate them and all of melee playstyle coming in 0.8.0 and we'll announce them soon.


Ranged
  • Detonators! This is one problematic weapon as it's too powerful deemed by a lot of our players. However, as mentioned above, we plan to further buff other playstyles and not nerf ones that are currently good, the only thing we hit the detonator with was an ammo nerf. Detonators have much lower ammo count before it needs to be reloaded, but it will have a lot more available in reserves. This should bring it more in line with other playstyles that are buffed.
  • Other than Detonators, all ranged weapons' damage is increased by varying numbers.
  • Wave Energy Shooters will down an enemy much more often, including bosses.
  • Energy Shooters all recharge faster.
  • Auto Energy Shooters fire faster, and even faster with higher acceleration. This should bring its DPS up on par with a lot of things.


Property Damage
  • Base burn damage is increased by 25%
  • Blaze Arms Enhancer changed from 40% BURN damage increase to 50%.
  • Melting Chemicals changed from 50% BURN damage increase to 75%.
  • Wildfire Starter I and II now also provides 10% increased chance to apply BURN on all attacks.
  • Base shock effectiveness is increased by 75%.
  • Volt Arms Enhancer changed from 50% duration increase to 100% duration increase. This should allow weapons with SHOCK element to apply WEAK for longer period and players can swap in another weapon to utilize that status.
  • Volt Splitters changed from 25% increased efficiency to 50%.
  • Gathering Storm I damage changed to be what Gathering Storm II used to be.
  • Gathering Storm II damage changed to 40%/95%/150%


Speed
  • Meteor Shielder Speed Buff from 25/25/25 to 20/20/20
  • Afterburners reverted to leave burning trails, as stated in their description. We'll be looking at this node specifically in some builds to see if it's too strong or too weak and adjust it accordingly throughout the patch.
  • Accelerated Walkers and Runners have been merged into a single node and their percentages lowered to 15% each.


Others
  • All drop rate nodes have their percentages increased. Credits especially higher than other.


Enemies and Challenge Missions
  • Overall enemy damage scaling will be higher, but most enemy melee attacks will stay the same. This along with other melee changes should make the playstyle more viable later in the game.
  • With enemies' damage scaling being higher, we have now adjusted challenge modes time scaling a bit.
  • Battlegrounds enemies will spawn much faster in later waves.


Bug Fixes
  • Perpetual Generator II now triggers correctly at 2s interval.
  • Frame Ignition S. Type now working as intended, we'll monitor its usefulness and see if we need to buff it or not.
  • Fixed some attacks audio not obeying volume control.
  • Fixed some missing cutscene audio.
  • Fixed some decal placement issues on some armor parts.
  • Fixed some parts textures not loading properly.


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