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M.A.S.S. Builder News

WIP 0.11.0 Single Fire Charged Shot



Last week we mentioned reworking some of our old weapons, right? Here's the first of those reworks, single bullet shooters. They are now able to charge up for a few seconds to fire an empowered shot. Let's talk about their concepts first.



Railguns is a shooter we've been requested since the first patches of M.A.S.S. Builder, and we have always wanted to add it into the game. However, there's a wide variety of railguns in imagination, those with extremely huge stationary firing rails, those with a handheld version that uses some sort of electric rail channeling energy from somewhere. There're even ones that uses speed up plasma energy on rails instead of traditional bullets. In M.A.S.S. Builder, our shooters does not represent weapons, but concepts... so we stripped those ideas into the core concepts of railguns in our understanding, a chargeable weapon that fires an extremely accelerated bullet.



And that's what we added to the Bullet Shooter's Single firing method. Players can charge up their shooters for a few seconds, raising its damage multiplier significantly much more, even higher than they could do in those few seconds, and release an extremely accelerated and fire bullet. We will not coin this thing a railgun, because we know that you can imagine more with it and not locked to the name.





We hope you liked it. More will be coming soon.

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

WIP 0.11.0 Input Mapping Improvement



Welcome to the first 0.11.0 WIP update! We're starting where we left off in our "What's Next" this week with the improvements towards controls and input mappings. Moving forward, players will now be able to map their inputs to two-buttons-press for controllers. That might not sound exciting, but it allows us to create some new functionality without caring for the "not enough buttons on a controller" problem.

This means... hold down attack for charging? Yes, we're reworking some of our old weapons to accommodate charged firing, and we're looking to make some new weapons that will be different and fun to use. We'll show them when they're ready, soon!



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

What's Next 0.11.0

First of all, before anything else, we must announce that we're shifting our development engine to Unreal Engine 5 for the next version. Now now, we must ask that you don't panic and assume the game is going into a development hell of reworking on each and every part of the game. That won't happen. We've tested it internally and it's something feasible and also what we've wanted to do for a while now.

So, let's talk about it technically. An engine shift sounds like something extremely large, and we do agree it's something of a huge hurdle to do so. However, the methods we've used to work on M.A.S.S. Builder made the whole project quite modular and we've always been updating our engines and plugins to their newest version. Shifting our project from UE4 to UE5 actually requires minimal effort. Minimal enough that we've tested working and playing the game successfully internally even before 0.10.0 was released, and it eventually became a reason why we released 0.10.0 in that state.

We are aware you might be worried about the specifications and downsides of using UE5 to develop M.A.S.S. Builder. Will the game now require the highest end of PCs to play? Absolutely not, because we aren't using those features of UE5 at all. We consider game engines as toolbox with various tools suited to developing a game, and even when changing hammers, screwdrivers, wooden planks, and any other thing, the house called M.A.S.S. Builder is still M.A.S.S. Builder, and we ask of you to trust us in this decision. We promise you here that we're not using any technology that requires a better hardware from the current version.

Then why are we using UE5? First, we wanted to upgrade the development Framework and Technology available to the latest version which allows us to work on the various features we wanted to implement for a while now as well as improving the game's quality as a whole. There are various features that have been on hold since forever, some of which we'll list below, which could be achieved through this upgrade. This will also allow us to improve our own efficacy and lessen the time required to develop the game. Updates won't be as stretched as 10 months like the last two updates in the future. The things required to develop the game would be streamlined through the engine itself after this shift without us requiring any third-party tools or us working on the editor/engine for weeks to be able to do certain things like before.

Again, we ask you trust us on this decision. Now let's look at what are the features and contents we're adding into 0.11.0 after this engine shift.

  • Improvement to control settings and combat as a whole.
    In 0.11.0, we will be adding controller schema updates, allowing players to bind key hold + button to perform an action. Old players might know that since forever ago, the reason so many things cannot happen in our game is due to us not having enough buttons on a controller to perform actions, and creating a system to support it takes a while to do so. In 0.11.0, this will be available and a lot of QoL as well as new things will be added on this new basis.

  • Shooters, improvements and additions.
    One of the most awaited shooter improvements are charging shooters. We'll be going over the old shooters and see which one we can add a charging mechanic to it, and also look further to add new shooter types to the game. It's one of the things we have heard players wanted for a while and we're researching which ones we can add into the game to create a new, unique shooter type where players can use to fulfill their imagination of certain weapons of their design.

  • Melee combat improvement and stance additions.
    Aside from new shooter types, we're also adding new melee weapon stances. There are a few weapon stances we wanted to add into the game. Data miners might have known a few since ages ago, but aside from those, there are also various requested melee stances we also wanted to add. Also, the melee combat improvement plan is still being worked on and update 0.11.0 with the engine shift allows us to adjust them to a point we wanted it to be. Things like sliding, missing attacks, and other unsatisfactory movements will be improved upon in the coming update.

  • New story missions.
    We're adding 3 new story missions and will end our story there. We mentioned how we've the story with filler missions in the Afterwords and after deliberate discussion among ourselves, we've decided to stop having those and focus on completing the story missions up to the final piece of the game. This will allow us to fully work on more polishing, QoL improvements, customization contents, and multiplayer in full in 0.12.0 next year. This will also allow us to fully rescale our enemies to a better status line.

  • Tier 7 unlocked.
    With the completion of the story, we'll unlock Tier 7 units and sub-units in 0.11.0. We've planned Tier 7 to be used in the last few missions but since we're ending our story in 0.11.0 as well as rescaling enemies, unlocking tier 7 units is a must.

  • More customization contents.
    And as always, as we're the BUILD game, we'll add more customization content.


We thank you for your support up to this point, it's been years of development and you're still here, and we promise to deliver a better M.A.S.S. Builder in update 0.11.0. Again, if there are things, you'd like to discuss with us, suggest to us, or any concerns, feel free to talk with our developers in our discord. Stay tuned for more!

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

0.10.0 Afterwords + 0.10.4 Fix Notes



First, before anything else, let us provide you all with the final patch notes before we move on from update 0.10.0 to prepare for the "What's Next" for M.A.S.S. Builder next week.

0.10.4 Bug fixes

  • Significantly reduce enemies HP and shields in later stages especially on M.A.S.S. enemies.
  • Multiplayer mode [Normal] missions has significantly lower multipliers. It's still recommended for 4 players but will be much easier than before.
  • Fixed various bugs regarding customization parts
  • Fixed a small discrepancy in lock-on tracking. Still, it's a soft-lock system and players may still miss their shots especially weapons with small bullets.
  • Fixed some parts providing more stats than intended
  • Fixed a ton of collision bug in the new volcanic area missions
  • Fixed profiles showing wrong chapters in selection page
  • Fixed damage showing in the wrong spot in some missions against some enemies
  • Fixed players able to get stuck within a crystal in the new mission


With those out of the way, let us first say, hello everyone. It's us, the Vermillion Digital team, once again with our post-patch message. Thank you for another year of your interest in our game, even though it's still an unfinished dream that we'll continue working on. At this point, the game is almost ready to be called version 1.0.0 right? There's a patch or two of campaign missions left, and few features here, a few additions there... that shouldn't take more than the end of next year right? And then we can start working on all the other fun stuffs like other legs... oh wow it's so far away... but fret not we're here to stay working on it, being committed to our dream.

So! Once again, many of you must have the question, why did it took almost a year for a patch to be done again? Honestly, there's too many things to fix and many things we wanted to do, as well as a shift mid-development and heated discussions with you supporters to change many of the things we showed during our WIP (and we're grateful for that, since it bettered the game during the time we can still change things around easily).

One of the main things that took time to work on was new missions. We wanted something new, something that looked different than before, and something that fits the game. Creating these new missions was a task managed by two of our team members, designing the levels, designing the newer Quarks, and designing the mechanics of each mission itself. You might've seen the new type of in-game cutscene in one of the later missions that moved away from a total cut to a smoother transition as well. Those took time, and then after missions, they went on to made new Quarks, new animations, new attacks, new parts, new everything content related. Such is a pain of a small team and we wasted no time working on everything to a point where we think it's enough of an update to be released.

Now let's look at the update reception (at least, our understanding of the reception so bear with us here). 0.10.0 was not a satisfying update. We know, we understand there's a lot to be desired from M.A.S.S. Builder and maybe leaving it in the oven for a few more months could do the trick. We'd like to say it can't. We released 0.10.0 in this state, as there are some of the things that needed to happen which we'll talk next week during the "What's Next" but for 0.10.0 we deem this is where we should stop and release the update. It's still the things we promised you with, a lot of missions, fixes here and there, many of the requested features and parts made it in, to a point where we think this is good enough, not what we wanted for the best, but good enough.

What's not to the point we wanted things to be? Let's see. How about melee combat?

Melee combat received its major update, a bump into attack speed, and that's something we thought was good. It honestly plays much better and its well received by most of you guys trying it out and playing around with something newly added. Still, it's not in a most-desired state yet. We wanted more, we wanted it to flow better. There are things like going too far with the combo, missing hits when crossing with a Quark and "sliding" attacks that looked weird. Those will require something much more and we have a plan for them in the coming days.

Ranged combat also received some number adjustments, AUTO was reworked and it's said to be a better choice for single target now, being able to forego stamina damage towards just pure damage through aiming. That's good in itself, but leaves something else that we can't do this update, more shooting methods. That's something to be expected to come next update, we'll talk about it next week.

See, we've planned the game to last around 22 missions, shifted it to 24, and now it's... 26? 27? Around that number, but we haven't rescaled our enemy stat's growth back. Tier 6 was meant to be used for ending the game and tier 7 was a victory lap tuning. Stretch the mission counts out and now Tier 6 isn't going to be powerful for the final missions. That's something we understand made players feel like enemies became too much of a spongy HP tank than ever. We'll acknowledge it's a problem here.

One last thing before we end this Afterwords, feel free to suggest anything. We'll read it but won't respond as it'll turn into a back and forth of demand and not compromise between us and you. Unless of course if you'd like to discuss things with us, we'll have someone to take the feedback to our team and discuss it with you in our discord.

Until next time!

- Vermillion Digital Team

Update 0.10.0 Released + Patch Notes 0.10.4

Surprise surprise! We were able to finish our bug hunt and final polishing sooner than expected and we're ready to release our update... so why wait? It's been a really long development cycle this time and we hope we're able to meet some expectations you people have for us.

As always, we'll monitor for any bugs and changes required for a week or two. We hope you'll have fun with this update and if nothing's too wrong or required a hotfix, we'll start working towards 0.11.0 ASAP!

Known Bugs
    New Parts not dropping, we'll have a hotfix ready tonight.
    ALSO New simple parts aren't available as baseline somehow, we'll have a hotfix for it tonight.
  • Enemies now drop blueprints for new weapon parts.
  • Simple melee parts are now available without any blueprints.
  • Drones should now drop items like all enemies.


0.10.4 Hotfix
  • Fixed a bug that specifically prevent the new lances from dropping.
  • Fixed a bug that causes some nodes to have undesired status


0.10.3 Hotfix

  • Enemies stuck in walls should be fixed now.
  • Fixed a bug that causes your unit to turn slowly and not following camera when attacking.
  • Fixed a bug that causes some accessories' face to blink in and out on some angles.
  • Fixed a bug that causes your unit to get stuck inside missile turrets in mission 19
  • Fixed a bug that causes the game icon to be default UE icon instead of our icon
  • Fixed a bug that causes players to get stuck behind rocks in some areas.
  • Fixed a bug that causes drone enemies to fire at you even after being destroyed, causing some weird particles on your unit.
  • Fixed a bug that causes dialogue to be played before their intended time.
  • Typo bugs are known but won't be fixed until another update since we needed time for localization as a whole.
  • Fixed some model bugs
  • Icon fix

  • While we intended VH to be VH, it might be an impossible difficulty for many, so we're lowering enemies' durability and damage multiplier by a significant amount.
  • Lowered the amount of boss minions spawned in new campaign missions.
  • We've added more cooldown to some attacks to allow players to have a better time getting away from enemies.
  • Some minions have their attack patterns changed, they'll now use chase attacks less as baseline.
  • Various attacks have their damage lowered, especially from new bosses.
  • The main boss of mission 21 is now more threatening as befitting of their position instead of being on the same level as other bosses.
  • M.A.S.S. Enemies will stop trying to fly away slowly from the player and will return to try and combat with the player faster.
  • M.A.S.S. Enemies have their health baseline lowered by around 10%.
  • RAY and SPREAD shooter damage is buffed back to its 0.9.0 numbers.


[h2]Additions[/h2]

System Voice feature

This is the first iteration of voices in M.A.S.S. Builder. We've asked some of our friends as well as the talented Tequila from ARP to add their voices into the game as "system voice." Now this first iteration is not perfect and is not our planned Full Voice of the whole story and NPCs. The purpose of this system-voice is to add flavor into gameplay as well as notify players of some events happening in combat such as having to reload, taking multiple instances of damage, boss using their signature move, or your durability running low.



It also serves a purpose of more customization as we intend to acquire a lot of seiyuus/voice actors for this system, much more than the amount of NPCs in the game (so we won't have the problem of "why isn't my favorite voice actor in the game?"). Before anyone asks, yes we do plan to have some voices be in different languages as well as ENGRISH pronunciations but those will come later when the system is more fleshed out.

We appreciate feedback about this system as we'll frankly say it's unfinished and we would like to perfect them before we go for the big names to add their voices into our game. Of course, anyone who wishes to turn these voices off have the option to do so.

Photo Mode
  • Added a few new Photo Mode backgrounds


  • Added a few new Photo Mode poses


Missions
  • 5 new Campaign missions. Take the fight back to the Cyclops and continue your resistant against the Quark threat. New enemies are added into the game for a more interesting experience. The end is nigh.
  • 2 new Hunt missions. One featuring M.A.S.S. units enemies for a fun session fighting against enemies spamming bullets, missiles, and beams at you. The other is a large arena in the volcanic rift with tons of enemies trailing you about for a non-stop bout. Have fun.
  • 3 new-old multiplayer missions as requested by our players. These are the same missions you've played in 0.9.0 but with a much lower difficulty. They're labeled as [Normal] and the old missions are now labeled as [Hard].


Enemies
  • Added new machine enemies. These include new Cyclops mech variant and drones. They don't do much damage, but will spam their bullets and missiles a lot.
  • Added 12 new Quarks, some with a unique moveset that doesn't just run and crash into players. We've also reworked some enemies and some boss patterns and we hope they're more fun to fight against.


New Customization Parts
  • Added a few new melee parts to the game
  • Added simple melee parts with minimal dimensions and the simplest polygons for players to mess around with using the accessory system to create something of their own with ease.
  • Added a few new Accessories to the game


[h2]Improvements[/h2]
  • Aiming Mode Camera - When players enter aiming mode (default: hold down right click) and boost, the camera will now hold towards the side when players first boosted as much as possible and not bounce between left and right. Players still cannot lock it to one side but it'll bounce much less and we intend to keep it this way for future dynamic usage of walls and covers allowing players to hide behind and shoot out from both sides, but we'll be improving on it as we go.
  • Combo Speed Ramping - When players use melee weapons and enter into a combo, they will swing faster with each attack up to a certain cap as long as they remain attacking in the combo. This attack speed resets whenever the combo end, but will be reapplied if a player chooses to chain their combo into another combo chain (like entering an extended or empowered combo after a normal combo string).

    We've also merged parts of the extended combo into the base combo and they can still move into another extended combo for this feature to fully shine.
  • Boosting Momentum retains acceleration direction - Whenever players boost towards a direction and stops boosting, they will now accelerate towards the direction they last faced instead of forward where the camera is aiming.
  • Optimized Multiplayer latency and crashing issues.
  • We've reworked most of the game's audio. It's now much more dynamic, appropriate for both Quarks and the weapons, and should not have anything too overbearing.


[h2]Game Balance Changes[/h2]
Disclaimer:
  1. Node changes notes will only mention up to tier 6 nodes. Changes to tier 7 nodes aren't mentioned, but have taken effect in game.
  2. Most balance changes have been discussed with our players through discord, and we'll keep monitoring how things perform.


Generic Adjustments
With the latest adjustments, some shooters and launchers have fallen too far from grace. While still usable, it required too much investment to work while some other ones have been too prevalent. We're buffing the underperforming ones while also nerfing the overperforming ones with low investments extremely slightly.

  • Magazine load and Energy cap ceiling is raised from 1500 to 2000.


AUTO shooters have been reworked:
  • Lowered AUTO shooters' damage per round.
  • Increased AUTO shooters' shooting speed. It now fires roughly 15 rounds per second, even faster than its 0.8.0 counterpart.
  • Increased AUTO shooters' ammo stock cap gained from Magazine Load and Energy Cap status. This is to compensate for the increase in firing speed as well as provide a more comfortable experience in using them.
  • Bullet and Energy Shooter's AUTO mode now gains a substantial difference. ES will fire much faster than before, but will require some time to regenerate all its ammo. BS, on the other hand, just require players to reload to fully gain back all of its ammo.

  • Increased SINGLE Damage by around 2%.
  • Increased DETONATOR Damage by around 3%.
  • Increased DETONATOR Stamina Damage by around 10%

  • Increased SLASH Stamina Damage by around 5%.
  • Decreased RAY damage by around 2%
  • Decreased SPREAD damage by around 2%
  • Decreased Wave damage by around 5%
  • Increased PHOTON, NUKE, HOMING, damage by around 10%
  • Quantum Break: Enhanced has its duration extended by 2 second. It now lasts 5 seconds more than other forms (up from 3 seconds).


Defensive Tech nodes
We feel that most defensive techs are useful enough right now, with different flavors of how tanky would one like to be and in what condition. Our players have suggested a new tech for us and we liked it, so we're adding it here.

  • Reactive Armor II is replaced with Road's Armor. It reads While having 50% or higher DURABILTY, gains 12% increased defense. While having 49% or lower DURABILTY, gains 7% increased speed.
  • Kinetic Reversal is nerfed from 14% to 12%. We still think this is strong enough as it buffs total damage.


Close Combat Tech nodes
Close Combat is now is a good place and a number of different builds can be made with the playstyle, thus we won't touch much or it aside from small buffs here and there alongside some QB techs adjustments.

  • Airblast Trigger damage loss buffed from -43% to -41%. While the intended design of Airblast Trigger is to generate more proc chances for things such as VRW, lowering it to under 0.25 seconds sometimes cause an infinite loop of self triggering (which might sound awesome but the constant exploding screen shake is nauseating during testing) so we're buffing its damage minimally to make it a bit more charming to use.
  • Kinetic Canceller increased defense duration increased from 0.75 seconds to 1.25 seconds.


Quantum Break Tech nodes
Quantum Break adjustments in 0.9.0 have brought it to a good place, albeit some sub-units are underperforming while some are difficult to use. We had discussions with players regarding some of them and changed them accordingly to improve their usability.

  • Immediate Enhancement duration is buffed from -50% to -25%.
  • Quantum Kelvinizer damage is decreased from 1000% to 650%. Quantum Kelvinizer AoE is increased by around 40%. This was a player requested change for the ease of usage and was discussed to make sure they really wanted AoE instead of damage.
  • Sky Disperser damage is increased from 150% to 180%.
  • Unending Transformer I is now Particle Life-Extension-Unit functionality change. It now reads: Quantum Break Duration is increased by 66%. Quantum Break Charges gain from attacking Quarks -66%.
  • Unending Transformer I is now Particle Life-Extension-Unit functionality change. It now reads: Quantum Break Duration is increased by 66%. Quantum Break Charges gain from attacking Quarks -66%.


Extra Note: There has been a request for a node to replace Quantum Spender but to just forego Quantum charges all-in and gain some status buffs. We'd like the requester to use Quantum Empowerment as it serves that purpose already, providing an extremely substantial buff for quite a long period of time.

Ranged Tech nodes
Base powers of ranged styles have always been high and even with scarcity in their techs, has been a prevalent playstyle in our game up until the latest update where melee was finally in a good place alongside Quantum Break based builds. We're not in a hurry to buff ranged as a whole with how safe it is to just always be out of enemies' range of attacks while still able to constantly take them down. With that said, we also wanted to provide more playstyle towards shooters and give them some small improvements overall.

  • Added in a new sub-unit called Close Combat Pointmarker. It reads: Gain increased 13% PIERCING and PLASMA Atk. while there are at least 1 enemies nearby. Lose 7% PIERCING and PLASMA Atk. when there are no enemies nearby. Please experiment with it as a close combat shooter node.

  • Full Metal Jacket and Binary Monarch are combined into one node called Full Metal Monarch. Downsides are removed to not brick the other side but upsides are lowered in values to compensate the power gained. The node now behaves just like an automatic ammo pickup every few seconds. The node now reads: Gain 12% Bullet Shooter ammo stock every 12 seconds and 2% Energy Shooter cells stock every 3 seconds.

  • Micro Ammunitions-Factory Maximum Durability and Shields increased from -85% to -75%
  • Seismic Propulsion Damage is increased from 400% to 450%.
  • Frontal Unloader I Damage is increased from 25% to 37%.


Property Damage Tech nodes
After the previous balancing and removal of most resistances, Property Damage, especially HEAT have been working too well above others to the point where even without any investments, it's straight up addition to damage against raw physical or piercing builds and we've observed players telling each other to just set everything to HEAT because it's too good. What we're doing here again, is lowering the floor for zero-investments and raising the ceiling for high-investments to shine more for HEAT, and upping FREEZE and SHOCK's utilities.

  • Lower base BURN damage multiplier equivalent to 40% acquirable from tech nodes.
  • Blaze Arms Enhancer BURN damage multiplier is increased from 75% to 100%.
  • Melting Chemicals BURN damage multiplier is increased from 35% to 50%.
  • Suncaller BURN damage multiplier is increased from 10% to 25%.
  • Sunbringer BURN damage multiplier is increased from 10% to 25%.

  • Baseline FREEZE duration is increased by 20%
  • Long Lasting Cryo Chems duration is increased from 40% to 50%
  • Cryo Coated Metals damage is increased from 250% to 275%

  • Baseline SHOCK effectiveness increased by 10%
  • Arms Conduction Controller SHOCK chance is increased from 12% to 15%
  • Pods Conduction Controller SHOCK chance is increased from 10% to 12%

  • Fluid Cycling Bits extra damage is increased from 60% to 63%.
  • Tinkerer's Blade extra damage is increased from 80% to 85%.


Afterburners I and II are changed to proc only at the start of boosting rather than start and end. This is to solve a misunderstanding of our players saying it's a bugged sub-unit that can be exploited by macro spamming. We wanted to clarify that we made Afterburners have a cooldown check only at the start due to how fast a boost can end and had wanted to keep the interaction but we've received requests and messages telling us how it is "bugged" and we decided we should solve it. However, we understand that some people love the node and the playstyle to use Afterburners to deal damage thus we are buffing the sub-unit to compensate.
  • Afterburners cooldown on start proc reduced from 1 second to 0.75 seconds.
  • Afterburners damage is increased to from 65% to 175%.


Resource Tech nodes
Raised all farming nodes percentages for the ease of farming everything. Remember, these can stack.
  • Materials Collector increased chance to get materials from 10/15/20 to 20/27/35%.
  • Enemy Inspector increased change to get blueprints from 15/30/45%% to 30/50/70%.
  • WDF Recording Unit increased mission rewards from 15% to 40%.


Enemy Changes
  • More fodder enemies will be spawned in every mission, especially in challenge missions.
  • Sandstorm Glutton's mission boss melee attacks damage lowered by around 10%
  • Sandstorm Glutton's mission mechanics damage lowered by 20% in NORMAL and 10% in HARD difficulty.
  • Shields and health numbers have been adjusted for all enemies. They are lowered by a substantial amount in NORMAL and around 10% less in VERY HARD.
  • Shields regain to full after refilling stamina in Normal has mostly been removed (there are still some bosses that have this as a part of their identity) from NORMAL difficulty. These bosses will have significantly lower HP than other bosses.
  • Bosses' ultimate attack cooldown has been increased. They now uses the ultimate attack less, but they does more damage and some are harder to dodge in higher difficulties.
  • All co-op missions had their scaling lowered by around 25%. They are now easier but we still recommend players to achieve at least tier 5 units and sub-units first before challenging them.


Rewards Changes
  • Raised the credits reward at the end of mission of EASY, NORMAL, and HARD to be almost identical to VERY HARD
  • Raised the bonus credits rewards at the end of mission of EASY, NORMAL, and HARD to be almost identical to VERY HARD


Bug Fixes
  • Raised the credits reward at the end of mission of EASY, NORMAL, and HARD to be almost identical to VERY HARD
  • Raised the bonus credits rewards at the end of mission of EASY, NORMAL, and HARD to be almost identical to VERY HARD
  • We've taught Quarks to not spawn inside walls or out of bounds. They are now smarter and hopefully spawn correctly.
  • Fixed Lens Flare not showing in Multiplayer Lobbies.
  • Fixed some weird camera angles in Multiplayer Lobbies.