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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
The new update is out now! Log in and try it out!
The new Aeroflak Sentinel offers more options in defending against the skies! The new CPU-To-Power system brings balance and more consistent, enjoyable gameplay across all battles of any CPU! New movement options implemented for Rotors which can now be controlled with the mouse! And so many more balance changes, improvements and bug fixes!
You can find the full patch notes below!
Otherwise, get into Robocraft and try out the patch!
> Aeroflak Sentinel
>> A smaller, more versatile version of the larger Aeroflak Guardian which allows for more freedom of building without being restrained to a single large turret
>> Has a mass of 1380, which is below half the weight of the Guardian
Costs 150 CPU which is exactly half of the Guardian
>> Players now have access to more power with higher CPU robots, and less power with lower CPU robots
>> Robots at 1125 CPU will not see a difference, but higher CPU robots will see an increase and lower CPU robots will see a decrease
>> At the extreme ends of the spectrum, 1750 CPU robots will see an increase of 25% power and power regeneration and 500 CPU robots will see a decrease of 25% power and power regeneration
>> One of the main benefits of this new mechanic is that low CPU games will be less dominated by larger burst weapons, leading to fewer instant deaths and an overall more enjoyable experience
> Rotors are now supported by ‘Camera Steering’ controls
>> You can turn your robot using your mouse and tilt it up and down
>> This also means Rotors now strafe properly
>> Camera relative controls can be activated on the garage bays in the robot select screen
> Aeroflak explosion radius has been reduced by 15%
> Increased the height a robot needs to be away from the ground before
> Aeroflak triggers against it. Most hovers should find they don’t trigger flak anymore, though Megahovers may still do so at max height
> Laser projectile speed has been increased by 100%
> Laser camera shake has been reduced
> Laser projectile spread has been reduced
> [NEW] Lasers no longer suffer from inaccuracy while moving
> Laser attack rate and DPS has been increased, but damage per shot has been decreased (a net buff) which should make the lasers more powerful while also making them feel more satisfying to use
For exact values, see below:LaserChanges
Note that the “Out of Power In” numbers are relative to a 1125 CPU robot. A 1750 robot has 25% more power and power regeneration. For example, a 1750 robot with max Leviathan’s will run out of power in 5.68 seconds (6.68 with a power module).
IMPROVEMENTS AND CHANGES:
> Components no longer need to be destroyed to deal damage to a robot. So a 98 CPU mech leg that has lost half its armor will only be considered as having 49 CPU of ‘health’ remaining for your health bar. This means that defense stacking with high-cost components instead of armor will be less effective
> Reduced the spread of the laser crosshair HUD element to better represent the weapon’s spread
> All game modes are now unlocked at player level 5
> Front-facing lasers now have a turning arc of 180 degrees
> The Power Module now increases power regeneration by 25% relative to existing power regeneration as per the CPU To Power changes. So regeneration will always be increased from 10 seconds to 8 seconds, but will represent more overall power at higher robot CPUs
> Improved camera relative controls for hovers while they’re upside down to stop them from jittering wildly
> Nominal counts are now referred to as “max” in in-game tooltips to better communicate the purpose of that value
> Max weapon counts (previously nominal) no longer have a slight benefit for going beyond them. Once you have as many weapons of a particular type as it’s max states, any more is purely for redundancy (having some left over in case they get shot off) and won’t benefit their damage output
> Added LOD meshes for several of the newer weapons and movement components to improve overall framerate
> The Proto-Seeker is being politely moved to a more appropriate position in the inventory. Right next to the LOML :)
> Modified text in various locations of the game to change “CPU” to “Robot CPU”
> Fixed a bug which caused movement components to be mirrored unevenly when placed directly onto the ground in edit mode
> That strange line in the corner of the edit mode garage is no longer there. Rest well old friend
> Fixed a bug with the rectifier which was causing tall robots to be thrown into the air when the rectifying ended
> Fixed a few locations in some maps where robots could get stuck and were forced to respawn or die to escape
> Identified and fixed a source of frame rate drops caused by the Ion Distorter
> Removed the yellow lines from the Bat Rudder in the loot crate screen
> Fixed a bug which didn’t get rid of the “Extra slot for premium” note in the platoon screen if the platoon screen was open when premium was purchased
> Fixed a bug which caused the hotkey for loadouts (Z) to open the loadouts screen even when queuing for a battle
> Fixed an issue with the shadow rendering on the Neptune 2 map
> Corrected the texture of the Football Electroshield so that it has the correct hex design instead of the striped design
> Fixed a bug which sometimes meant the lense flare on the Earth map wasn’t visible
> [NEW] Fixed a bug which caused Thruster Cheetah Carbon 6 to go slightly slower than regular Thruster Cheetahs
An important change that is launching with this Thursday’s Aeroflak Sentinel update is the new link between ‘Power’ and ‘CPU’.
Power is the blue bar that appears around the crosshair in battle and is the resource that Weapons and Modules need to fire. This bar depletes when you fire your weapon and recharges at a constant rate. The Power Bar currently recharges from empty to full in 10 seconds.
This new feature links Power to CPU. Robots with high CPU will have more Power and a faster regen rate and Robots with low CPU will have less Power and a slower regen rate.
> At 500 CPU Robots will have 25% less maximum Power than before the update
> At 1125 CPU Robots will have the same maximum Power as they did before this update
> At 1750 CPU Robots will have 25% more maximum Power than before the update
The Power bar will always take 10 seconds to recharge from empty to maximum, but since the maximum Power depends on CPU, this effectively means Power regenerates 25% faster at 1750 CPU and 25% slower at 500 CPU.
The aim of this change is to help us balance weapon across the whole range of CPU from smallest to largest, and to help us prevent high Power consuming weapons from being overpowered in low CPU matches.
We believe this is a big change and we will be monitoring how it affects Robocraft carefully once it launches. Please give us your feedback on this change once it’s live on Thursday, via this thread. Be sure to make clear what CPU you’re playing at when you give feedback.
Other Balance Changes:
We are making a number of smaller, but significant balance changes along with this update.
> We have doubled the projectile velocity of Lasers (they were 4x slower than Rail, they are now 2x slower than Rail).
> We have decreased the spread on Laser Wasps (making them more accurate) by around 2x, and decreased the spread on Laser Leviathan by 20% with a linear interpolation of the spread on Lasers in between.
> We have reduced the Flak explosion radius against air by 15%, this radius is used for both the new ‘Sentinel’ and the Aeroflak Guardian (which is the new name for the Aeroflak Cannon).
> We have renamed ‘nominal’ to ‘maximum’ for all weapons to simplify the understanding of how many weapons you need to place to get the maximum fire-rate. We have also removed the ‘tail’ after the maximum, so adding more beyond this number will not give you anything extra aside from redundancy. We have also reduced the maximum number of weapons required to reach max fire-rate on a number of weapons to the kinds of numbers you might expect, for example 4 for Laser Disintegrator with any more than 4 giving you redundancy only. NB: the ‘tail’ only gave an additional 10% if you added an insane number of extra weapons (like 20 Disintegrators) so we felt it unnecessary to keep it in favour of providing more clarity on this for Crafters who want to get maximum efficiency out of their builds.
> We’re also exaggerating the difference between small and large Lasers. The larger Lasers are getting a significant damage boost but with a significant increase in their Power consumption, for example the Leviathan is getting a 100% damage boost (i.e. double) with a Power per shot increase taking time to run out of Power when trigger is held down from 20 seconds to 4 seconds (of course, if you’re using your Laser properly you’re probably not holding down the trigger 100% of the time, depending on range).
There are also other smaller changes coming in this Thursday’s update, which we’ll detail in our patch notes tomorrow.
Thanks for reading, and for all your support as always.
Mark (Game Director and CEO, Freejam)
(Thanks to MarcusMustang who’s robot features in the blog image at the top of this post!)
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