MOTHERGUNSHIP - blankslatejoe
I’m excited to announce that the MOTHERGUNfriendSHIP Update for MOTHERGUNSHIP is now LIVE! As the name might imply, this update adds the ability to play with a friend to Mothergunship. Thank you for all the folks who helped us with this by jumping into earlier Alpha branches. Your feedback and insight was massively helpful.

So dive into the action with your favorite buddy: show them your most ridiculous creations, argue with them about who should get which gun parts from the store and enjoy taking down the Mothergunship..uh..together!

COOP is available once you have gotten access to your Headquarters (so, after the intro/tutorial) and from there you can enter the door in your Headquarters labeled “Portal”, where you can invite a friend into your progression through the game. Together you can fight through the entire rest of the campaign, all the side missions, as well as Endless and Sandbox modes. Feel free to also tackle the Endgame Campaign, which has been tuned quite a bit in response to player feedback.

We've got a WHOLE LOT of other changes with this patch as well. Here are the full patch notes:

Main Coop features:
  • Co-op play introduced!
  • Invite your buddy to your campaign using new summoning portal in HQ
  • Show buddy cool emotes!
  • Throw coins at your buddy
  • Fallen buddy can play as turret mounted to your shoulder!
  • Resurrect fallen buddy in new resurrect chambers added to airlocks (only some are active, some aren't)
  • More !

Features:
  • New mob baby bombot added to missions
  • New mob charger bombot added to missions
  • New mob mega bombot added to missions
  • New MGS, Foundry and Harbringer rooms
  • Inventory size increased to 200
  • Gun parts now stacks in inventory
  • Additional inventory slots can be purchased in Black Market
  • Gun parts can be sold to Smuggler in Black Market
  • Gun parts offered in Black Market are now refreshed automatically after purchase
  • Smuggler now reacts to your actions
  • Weapon part stats are visible on mouse hover in mission control map
  • Option to restart story campaign without losing overall progress and collected parts added to mission control map
  • Additional music tracks added to endless modes
  • Coop related keybinds
  • New art for rolling lava gun FX
  • A handful of new Win/Loss Colonel lines for your audio enjoyment.

Balancing:
  • Main campaign, endgame & endless mode balancing (difficulty, length, shops, drop chances, projectiles speed)
  • Only 2 branches are now needed to be completed to access MGS in endgame campaign
  • New mission types in endgame campaign
  • Weapon parts balancing (buffed weaker barrels like flamethrower, rolling lava, energy burst, sawblade...)
  • Balance of parts spawn chance
  • Mobs balancing
  • Lowered health of spidertanks and doorguards
  • Two seconds delay added to gnats shooting

Bugfixes:
  • Fixed Let's Get Physical achievement
  • Fixed Welcome to Fight Club achievement
  • Several challenge logics improved to be completed after room is cleared
  • Fixed Armory points assiging/removing outside of armory
  • Fixed mob HP bar not updating properly sometimes
  • Multishot is now accounted into DPS calcululation in gun crafting
  • Fixed scaling issue with Connector 1-Long
  • Fixed HP boost from champion not being correctly initialized
  • First boss loot spawns adjusted (positions, prohibited to spawn nothing).
    adjusted collision to try and fix a few reported issues of mission loot in secrets in some rooms.
  • BlackMarket lost&found slot rebuy fixed.
  • Fixed issue with healer unable to evaluate VIPWeight thus importance of mob to heal causing no healing.
  • Fixed issue with some guns not properly showing ANY fx when they were in low quality mode. These obviously won’t look as good as high quality mode, but they should have at least SOME FX representation
  • Fixed issue with money collected statistics miscalculated on mission start in special use case
  • Moved few options from graphics menu to gameplay menu,
  • Added HUD Hurt flashing option
  • Collected coins visualization in reward screen
  • Achievements
  • Fixed issue with voiceover table not initialized resulting in no voiceover playing in missions
  • Improved Spawn-In timing for certain enemies with Spawn-In animation.
  • Fixed issue with camera shake not affected by Screenshake Magnitude setting from option menu
  • Fixed issue with rebind button causing infinite loop.
  • Fixed weapons not shooting when recharged while holding mouse button
  • Refactored Spidertank to base off of more recent mob classes, which came along with some rebalancing work
  • Refactored Laser Trap/Disco Balls to base off of more recent mob classes

Known issues
  • Shoulder turret mode camera clips geo sometimes
  • Shoulder turret doesn’t have crosshair
  • Shoulder turret has infinite energy
  • Respawning dead player lacks spawn in sfx and vfx
  • Your own character doesn’t render hands/guns during emote on your screen. Your coop buddy sees it though.
  • There’s a typo in one of the new script lines! This has been fixed, but didn’t make the update cutoff.
  • Known issue : friendly fire committed by explosive projectiles plays hit effect (doesn't damage though)
  • New Colonel Win/Loss lines are not localized yet into non-english lines

MOTHERGUNSHIP - blankslatejoe
Hello all! We're busy working away on the coop patch, but in the meantime we're pushing this minor bug patch. Here are some notes.

CHANGE NOTES
------------
Gameplay
--------
Improved spawn dissolve-in timing for bloaters, twerps, staplehounds and healers
Fixed champions not getting HP initialized to full health
Enemy stats balancing
Refined generation method for lost and found
Improved preset loadouts for MGS dungeon (exclusion of some melee barrels and low slot connectors)
Fixed audio positioning of airlock (close/open sound)
Fixed some achievements

Rooms
-----
Removed a few potentially inaccessible secrets
Fixed many z-fighting issues
Adjusted many secrets so they won't be covered by invincible turrets
Fixed minor gaps and collision and population issues in many rooms
Fixed hovering airlock issues in a few rooms
Fixed mobs spawning below crazy floor in a few rooms

Visual
------
Improved Barrel barrel visuals

Miscelanneous
-------------
Changed online services to use HTTPS instead of HTTP

As for Coop--we'll be pushing that out later this month! Wish us luck in this final push.
-Joe
MOTHERGUNSHIP - blankslatejoe
Hey folks!
Well, it's been a busy week since we launched! We just pushed a new patch to Mothergunship with a healthy dose of fixes and tweaks. While every patch will come with a lot of minor adjustments to levels (fixing gaps, collision issues, etc) and balance (tuning mobs, populations, etc.). The biggest addition to this particular update is a more robust options menu. Most notably:
  • Allow for hotkey rebinding of E/Interact/SkipDialog
  • Separated mouse sensitivity x/y axes
  • Allow for mouse sensitivity to be set anywhere from 0-3 (basically, double the max, this is useful for some)
  • Allow for more granular mouse sensitivity via smaller increments
  • Allow for more options in the Mhz framerate cap (for 100hz) NOTE: This option has a newly discovered issue. We've found a resolution and will push a hotfix soon.
  • Start in borderless windowed to try and resolve some of the at-launch resolution issues (we might need more community feedback on this, since it's highly dependent on individual user setups)
  • Add option to turn off/on Hud Flashing from picking up items
  • Add option for invert Y ONLY in crafting menu, (split from main invert Y)
  • Add option to either scaler/disable screenshake...OR MAKE IT TWICE AS STRONG (yes, people did request that).

Some of these were put together pretty quickly to address community feedback..and as a result there might be issues still. We welcome further feedback as well.

Meanwhile, we continue to work away on the Coop update coming in August, and invite you to try it. If you are feeling brave, and you don't mind a little construction dust, then please head on over to our DISCORD (https://discordapp.com/invite/azmEaQf) where there are instructions on how to access the Alpha branch, as well as some warnings.

Thanks so much
MOTHERGUNSHIP - George.Grip
Now that MOTHERGUNSHIP has been released, it is the perfect time to take a trip down memory lane and show you what the road has been like.

Find out more in our new blog post.
Tower of Guns - contact@rockpapershotgun.com (Dominic Tarason)

Mothergunship

Mothergunship is about big, stupid, hand-crafted guns and exploding robots. Successor to Terrible Posture Games’ Tower of Guns and co-developed by Czech studio Grip Digital. It’s a roguelike-ish “Bullet Hell” FPS about raiding procedurally generated alien spaceships, hoarding gun-barrels and bolting them onto your remarkably agile power armour. A denser game than its predecessor, its complex systems are dressed up in breezy, comedic style, but its many turning gears grind against each other far too often.

(more…)

MOTHERGUNSHIP - George.Grip
Hello Everyone!

The wait is over! We are very excited to announce that MOTHERGUNSHIP is now available on Steam!

https://store.steampowered.com/app/574090/MOTHERGUNSHIP/

Check out this post where you can find a list of known issues that will be fixed within the next few days. In case there is any other bug that you encounter while playing, please report it to our team and we will do our best to fix it as soon as possible.

Post-launch features
We are going to support the game by releasing new content and features post-launch. Below is a list with some of the main features that will be added to the game in the near future.
- Online co-op mode (August update)
- Leaderboards
- Daily challenges
- More gun parts and rooms
- More enemies
MOTHERGUNSHIP - George.Grip
Hello everyone! We have an important new blog post about co-op and future updates in MOTHERGUNSHIP.
We don't feel that the co-op is in the state that we want it to be, and because we don't want to deliver something that will ruin your experience, we have decided to hold back co-op until August, as part of a free update.
For more details, please read our new blog post.
MOTHERGUNSHIP - contact@rockpapershotgun.com (Dominic Tarason)

Mothergunship

Some shooters offer military precision. Some shooters deliver technical movement systems. Roguelike shooter Mothergunship (pseudo-sequel to Tower of Guns) doesn’t care about that. What it does do is let you build a twelve-barrelled shotgun so enormously scattershot that it hits absolutely everything in the room, and if you somehow manage to miss anything on the first pass, the pellets ricochet, just to be sure. It’s also out in less than three weeks. Within, a shiny new launch-date trailer featuring a multitude of exceedingly impractical firearms, plus a demo.

(more…)

MOTHERGUNSHIP - George.Grip
Hello everyone!

LAUNCH DATE CONFIRMED: Mothergunship will be out on Steam on July 17 for $24,99!

Check out the new trailer: https://youtu.be/gz7v0ujtxMM
MOTHERGUNSHIP - George.Grip
Hello folks,

It's been three weeks since we released the MOTHERGUNSHIP Gun Crafting Range demo, and we have selected the best of the best community creations for you!

Check out our new blog post to find out!
...

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