Just one day left before the new update is released, so here’s a bit more info!
STEAM LOGIN
- New and existing users will now be able to login automatically using their Steam ID.
- Existing users will be able to merge an account with their Steam ID.
- This is totally optional and everyone can continue to use their Robocraft account forever without Steam if they wish.
OTHER BUG FIXES NOT PREVIOUSLY MENTIONED
- Rail Cannons will start off ‘armed’ when healing and respawning
- Fixed a major issue causing the Lobby to fail to connect properly (this issue forced users often to reload to get into battle when the lobby seemed stuck)
- Fixed a bug resulting in users being sent to the wrong level when the battles start
- Fixed a bug which resulted in battles not starting and users being disconnected at the start of battle
The launch is scheduled for 11am UTC+1, on Thursday!
Just one day left before the new update is released, so here’s a bit more info!
STEAM LOGIN
- New and existing users will now be able to login automatically using their Steam ID.
- Existing users will be able to merge an account with their Steam ID.
- This is totally optional and everyone can continue to use their Robocraft account forever without Steam if they wish.
OTHER BUG FIXES NOT PREVIOUSLY MENTIONED
- Rail Cannons will start off ‘armed’ when healing and respawning
- Fixed a major issue causing the Lobby to fail to connect properly (this issue forced users often to reload to get into battle when the lobby seemed stuck)
- Fixed a bug resulting in users being sent to the wrong level when the battles start
- Fixed a bug which resulted in battles not starting and users being disconnected at the start of battle
The launch is scheduled for 11am UTC+1, on Thursday!
We have made a number of changes to the towers themselves to improve them:
> Made the protective umbrella of toughened space glass so you can see enemies beneath them and fliers above them > Increase the side of the aperture so it’s easier to bomb from above > Lowered the crystal cluster, so you can keep an eye on the horizon and incoming enemies whilst you are attacking the Tower > Changed the clasp so it’s a central core so it’s easier to shoot the crystals and to see them > Thinned the width of the trunk of the tower to improve visibility > Made the color of neutral crystals at the start of the game a glowy pink/purple (sort of halfway between blue and red)
CLOCK CYCLE BOOSTER & CLOCK CYCLE GENERATOR
Some major changes to how Fusion Towers work with the Overclocker:
> 1 Tower captured = Fusion Shield active > 2 Towers captured = Clock Cycle Booster engaged, this multiplies the clock cycle you earn > 3 Towers captured = Clock Cycle Generator engaged, this starts to earn your team Passive Clock Cycles (NB: Other passive CC has been removed, so you only get it when the Generator is active) > 4 Towers captured = Enemy Fusion shield deactivated
CLOCK CYCLE EARNING CHANGES
> Clock Cycles earned from Fusion Towers captured are now awarded proportional based on the Overclock Level of the players in your team (so the players that have higher OC levels will earn more) > Passive CC – from the generator – is still awarded evenly to all team mates regardless of OCL > Clock Cycles earned from ‘Defense’ has been reduced, as this was resulting in very level Overclocked players jumping 4+ Levels by killing a single high level Overclock enemy. You will still get a good boost from defence, just not as insanely extreme
PROTONIVITY & RESPAWN ESCALATOR
This is a new mechanic designed to ensure that games that end too quickly (i.e. <5 minutes) are rare, and games that go on too long (i.e. >20 mins) are also rare. Our ‘sweet spot’ is 10-20 mins per battle, with some games ending shorter and longer but less often than they do now.
PROTONIVITY ESCALATOR
> As it is now, your weapons will deal more damage to Crystal the more towers you own > But, the amount extra you get per tower starts small at the beginning of the battle and gets extremely large over 20 minutes > So, with 4 towers captured at the beginning of battle you still only do 110% extra damage to Crystal > But after 20 mins you will do 350% extra damage to Crystal, so one way or the other, the game will end > Which team will ‘push’ at the right time? Which team will have Overclocked enough ‘early game’ to defend an early push and go on to win?
RESPAWN ESCALATOR
> This is pretty similar to the Protonivity Escalator > The more towers you own, the faster your team respawns > This reduction in spawn times is tiny in ‘early game’ and large in ‘late game’ > So, at 15-20 mins, the team who pushes successfully will win
SUMMARY
These changes should mean that:
> Shooting the Tower Crystals is easier and allows you to keep an eye on the battlefield whilst you are doing it > Games don’t stalemate as frequently > Players who have well designed Robots and play well consistently will continue to outperform everyone else by Overclocking faster > Teams who consistently play better as a team will Overclock more, which will result in a greater chance of victory > Well designed Robots will earn more Clock Cycles and more consistently ensure victory for their team, earning more RP and TP > Tug-o-war on towers is a feature of the early game only and when mid-late game comes it’s all gonna kick off – one way or the other – will it be your team that pushes at the right time and wins?
We have made a number of changes to the towers themselves to improve them:
> Made the protective umbrella of toughened space glass so you can see enemies beneath them and fliers above them > Increase the side of the aperture so it’s easier to bomb from above > Lowered the crystal cluster, so you can keep an eye on the horizon and incoming enemies whilst you are attacking the Tower > Changed the clasp so it’s a central core so it’s easier to shoot the crystals and to see them > Thinned the width of the trunk of the tower to improve visibility > Made the color of neutral crystals at the start of the game a glowy pink/purple (sort of halfway between blue and red)
CLOCK CYCLE BOOSTER & CLOCK CYCLE GENERATOR
Some major changes to how Fusion Towers work with the Overclocker:
> 1 Tower captured = Fusion Shield active > 2 Towers captured = Clock Cycle Booster engaged, this multiplies the clock cycle you earn > 3 Towers captured = Clock Cycle Generator engaged, this starts to earn your team Passive Clock Cycles (NB: Other passive CC has been removed, so you only get it when the Generator is active) > 4 Towers captured = Enemy Fusion shield deactivated
CLOCK CYCLE EARNING CHANGES
> Clock Cycles earned from Fusion Towers captured are now awarded proportional based on the Overclock Level of the players in your team (so the players that have higher OC levels will earn more) > Passive CC – from the generator – is still awarded evenly to all team mates regardless of OCL > Clock Cycles earned from ‘Defense’ has been reduced, as this was resulting in very level Overclocked players jumping 4+ Levels by killing a single high level Overclock enemy. You will still get a good boost from defence, just not as insanely extreme
PROTONIVITY & RESPAWN ESCALATOR
This is a new mechanic designed to ensure that games that end too quickly (i.e. <5 minutes) are rare, and games that go on too long (i.e. >20 mins) are also rare. Our ‘sweet spot’ is 10-20 mins per battle, with some games ending shorter and longer but less often than they do now.
PROTONIVITY ESCALATOR
> As it is now, your weapons will deal more damage to Crystal the more towers you own > But, the amount extra you get per tower starts small at the beginning of the battle and gets extremely large over 20 minutes > So, with 4 towers captured at the beginning of battle you still only do 110% extra damage to Crystal > But after 20 mins you will do 350% extra damage to Crystal, so one way or the other, the game will end > Which team will ‘push’ at the right time? Which team will have Overclocked enough ‘early game’ to defend an early push and go on to win?
RESPAWN ESCALATOR
> This is pretty similar to the Protonivity Escalator > The more towers you own, the faster your team respawns > This reduction in spawn times is tiny in ‘early game’ and large in ‘late game’ > So, at 15-20 mins, the team who pushes successfully will win
SUMMARY
These changes should mean that:
> Shooting the Tower Crystals is easier and allows you to keep an eye on the battlefield whilst you are doing it > Games don’t stalemate as frequently > Players who have well designed Robots and play well consistently will continue to outperform everyone else by Overclocking faster > Teams who consistently play better as a team will Overclock more, which will result in a greater chance of victory > Well designed Robots will earn more Clock Cycles and more consistently ensure victory for their team, earning more RP and TP > Tug-o-war on towers is a feature of the early game only and when mid-late game comes it’s all gonna kick off – one way or the other – will it be your team that pushes at the right time and wins?
We’re excited to bring you this as we’ve been working hard to fix bugs, polish the new game mode, and make changes based on all the player feedback we’ve collected!
ELECTROPLATES
> ALL shapes available at T10 > T10 versions have black and red armouring and T10 armour and shield values > Electroplate ‘SHIELD’ values will now Overclock > But, Electroplate will heal ‘unarmed’ > So, EP will be weak ‘Early Game’ and tough ‘Late Game’, great for offence but less great for defense
OTHER COOL STUFF
> Plasma ‘DAMAGE’ will now Overclock > Voice Volume slider added to the settings screen > Classic Mode starts with Overclock Level 4 (so has values as close as we > could get to how it was before the new Battle Mode launch) > Ally HUD and health bars shown on screen at all times > Ally health bars clearer and much easier to read now > Tier 1 now has the Overclocker in it to Level 13 > Tier 2 now has the Overclock and Fusion Shield in it > Tiers 3+ have all Fusion Tower gameplay > ‘Leave Game’ button added back in with a warning to user, decreased respawn times for the rest of the team when someone leaves (we are going to do a lot more on this, but this is what we’ve managed to get done for this week in the time we had) > Tank Tracks made 10% slower > TX-1 SMG damage reduced by 10% > 800×600 resolution supported again > Hover Blade turning massively improved, predictable and consistent now regardless of how fast you are going
BUG FIXES
> Base added back into Challenge and Megaboss modes (so embarrassed about that one) > Fixed bugs causing players not to connect to battles, and players who see ‘Connection Failed’ when battles start > Fixed a major bug causing players to Overclock too much when killing players with a higher OCL > Fixed a bug in Megaboss match-making so that Megabosses can fight more Robots at lower Tiers (vs. 10 T7’s for example) > Fixed a bug preventing players shooting enemies inside their own Fusion Shield from outside with some weapons > Fixed a bug causing Heal Assist, Spots and Scouts bonuses not to be awarded after the first respawn > Fixed a bug causing some players to be stuck queuing infinitely
NEW COSMETIC CUBES (as featured in the blog image!)
> New matte Orange and Black “Carbon 6” armour cubes > Extra Carbon 6 armour cubes that have the letters C,A,R,B,O,N on the side > T10 Carbon 6 SMG > Unlike other cosmetics, the Carbon 6 armour cube set (including lettered cubes) can be purchased for RP
IMPROVEMENTS TO THE TOWERS GAMEPLAY
We’ve also added in many improvements to the Fusion Towers and the Tower gameplay in this launch, but we’ll reveal more on that tomorrow.
CHECK HERE TOMORROW FOR MORE INFORMATION ON THE TOWER GAMEPLAY IMPROVEMENTS
We’re excited to bring you this as we’ve been working hard to fix bugs, polish the new game mode, and make changes based on all the player feedback we’ve collected!
ELECTROPLATES
> ALL shapes available at T10 > T10 versions have black and red armouring and T10 armour and shield values > Electroplate ‘SHIELD’ values will now Overclock > But, Electroplate will heal ‘unarmed’ > So, EP will be weak ‘Early Game’ and tough ‘Late Game’, great for offence but less great for defense
OTHER COOL STUFF
> Plasma ‘DAMAGE’ will now Overclock > Voice Volume slider added to the settings screen > Classic Mode starts with Overclock Level 4 (so has values as close as we > could get to how it was before the new Battle Mode launch) > Ally HUD and health bars shown on screen at all times > Ally health bars clearer and much easier to read now > Tier 1 now has the Overclocker in it to Level 13 > Tier 2 now has the Overclock and Fusion Shield in it > Tiers 3+ have all Fusion Tower gameplay > ‘Leave Game’ button added back in with a warning to user, decreased respawn times for the rest of the team when someone leaves (we are going to do a lot more on this, but this is what we’ve managed to get done for this week in the time we had) > Tank Tracks made 10% slower > TX-1 SMG damage reduced by 10% > 800×600 resolution supported again > Hover Blade turning massively improved, predictable and consistent now regardless of how fast you are going
BUG FIXES
> Base added back into Challenge and Megaboss modes (so embarrassed about that one) > Fixed bugs causing players not to connect to battles, and players who see ‘Connection Failed’ when battles start > Fixed a major bug causing players to Overclock too much when killing players with a higher OCL > Fixed a bug in Megaboss match-making so that Megabosses can fight more Robots at lower Tiers (vs. 10 T7’s for example) > Fixed a bug preventing players shooting enemies inside their own Fusion Shield from outside with some weapons > Fixed a bug causing Heal Assist, Spots and Scouts bonuses not to be awarded after the first respawn > Fixed a bug causing some players to be stuck queuing infinitely
NEW COSMETIC CUBES (as featured in the blog image!)
> New matte Orange and Black “Carbon 6” armour cubes > Extra Carbon 6 armour cubes that have the letters C,A,R,B,O,N on the side > T10 Carbon 6 SMG > Unlike other cosmetics, the Carbon 6 armour cube set (including lettered cubes) can be purchased for RP
IMPROVEMENTS TO THE TOWERS GAMEPLAY
We’ve also added in many improvements to the Fusion Towers and the Tower gameplay in this launch, but we’ll reveal more on that tomorrow.
CHECK HERE TOMORROW FOR MORE INFORMATION ON THE TOWER GAMEPLAY IMPROVEMENTS
The awesome guys at Humble Bundle have set up a weekly bundle that includes a funky Robocraft Pack!
The Robocraft Pack contains one T3 Rhino bot which includes the Rhino Mask, ‘rare armor cubes’, Humble Flag and 3-months of premium!
To obtain the pack, you need to spend $6 or more on the Weekly Humble Bundle. Robocrafter Awesome_Soul points out the total equivalent price for all these parts would usually be $25!
You can get the Robocraft pack along side the other awesome Weekly Bundle games by clicking here! - The Robocraft weekly Humble Bundle has ended. Thanks for everyone that donated!
The awesome guys at Humble Bundle have set up a weekly bundle that includes a funky Robocraft Pack!
The Robocraft Pack contains one T3 Rhino bot which includes the Rhino Mask, ‘rare armor cubes’, Humble Flag and 3-months of premium!
To obtain the pack, you need to spend $6 or more on the Weekly Humble Bundle. Robocrafter Awesome_Soul points out the total equivalent price for all these parts would usually be $25!
You can get the Robocraft pack along side the other awesome Weekly Bundle games by clicking here! - The Robocraft weekly Humble Bundle has ended. Thanks for everyone that donated!
Freejam has teamed up with Curse Voice to bring you an integrated voice communication system in Robocraft and…
7 DAYS FREE PREMIUM! 2 UNIQUE CURSE FLAG COSMETICS!
All you need to do to get the FREE PREMIUM is:
> Install Curse Voice from here > Run it on your PC along with Robocraft > Login > Start a battle > Complete a battle > Go to Curse Voice and click the ‘UNLOCK’ button on the Curse Voice application > Curse will give you a single use serial code > In game push ESC and select PROMO CODE > Enter the code, click CONFIRM and you have 7 days Premium AND two Curse flags! Absolutely FREE!
What it does:
> If you are in a Platoon with others who have Curse Voice, you will automatically join a voice session with them > If you are not in a Platoon you will join a session with those in your team automatically > You can also manually create voice sessions of your choosing using the Curse Voice interface > Curse Voice allows you to mute individual players, and tweak their volumes up and down > It also contains a bunch of Robocraft exclusive avatars
GAMEPLAY CHANGES
> Health of Protonium Crystals has been doubled, but the next feature compensates for this change > Fusion Towers now grant you a large Protonivity multiplier per tower owned, this increases your damage to Protonium Crystal as you own more towers, so if you cap 4 towers and push to the base you will do large amounts of damage to the Crystals – (Zero Towers: x1, One Tower: x1.5, Two Towers: x2, Three Towers: x2.5, Four Towers: x3) > Fusion Towers now give your whole team a fixed amount of Clock Cycles when capped, depending on which Tower you are capping. > As you cap each Tower you get less CC for capping the next (i.e. if you own zero and cap one, you get more than if you own three and cap a fourth). > In summary the Protonivity Scalar is designed to allow a pushing team to push to the fourth tower and into the base more easily, but the increased clock cycles earned on a successful defence (which will be harder now) will give a large Clock Cycle boost to the defending team to give them a chance to come back. > Fusion Towers no longer provide Passive Overclocking > You can now unlock all primary weapons with T-1 TP > Armor is now unlocked with same Tier TP > This change was made for new users. Progressing by upgrading only armor felt unintuitive and like too much of a grind > Fusion Shield reduced in size to 75% in all maps
BUG FIXES
MAJOR MAJOR BUG FIX: The Pilot seat was taking damage, so any weapon hitting the pilot was causing entire Robot destruction (this was particularly obvious with Nano and to some extent SMG) MAJOR BUG: Fusion Tower respawn failure fixed (this time, it must be fixed, surely) MAJOR BUG: Fusion Shield not re-activating when two towers were captured at the same time BUG: Fixed a bug with some users seeing a ‘Checking Game Version’ error message
Freejam has teamed up with Curse Voice to bring you an integrated voice communication system in Robocraft and…
7 DAYS FREE PREMIUM! 2 UNIQUE CURSE FLAG COSMETICS!
All you need to do to get the FREE PREMIUM is:
> Install Curse Voice from here > Run it on your PC along with Robocraft > Login > Start a battle > Complete a battle > Go to Curse Voice and click the ‘UNLOCK’ button on the Curse Voice application > Curse will give you a single use serial code > In game push ESC and select PROMO CODE > Enter the code, click CONFIRM and you have 7 days Premium AND two Curse flags! Absolutely FREE!
What it does:
> If you are in a Platoon with others who have Curse Voice, you will automatically join a voice session with them > If you are not in a Platoon you will join a session with those in your team automatically > You can also manually create voice sessions of your choosing using the Curse Voice interface > Curse Voice allows you to mute individual players, and tweak their volumes up and down > It also contains a bunch of Robocraft exclusive avatars
GAMEPLAY CHANGES
> Health of Protonium Crystals has been doubled, but the next feature compensates for this change > Fusion Towers now grant you a large Protonivity multiplier per tower owned, this increases your damage to Protonium Crystal as you own more towers, so if you cap 4 towers and push to the base you will do large amounts of damage to the Crystals – (Zero Towers: x1, One Tower: x1.5, Two Towers: x2, Three Towers: x2.5, Four Towers: x3) > Fusion Towers now give your whole team a fixed amount of Clock Cycles when capped, depending on which Tower you are capping. > As you cap each Tower you get less CC for capping the next (i.e. if you own zero and cap one, you get more than if you own three and cap a fourth). > In summary the Protonivity Scalar is designed to allow a pushing team to push to the fourth tower and into the base more easily, but the increased clock cycles earned on a successful defence (which will be harder now) will give a large Clock Cycle boost to the defending team to give them a chance to come back. > Fusion Towers no longer provide Passive Overclocking > You can now unlock all primary weapons with T-1 TP > Armor is now unlocked with same Tier TP > This change was made for new users. Progressing by upgrading only armor felt unintuitive and like too much of a grind > Fusion Shield reduced in size to 75% in all maps
BUG FIXES
MAJOR MAJOR BUG FIX: The Pilot seat was taking damage, so any weapon hitting the pilot was causing entire Robot destruction (this was particularly obvious with Nano and to some extent SMG) MAJOR BUG: Fusion Tower respawn failure fixed (this time, it must be fixed, surely) MAJOR BUG: Fusion Shield not re-activating when two towers were captured at the same time BUG: Fixed a bug with some users seeing a ‘Checking Game Version’ error message