Developer’s note: With the major changes regarding the health system and enemy metrics, the game should feel more challenging than before and health will be a more important resource.
Developer’s note: We felt like health and experience pickups were kind of overlapping and we read several comments going in that same direction. Therefore we decided to rework the health system to promote forward combat more than before and to unify health and experience pickups.
Developer’s note: The gamepad is something we didn’t tweak much, this update brings a few improvements but rest assured that we plan to tweak it more further down the line.🍉 Various improvements have been made regarding projectile registering and sensitivity modulation
Developer’s note: That mechanic was previously necessary to reload your ability, but it’s no longer the case. In addition, it was necessary to remove that mechanic because of the healing potential. Finally, it feels way better to loot many cells in the end of the combat rather than a few here and there.
Developer’s note: We tried to rework him for this update but unfortunately we felt like he was still not fun enough and we prefer to polish him more before showing it to you.
Developer’s note: Remember that we plan to add a “Loadout Creator” in the future to mix and match the different abilities and melee attacks, so you’ll get to relive the old Guardian fashion!Barrier (Ability)
Developer’s Note: Perks are something we’re always monitoring and trying to improve. Expect continuous changes and improvements to them.
Developer’s note: The pace at which we were able to use the weapon abilities was pretty intense when full of ammunition and scarce when not, which did not feel great. In addition, balancing the amount of ammo recovered “per pickup, per weapon” was close to impossible for weapons as different as the assault sentry and the rebel rifle. Limited ammunition regeneration was also an issue when it came to boss fights. Transforming this system into a cooldown and stack based one not only feels better to use and fixes the boss issues, it also harmonizes the loadout and weapon ability systems (which now both use a time-based cooldown).
Developer’s note: These changes should make cooling weapons feel better to use overall but especially when trying to remain at certain heat levels (it gives more “range” to play).
Developer’s note: Several weapons have “Heavy” by default, it felt “right” for these weapons to slow the player down and it made us able to ramp-up their damage in a way that felt more satisfying and logical for such weapons (the Rocket Launcher for example).System Changes
Developer’s note: The game should no longer be as easy as it was in 2-p cooperation.
Developer’s note: We plan to do a major overhaul of the basecamp further down the road and this is just a temporary fix.
Note: We don't manage to reproduce the issue causing affixes to reroll when dropping a weapon and re-equipping it or when switching levels, we'd be glad if people experiencing this issue could provide additional information about it (such as reproduction steps).• You should no longer be able to travel to work-in-progress levels ( :'D )
Developer’s Notes: Keys were a little bit too hard to retrieve (or understand what they were about) which resulted in players never finding the Ruins. This was never our intent so we're easing the finding process for that specific key. We'll be monitoring the others as well.
Developer’s Notes: While "cell-recharging" was initially one of the ways to promote forward combat, it was really tough to build a sense of "ability rhythm" as the regeneration rate could sometimes be quite irregular. We think this change won't hurt forward combat, will help create that mental rhythm and will make "long-range" playstyles more viable.
Developer’s Notes: The attribute system was all about maxing out one stat. We expect these changes to make players think about what type of secondary stat they want.
Developer’s Notes: Considering the attribute changes, "Weapon Mastery" became far too powerful (granting one attribute of each) and had to be split down into several smaller bonuses.
Developer’s Notes: Mark had many issues, starting with the fact that it wasn't that much fun to use. Also, it was only enabling "longrange playstyle" if you were playing Recon. Finally, it was not really synergizing with critical hits (it wasn't buffing their damage in the end). We shifted the "longrange playstyle" enabler directly on Scopes, modified Mark debuff so that it can scales with Precision weapons and finally tried to find a funnier implementation of the Recon skill.
Developer’s Notes: In addition to lacking proper feedback, this melee attack was kind of tedious to use because of its charge time. We decided to make it way simpler to use and to counterbalance its power with a built-in cooldown.
Developer’s Notes: Like you, we felt like 5% Movement Speed was too small to notice, but with the previous iteration, buffing the value would also buff Firerate and Reload Speed, which we did not want. Making Swift only buff Movement Speed, makes us able to increase the value without risking to break anything else.
Developer’s Notes: Balancing weapons is a continuous process and we’re carefully following your feedback on that side. And while there were (surprisingly) no clear under or over powered categories, we felt like Precision weapons could feel a bit underwhelming to use at times. With the changes on attributes and cell fade time we expect most precision weapons to already feel better without other changes. Though, scopes still clearly needed some love so we take this opportunity to revisit them a bit.