Developer’s Note: Like we said in the previous patch note regarding perks, the content is going through continuous improvements and we’re always looking at replacing what we deem the “least” exciting of it.• Shorty base damage has been decreased
Developer’s Note: Like we said in the previous patch note regarding perks, the content is going through continuous improvements and we’re always looking at replacing what we deem the “least” exciting of it.• Several weapons have received gunfeel and usability upgrades (no major balance changes)
Developer’s Notes: No story has been injected into the game though. We’ll be injecting more later down the road.• Added “Under Construction” panels to doors leading to work-in-progress levels
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.