Developer’s Note: Damage types were splitting up weapons into different categories effectively reducing the amount of weapons you could actually equip in a run. We expect this change to increase the variety of weapons you can effectively use in one run.• Cores are no longer equippable items, instead they are consumed when interacted with and permanently increase your stats
Developer’s Note: The main intention behind this change is to diversify the repartition of stat points in order to increase the number of weapons you can consider viable during one run. This change also increases the amount of adaptation required to mini-maximize the efficiency of your current build.• Massive animation update for the Guardian in multiplayer
Developer’s Note: In the previous update, we removed that homing component to increase the skill cap of that ability, but we realized using the rocket with the gamepad had become tedious and we decided to backtrack.
Developer’s Note: Right now, we’re not fully happy with how leveling up a perk works and what bonus it provides and we’re planning to overhaul this part of the system later down the road.
Developer’s Note: This change is mainly aimed at smoothing the feeling of firerate buffs with cooling weapons and also makes combining them more viable.🤖 Firerate bonuses also increase the weapons’ scope speed
Developer’s Note: Only the first boss can currently be different than the one you’re used to. This is a feature we wanted to have for a longtime. More bosses will come later down the road to increase the boss pools.• Dr. Turret laser cannon hitbox reduced to better match its visual (but it can still be somewhat awkward, we’ll continue to improve it)
Developer’s Note: The Elite Crossbow was too strong all around and its alt-fire made many perks and effects useless compared to it. In addition, it was constraining our design space for the system we’re planning to add for alt-fires.
Developer’s Note: This is just the beginning of the implementation of our new multiplayer systems to prepare the next updates.• You can no longer resize your window in Windowed mode to prevent players from doing it unwillingly
Developer’s Note: Unplugging your audio device while in the game can still freeze your game, it’s an Unreal Engine related issue and we have no lead to fix this for now.• Dying in multiplayer while your brobot has left the game will no longer lock yourself in resurrect mode
Developer’s Note: This is just a temporary fix to increase the damage and farm rate of scrap. Like mentioned above, we’ll be looking at modifying this aspect of the Engineer in a more satisfying way.
Developer’s Note: A lot of alt-fires were not designed or were losing their utility when bouncing off walls or piercing targets and we therefore decided to prevent those affixes from affecting alt-fires.• Dual Crossbows can no longer roll the ‘First Round’ affix
Developer’s Note: For now ‘First Round’ only works with hitscan weapons, it obviously is a bug and we’ll be extending it to projectile-based weapons in the future.
Developer’s Note: We iterated a lot on the regular Shield mechanic, in the sense of having extra hit points which can periodically be regenerated. But we felt like it was damaging to the rest of the health flow (the rate at which you lose and recover health) and we decided to find another way to implement a “defensive” system.🍉 You can now shoot the Repair-o-Bot as a battle dummy, it’s just a temporary combat dummy before we find a better way to try out your weapon wherever it seems necessary (and enjoyable)!
Developer’s Note: The Guardian has been slightly redesigned to strengthen its defensive entity while making it fit better in Roboquest’s fast pace.Ability - Energy Barrier
Developer’s Note: The Recon gained a new mechanic called Combo to tie up its Stealth and Slash ability but also to strengthen its burst and single damage potential.Passive - Combo
Developer’s Note: The Engineer has been modified to require more proactivity to the players in order to spawn drones and to give more personality to its engineering entity.Passive - Scrap
Developer’s Note: We had a hard time with the Commando, mostly because we feel like its entity is kinda lackluster right now. We will probably modify more extensively this class in the future. In the meantime, it gained a passive ability to tie it up with Perks and kept its Rocket and Shorty abilities.Passive - Fire Sparks
Developer’s Note: We felt like using the Rocket was lacking a bit of skill-requirement, mostly because of the homing component (the fact that the Rocket was automatically heading towards any enemy in its trajectory). In addition, this homing component made it difficult to aim in between two enemies in order to optimize its area of effect (the Rocket was heading towards one of them automatically). Though, simply removing the homing effect made it feel bad because so many shots were missed because the crosshair placement was just a little bit off. Increasing its collision radius felt like a good middle ground to make it a good area of effect ability which feels good to use.
Developer’s Note: The difficulty records as well as other systems will likely need a reset from time to time.• The “Boots” allowing to headbonk enemies is no longer an unlockable upgrade, you now start the game with it
Developer’s Note: The Toy Box has been creating gameplay issues since the addition of level-up consoles. You could “loop” a weapon and upgrade it over multiple runs, and this issue will only aggravate with the addition of other sorts of weapon consoles. In addition, it was conflicting with some of our iteration process. Therefore, we decided to remove it for now. Another system or a different iteration of the Toy Box will be implemented later down the road.Gadgets (Artifacts)
Developer’s Note: The Spare Head was generating several issues, noticeably when it comes to estimating the lifespan of a player but also in terms of implementation and multiplayer. In addition, Spare Head is lacking the kind of “fun” we’re looking for in Gadgets. As a result, we decided to remove it from the game. It might be replaced by another system in lower difficulties to help players completing the game.• New Gadgets have been added to the game, we won’t cover the details here and we will let you discover them in the game instead
Developer’s Note: Overall, trail workers trigger areas should be more consistent and drag you in the midst of a fight rather than dragging you from one to another.• The Oasis gained new random chunk of level design