Developer’s Note: Right now the only visible feedback is on your ability icon, we’ll be adding better interface and environment feedback later down the road.• Deployed minions should properly gather cells when taking down enemies
Developer’s Note: Weapon mods are still in an early iteration stage, they will be updated and more will be added as the game development goes on.
Developer’s Note: The Elemental Cannon does not fit in many of our most recent systems, noticeably affixes and mods and we need to overhaul it to better incorporate it into the game. It will likely be reintegrated in one shape or another later down the road.
Developer’s Note: We’ll continue to update and expand the content following your feedback and our analysis.
Developer’s Note: Like we said in the highlight parts, we’ll be carefully reading your feedback regarding the new item feature and adjust things accordingly.
Developer’s Note: They weren’t the funniest nor were they still adapted to the current game systems so we decided to remove them from the game. They might be back in the future in another shape.
Developer’s Note: We needed to give players more weapons to play with so we implemented the enemy drops but it’s just a temporary measure. In the future they’ll be relocated entirely towards Arena and Boss rewards, alongside other potential systems unique to each level.• We updated the difficulty and stats of enemies to follow the new player progression curve (with affixes, upgrades and weapon mods)
Developer’s Note: We modified the “Easy” difficulty to account for that modification, though it’s something we’re monitoring closely to keep the level of difficulty of “Easy” from the 0.6.0 version, which we deem acceptable.• Sniper Pods attack cast time increased from 1.5s to 2s
Developer’s Note: We needed burn to last longer in order to make effects triggering on burning targets easier to use, so it might seems like a nerf but it isn't really one.• Entering Challenge rooms now disables your primary ability
Developer’s Note: Right now the only visible feedback is on your ability icon, we’ll be adding better interface and environment feedback later down the road.• Deployed minions should properly gather cells when taking down enemies
Developer’s Note: Weapon mods are still in an early iteration stage, they will be updated and more will be added as the game development goes on.
Developer’s Note: The Elemental Cannon does not fit in many of our most recent systems, noticeably affixes and mods and we need to overhaul it to better incorporate it into the game. It will likely be reintegrated in one shape or another later down the road.
Developer’s Note: We’ll continue to update and expand the content following your feedback and our analysis.
Developer’s Note: Like we said in the highlight parts, we’ll be carefully reading your feedback regarding the new item feature and adjust things accordingly.
Developer’s Note: They weren’t the funniest nor were they still adapted to the current game systems so we decided to remove them from the game. They might be back in the future in another shape.
Developer’s Note: We needed to give players more weapons to play with so we implemented the enemy drops but it’s just a temporary measure. In the future they’ll be relocated entirely towards Arena and Boss rewards, alongside other potential systems unique to each level.• We updated the difficulty and stats of enemies to follow the new player progression curve (with affixes, upgrades and weapon mods)
Developer’s Note: We modified the “Easy” difficulty to account for that modification, though it’s something we’re monitoring closely to keep the level of difficulty of “Easy” from the 0.6.0 version, which we deem acceptable.• Sniper Pods attack cast time increased from 1.5s to 2s
Developer's Note: Please note that the Portugese-Brazilian and the Italian translations are not being worked on currently and many terms are missing. The community translators in charge of these languages are no longer available. If you wish to get involved in the process, please, hop-in our Discord server! (https://discord.gg/Roboquest) Also note that the Chinese and Polish translations are almost complete but some terms are still not translated.
Developer’s Note: We’re currently still trying things out with Cores as we’re not happy with both the previous and current implementation (equipable vs consumable). We still haven’t found the exact system we’d like for the game. Instead of switching around once more in this version (which is a long process), we simply modified the bonus granted by each stat to solve some of the issues we spotted. We want the future system to induce more depth and interesting choices into the core system.• The Assault stat no longer increases melee damage, instead it increases movement speed (like before)
Developer’s Note: This no longer forces melee builds to choose the Assault stat and consequently be limited to Assault weapons.• The bonus granted by the Robo stat has been modified for each class (view details in the Class section below)
Developer’s Note: This will likely create the issue that the optimized way to build is to always pick the Robo stat as a second stat, it’s not what we want but we think it’s currently the least damaging change for the game overall.
Developer’s Note: We’re still working on a new perk system for 0.7.0 but we needed to make changes to perks of level II and III in the meantime. In the previous version, we had to push their values up to make them interesting to pick but it was breaking the balance of the game. Therefore we reduced these values in this update and they might feel less interesting to pick. Hopefully, this is only temporary and the next system should feel much better. In the meantime, we’re trying out new things and continuously listening to your feedback as well as our data to bring new perks to the table.• Many level II and III perk values have been decreased
Developer’s Note: These two guns’ use rates decreased considerably (not only because of the bug preventing you from purchasing the upgrade, lol) so we made them lootable again and buffed their performance a little.
Developer’s Note: We’re sorry about making Judgeball such a dreaded (and often deadly) boss. We’re modifying some of his attacks in this update but unbalanced (or unfair) bosses might be something occurring again in the future. We’re trying to avoid that but we wanted to let you know that mistakes might be made.🤖 The Beam attack now automatically stops after applying its damage twice, but the damage of each tick has been increased to compensate
Developer’s Note: “Balance” changes.