Developer's Note: This is simply a quality of life change since almost everyone was always spawning all three weapons anyway.
Developer's Note: This was the affix adding sparks to weapons. We found out that adding Sparks from different sources could be a source of misunderstanding for the players when it came to granting bonus to sparks. For instance, upgrades granting bonuses to sparks could be interpreted as granting bonuses to all sparks (those coming from both the perks and the affix). We therefore decided to remove that affix as we didn’t feel like it was a big loss in counterpart for the better clarity of that specific mechanic.
Developer's Note: We’re sorry we don’t have all the information on that side. We will develop a tool that allows us to automatically detect and report those changes so we can be as thorough as possible when publishing these patch notes. Thanks for your understanding.
Developer's Note: Like we said in our previous developer news, we have specific goals for corrupted items but we’re still working on the overall design and the implementation details. In the meantime we’re trying to make these items a bit more interesting to play with and we’re reducing the debuffs they apply. We’ll keep looking at your feedback about them and we’ll keep you in touch about what we think will be a better iteration of them.• Gasoline explosion radius bonus increased from 12% to 16% and from 8% to 12% (when mitigated)
Developer's Note: The Commando’s class item was a too strong competition for the neutral item ‘Gasoline’ and was kind of overlapping in terms of build. We’re trying to separate them more so they can be relevant to different types of builds or be mixed up with each other without feeling like ‘Gasoline’ is a lower-tier pick.• Holopad (Guardian’s class item) shield bonus increased from 12% to 25% and from 7% to 15% (when mitigated)
Developer's Note: The actual values provided by ‘Holopad’ were pretty, pretty low so we’re buffing those a bit.
Developer's Note: That console was reducing the amount of times you would switch weapons during your runs considering you could stick with the same one. This specific issue was amplified by the new ‘Fantastic Weapon’ upgrade if you would find such a weapon at the very beginning of the run. In the future, we’ll be adding another and more healthy way to bring a weapon with you along the way as we consider it to be interesting, but we don’t want it to be mandatory or too incentivized by the game mechanics.• Each repair-o-bot upgrade health restoration increased from 3% to 5%
Developer's Note: This change is mainly aimed at giving a little more air to breathe in between encounters and reducing the number of times you ‘accidentally’ aggro enemies from other encounters (or trigger trailbots). We consequently reduced the required XP values to level-up to account for this change.• Enemies’ damage scaling per level in multiplayer reduced from 25% to 20%
Developer's Note: We previously had a linear (across the levels) multiplayer Boss’ health scaling. We’re modifying these so that Bosses don’t have too much health at the beginning of the game and too few at the end. Earlier bosses should feel less like meat-tanks and later ones should feel more challenging in multiplayer.• We added a new “Speed” value for Bosses in order to make them easier in lower difficulties (Easy and Discovery), we also increased this value in Heroes+5 and Heroes+6 for testing purposes
Developer's Note: We’re currently trying to diversify the enemy encounters in different levels. The ‘Canyons’ is the first level we’re trying this out and we’ll be closely watching your feedback on that side.
Developer's Note: The alternate fire has been transformed into a mod. which can randomly appear on different weapons. We’re likely to continue this process over the updates for other weapons which seem to have an ‘arbitrary’ alternate fire which is not necessarily part of the weapon’s fantasy and / or for weapons which would benefit from accessing other mods.
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.