Developer’s Note: These are just the first steps towards building a better multiplayer experience, which will then enable us to implement the public matchmaking.• Increased the frequency at which enemies drop weapons by 20%
Developer’s Note: We eventually want rewards such as weapons to be granted at specific locations to avoid breaking the flow of the combat but this new system is still a work-in-progress and in the meantime we need to increase the amount of weapon choices you encounter.• Cells fade duration increased from 8.5s to 9s
Developer’s Note: We noticed that we were often just a little bit too short on time to gather cells when playing with a gamepad. Obviously just changing this value won’t fix the issue but we’re still thinking hard about how the cell system works. We want more time to think about it so in the meantime this is the change we made.
Developer’s Note: We also went back on our will to modify how snipers / scoping and cell gathering works. Scoping will still gather cells from afar.• Reduced Trail Bots movement speed by approximately 30% and increased their health by approximately 20%
Developer’s Note: This is mostly a change made to have a critical value which is more consistent with the other game’s values rather than a balance change.
Developer’s Note: We read your feedback on that side and while we’re still unhappy with this mechanic we felt like it would please you to have it once more (and it wouldn’t hurt the game). We’re of course still looking at a more elegant way to make you able to carry a weapon over several levels without having it getting underpowered.
Developer's Note: This means the description text of this upgrade is no longer localized (in any languages) and will appear in English regardless of your selected language.
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: This is only a small part of our ongoing optimization process. However, this may lead to some weird or new behaviors in the UI, if you notice anything of the sort, please let us know using the F10 feedback system ingame.
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.