Note: The changelist is very similar to the playtest changelist posted two weeks ago. A few additional changes from the playtest have been added (thanks to all playtesters!).
Developer's Note: That was making Cryo the best element right-on and was creating a must-have synergy between critical and Cryo which was limiting the viable builds as well as reducing the effectiveness and viability of the Auto-Critical stat.• Added a new Melee damage type (such as Burn or Explosive). Various gameplay elements such as Affixes, Perks or Gadgets now directly reference ‘Melee’ damage (for example: Increases Melee damage)
Developer's Note: We’re explaining this change in details in the patch highlights.
Developer's Note: We’re explaining this change in details in the patch highlights.• Experience gains have been smoothed across different runs, leading to less differences in terms of XP values between each run
Developer's Note: Haha. See you in the next update with a rollback of this change. Yo-yo design we call it.
Developer's Note: While Shield is an interesting mechanic on paper, it was always hard to integrate it to Roboquest both in terms of health regeneration flow and mechanic clarity. In addition, it was a bit redundant with the new ‘scratch damage’ mechanic. The Guardian is one of the hardest classes to design because of its simplicity. Being the first class in the game, it had to be somewhat simple for the player to pick-up, but that makes consequently harder to create interesting or funny perks for it. The new passive should give us more room to give it such interesting perks. Regarding the other classes, we’re starting to be quite happy with their current design.
Developer's Note: We’re explaining this change in details in the patch highlights.• ‘Power Gloves’ has been fully reworked and now only has a melee-punch as primary fire
Developer's Note: Regardless of how fan we are of the original weapon from Unreal Tournament, we felt like it was a bit too hard for players to properly aim and shoot the orb with its primary fire, making the weapon less viable for a vast majority of players. Making the orb stick to its target makes it much more enjoyable for everyone and we hope it will increase its pick-rate.• Weapon ‘Mods’ are now called ‘Alt-Fire’ (which seems to be more intuitive for most players)
Developer's Note: We’re trying to get rid of the mechanics hurting the combat flow. Having to stop in the middle of the fight to compare weapons whereas the game timer is still running or when your brobot is going ham in the next corridor is one of those hurtful mechanics. We relocated weapon drops in other parts of the levels where you actually have the time (and presence of mind) to check out those juicy loot.• Weapons rarity (number of affixes) is now displayed by a color-code (White, Green, Blue, Purple and Orange)
Developer's Note: The ‘Elemental Cannon’ did not fit in the alt-fire systems we implemented in one of our previous updates and that’s why we removed it back then. Now that it’s splitted into two different weapons, we can randomly plug alt-fire into it. Though we’re not currently certain of the current implementation of each of them and we’d be glad to hear your feedback about them.
Developer's Note: An interesting part of this affix was to increase the efficiency of gun weapons that are often a bit weak compared to other types of weapons. We’ll try to think of other ways to promote equipping guns.• New weapon affix: ‘Lively’ - Increases weapon charge speed (for primary fires that needs charging)
Developer's Note: It was just way too strong for an affix and therefore we removed it and added it as an item instead.• ‘Hitscan’ should work better with multiple-projectile weapons
Developer's Note: Those changes are simply temporary to follow the other game system changes. The basecamp will be overhauled later down the road as you might have read in our previous devblogs.
Developer's Note: Following the base headbonk damage increase.• ‘Hero’s Cape’ required height to reach max damage increased by 2m
Developer's Note: This makes sure the intensity of the combat remains high throughout the entirety of the arena fight despite the change above.• Enemy projectiles are faster
Developer's Note: This is only the continuation of the work we’re doing on enemy line ups and we’ll continue in that direction with the implementation of new enemies.• Rail bots’ sprint speed reduced by 10%
Developer's Note: This should remove some of the frustration of being shot by an enemy through another one despite not being able to see the incoming projectile.• Guardbots impact resistance increased by 10%
Developer's Note: This was a change that we thought was implemented in the game for a long time now, but apparently it wasn’t, so we’re fixing that. Right now, there is no valid reason to implement a “weakness” or “damage type” system and even less if it only works with one element out of three.• Enemies have less health in average in higher difficulties (starting from Heroes+1)
Developer's Note: Time-to-kill is a very important metric that should always remain relatively low, because that’s how it’s fun to smash robots in Roboquest.
Developer's Note: The tutorial is something we’ll be overhauling later down the road. Considering the heavy changes the game is ongoing, it would be a waste to update it now. Though, there were (and still are) a number of mechanics that weren’t explained or were outdated so we had to make this change.• Goliaths in ‘Haven City’ now loot many healing cells
Developer's Note: This is just the first steps of what we would like to do regarding environmental ambient and mood. We’d like to add or adjust lighting, post-process, sounds and other visual effects for all of them.
You can access the playtest by going into your game library, right-clicking Roboquest, going into ‘Properties’, heading over to the ‘Beta’ tab and opting for the ‘Roboquest Playtest’ branch.Now, let’s touch a few words about the localization of the game:
It should download the playtest version of Roboquest (note that your progress is separated from the standard branch).
The playtest version comes with enough Wrenches to purchase all basecamp upgrades so you don’t have to grind to try out changes that would potentially be gated behind them.
Developer's Note: That was making Cryo the best element right-on and was creating a must-have synergy between critical and Cryo which was limiting the viable builds as well as reducing the effectiveness and viability of the Auto-Critical stat.• Added a new Melee damage type (such as Burn or Explosive). Various gameplay elements such as Affixes, Perks or Gadgets now directly reference ‘Melee’ damage (for example: Increases Melee damage)
Developer's Note: We’re explaining this change in details in the patch highlights.
Developer's Note: We’re explaining this change in details in the patch highlights.• Experience gains have been smoothed across different runs, leading to less differences in terms of XP values between each run
Developer's Note: Haha. See you in the next update with a rollback of this change. Yo-yo design we call it.
Developer's Note: While Shield is an interesting mechanic on paper, it was always hard to integrate it to Roboquest both in terms of health regeneration flow and mechanic clarity. In addition, it was a bit redundant with the new ‘scratch damage’ mechanic. The Guardian is one of the hardest classes to design because of its simplicity. Being the first class in the game, it had to be somewhat simple for the player to pick-up, but that makes consequently harder to create interesting or funny perks for it. The new passive should give us more room to give it such interesting perks. Regarding the other classes, we’re starting to be quite happy with their current design.
Developer's Note: We’re explaining this change in details in the patch highlights.• ‘Power Gloves’ has been fully reworked and now only has a melee-punch as primary fire
Developer's Note: Regardless of how fan we are of the original weapon from Unreal Tournament, we felt like it was a bit too hard for players to properly aim and shoot the orb with its primary fire, making the weapon less viable for a vast majority of players. Making the orb stick to its target makes it much more enjoyable for everyone and we hope it will increase its pick-rate.• Weapon ‘Mods’ are now called ‘Alt-Fire’ (which seems to be more intuitive for most players)
Developer's Note: We’re trying to get rid of the mechanics hurting the combat flow. Having to stop in the middle of the fight to compare weapons whereas the game timer is still running or when your brobot is going ham in the next corridor is one of those hurtful mechanics. We relocated weapon drops in other parts of the levels where you actually have the time (and presence of mind) to check out those juicy loot.• Weapons rarity (number of affixes) is now displayed by a color-code (White, Green, Blue, Purple and Orange)
Developer's Note: The ‘Elemental Cannon’ did not fit in the alt-fire systems we implemented in one of our previous updates and that’s why we removed it back then. Now that it’s splitted into two different weapons, we can randomly plug alt-fire into it. Though we’re not currently certain of the current implementation of each of them and we’d be glad to hear your feedback about them.
Developer's Note: An interesting part of this affix was to increase the efficiency of gun weapons that are often a bit weak compared to other types of weapons. We’ll try to think of other ways to promote equipping guns.• New weapon affix: ‘Lively’ - Increases weapon charge speed (for primary fires that needs charging)
Developer's Note: It was just way too strong for an affix and therefore we removed it and added it as an item instead.• ‘Hitscan’ should work better with multiple-projectile weapons
Developer's Note: Those changes are simply temporary to follow the other game system changes. The basecamp will be overhauled later down the road as you might have read in our previous devblogs.
Developer's Note: Following the base headbonk damage increase.• ‘Hero’s Cape’ required height to reach max damage increased by 2m
Developer's Note: This makes sure the intensity of the combat remains high throughout the entirety of the arena fight despite the change above.• Enemy projectiles are faster
Developer's Note: This is only the continuation of the work we’re doing on enemy line ups and we’ll continue in that direction with the implementation of new enemies.• Rail bots’ sprint speed reduced by 10%
Developer's Note: This should remove some of the frustration of being shot by an enemy through another one despite not being able to see the incoming projectile.• Guardbots impact resistance increased by 10%
Developer's Note: This was a change that we thought was implemented in the game for a long time now, but apparently it wasn’t, so we’re fixing that. Right now, there is no valid reason to implement a “weakness” or “damage type” system and even less if it only works with one element out of three.• Enemies have less health in average in higher difficulties (starting from Heroes+1)
Developer's Note: Time-to-kill is a very important metric that should always remain relatively low, because that’s how it’s fun to smash robots in Roboquest.
Developer's Note: The tutorial is something we’ll be overhauling later down the road. Considering the heavy changes the game is ongoing, it would be a waste to update it now. Though, there were (and still are) a number of mechanics that weren’t explained or were outdated so we had to make this change.• Goliaths in ‘Haven City’ now loot many healing cells
Developer's Note: This is just the first steps of what we would like to do regarding environmental ambient and mood. We’d like to add or adjust lighting, post-process, sounds and other visual effects for all of them.
Developer's Note: That was making Cryo the best element right-on and was creating a must-have synergy between critical and Cryo which was limiting the viable builds as well as reducing the effectiveness and viability of the Auto-Critical stat.• Some gameplay elements such as the Recon’s ‘Slash’, the Guardian’s ‘Bash’ or the ‘Chainsaw’ now deal ‘Melee’ damage (alike ‘Explosive’ or ‘Burn’ damage)
Developer's Note: We’re explaining this change in details in the patch highlights.
Developer's Note: We’re explaining this change in details in the patch highlights.• Leveling-up now also increases your weapon damage
Developer's Note: Haha. See you in the next update with a rollback of this change. Yo-yo design we call it.
Developer's Note: While Shield is an interesting mechanic on paper, it was always hard to integrate it to Roboquest both in terms of health regeneration flow and mechanic clarity. Changing the passive to simple health makes it easier to understand. Shield may or may not make a comeback later down the road as a generic or class-specific mechanic.
Developer's Note: We’re explaining this change in details in the patch highlights.• ‘Power Gloves’ has been fully reworked and now only has a melee-punch as primary fire
Developer's Note: Regardless of how fan we are of the original weapon from Unreal Tournament, we felt like it was a bit too hard for players to properly aim and shoot the orb with its primary fire, making the weapon less viable for a vast majority of players. Making the orb stick to its target makes it much more enjoyable for everyone and we hope it will increase its pick-rate.• Weapon ‘Mods’ are now called ‘Alt-Fire’ (which seems to be more intuitive for most players)
Developer's Note: We’re trying to get rid of the mechanics hurting the combat flow. Having to stop in the middle of the fight to compare weapons whereas the game timer is still running or when your brobot is going ham in the next corridor is one of those hurtful mechanics. We relocated weapon drops in other parts of the levels where you actually have the time (and presence of mind) to check out those juicy loot.• Weapons rarity (number of affixes) is now displayed by a color-code (White, Green, Blue, Purple and Orange)
Developer's Note: The ‘Elemental Cannon’ did not fit in the alt-fire systems we implemented in one of our previous updates and that’s why we removed it back then. Now that it’s splitted into two different weapons, we can randomly plug alt-fire into it. Though we’re not currently certain of the current implementation of each of them and we’d be glad to hear your feedback about them.
Developer's Note: Another interesting value of this affix was to increase the efficiency of gun weapons that are often a bit weak compared to other types of weapons. We’ll try to think of other ways to promote equipping guns.• ‘Crash’ has been removed from the game
Developer's Note: It was just way too strong for an affix and therefore we removed it and added it as a neutral perk instead.• ‘Hitscan’ should work better with multiple-projectile weapons
Developer's Note: As explained in the weapon drop changes, this makes for a smoother combat flow both in single player and cooperation. We’re explaining the other reasons behind this change in details in the patch highlights.• There are neutral perks (available to all classes) and class-specific perks (that you can only loot with certain classes)
Developer's Note: We’re explaining this change in details in the patch highlights.
Developer's Note: Those changes are simply temporary to follow the other game system changes. The basecamp will be overhauled later down the road as you might have read in our previous devblogs.
Developer's Note: Following the base headbonk damage increase.• ‘Hero’s Cape’ required height to reach max damage increased by 2m
Developer's Note: This makes sure the intensity of the combat remains high throughout the entirety of the arena fight despite the change above.• Enemy projectiles are faster
Developer's Note: This is only the continuation of the work we’re doing on enemy line ups and we’ll continue in that direction with the implementation of new enemies.• Trail bots’ sprint speed reduced by 10%
Developer's Note: This should remove some of the frustration of being shot by an enemy through another one, despite not seeing the incoming projectile.• Guardbots impact resistance increased by 10%
Developer's Note: This was a change that we thought was implemented in the game for a long time now, but apparently it wasn’t, so we’re fixing that. Right now, there is no valid reason to implement a “weakness” or “damage type” system and even less if it only works with one element out of three.• Enemies deal more damage in average in higher difficulties (starting from Heroes+1)
Developer's Note: Time-to-kill is a very important metric that should always remain relatively low, because that’s how it is fun to smash robots.
Developer's Note: The tutorial is something we’ll be overhauling later down the road. Considering the heavy changes the game is ongoing, it would be a waste to update it now. Though, there were (and still are) a number of mechanics that weren’t explained or were outdated so we had to make this change.• Goliaths in ‘Haven City’ now loot large health pickups
Developer's Note: This is just the very beginning of what we would like to do regarding environmental ambient and mood. We’d like to add or adjust lighting, post-process, sounds and other visual effects for all of them.