The Polygon Team is back again to tell you the latest news on the 0.7 update.
In the announcement of update 0.7 we shared with you some of the changes we plan on bringing. https://steamcommunity.com/games/1241100/announcements/detail/3386171859242933469 Today we're going to shed some light on those new features and give you some more information about update 0.7. At the end of this announcement, we will also give a brief status update on our progress thus far.
| NEW CHARACTER
Earlier we showed you the model of the new character.
We saw your criticism of the new model, so we've worked on the character a bit more, completely redone his arms, and improved the overall anatomy.
We will continue to improve the character model as we move forward.
| WEAPON PROGRESS SYSTEM
In the 0.7 announcement we gave you very superficial information about the new weapon progression system. Now we're ready to tell you more. This will be one of the main features of update 0.7
The weapon customization menu has been completely changed, you can rotate your weapon and view it from all angles. It's finally in line with modern shooters!
Yes, yes, you're not imagining it :) These are the new modules! And they're not for sale in the shop anymore. But how do you get them you ask? Now we come to the most important thing...
Each weapon will have a separate level. XP gained for the actions in the game, will also increase the XP of the weapon used. Now you won't be able to buy a scope and use it on any gun, you will have to research this module for each weapon. To research the required module, take a look at the progression tree.
There are 2 types of XP - total and unused XP. Total XP is all the XP gained for playing with a specific weapon. Unused XP is the XP that has not been spent on module research. Thus, you can see all the XP you have gained while using the weapon (total XP), and you will use the unused XP for researching new modules.
In the progression tree, there is a separate branch for each module type. In the future, branches may have branches. This means that if you research one module, you will have several modules available for the next research.
In future updates we will add new modules to the progression tree of some weapons. We specifically designed this system so that experienced players cannot instantly get new modules, if a new module is added to a branch level below the explored one. Therefore, when adding new modules, everyone will have to unlock it!
Important: The location of modules in branches, the XP required, and any characteristics are currently informative only and do not demonstrate the end result. This is still under development at the moment.
| NEW MODULES
As you may have noticed, muzzle devices have been added to the game, as well as an underbarrel grip. Now some modules will change the characteristics of the weapon. The grips will affect the recoil and accuracy of the weapon, and the muzzle devices will also reduce the muzzle flash (flash hider), change the range and speed of the bullet, and other things. In the future, we will be adding more modules that affect weapon characteristics, stay tuned.
New types of sights have also been added: "OKP-7" and "Elcan Specter DR".
| NEW MAP
Do you like perfect balance? Do you want some real competition? The new map will bring a whole new style of gameplay to POLYGON!
We'v conducted a lot of closed playtests to ensure the gameplay on the new map is as balanced as possible. At the moment it is considered to be the most balanced map in Polygon. So, we present to you the new map - "Cargo":
This map was designed specifically for 5vs5 competition. We will now be able to run tournaments with prize giveaways - officially from the Polygon Team. Stay tuned!
| NEW ANIMATIONS
We've changed everything. Completely. From scratch. The new character will get brand new animations, which are much better in quality than the old ones. We've improved the animations many times already and we'll continue to move in this direction, because high-quality animations are an absolute necessity in any shooter. Without further ado, take a look at the comparison of old and new animations:
And of course now you can finally see your legs!
| NEW GUNS
In the 0.7 announcement we showed you one new weapon - AK308. But that's not all that'll be coming. Behold, the Kriss Vector:
Still not cool enough? How about this?
| OTHER CHANGES
We improved the background of the main menu:
Improved the PBR materials of all the guns.
Before \ After:
Seriously improved the lighting on the Crash Site map. This will also be done for the other maps.
And that's not all the changes that will be available in update 0.7
| STATUS UPDATE
Many of you have been asking us about the release date of this update, so now we'll give some info on the status of the update. The primary reason for such a long delay are the animations. Creating high quality animations is very time consuming, and with a whole new character model, we must recreate all of the animations currently in the game. We're working very hard to bring this update to all of you as fast as possible, and while we won't be able to release it as soon as we originally hoped, we are making great progress and hope to have a more accurate release date soon. We're sorry for such a long wait, but we promise it will be worth it :)
Stay tuned so you don't miss the release of Polygon's biggest update ever! A new era of Polygon is coming.
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This patch provides fixes and improvements for a better BALLYGON gaming experience.
SYSTEM UPDATE
Fixed BALLYGON Rank menu text only displaying "BALLYGON Rank (120Hz)" after turning off 120Hz Time Step mode.
Fixed a glitch where pausing as the player touches the stage during the initial appearance might still allow for player movement during a pause.
Fixed a glitch where pausing as the player touches the goal then entering Stage Viewer still causes the goal to activate.
Fixed a glitch where pausing and entering Stage Viewer back and forth just after the initial appearance would cause the "pop" sound to play every time.
GAME UPDATE
Player Drag increased from 0.03 to 0.04 (less slippery, easier to make minor adjustments)
STAGE UPDATE
Veteran
Log - Removed one moving platform.
Expert
Pixel - Fixed overlapping geometry that reduced player friction.
Thank you and I hope you continue to enjoy BALLYGON! -Anthony Seeha
Many fixes and changes have arrived! We will try to be brief thou the list is quite long.
With both hands empty your movement speed improved.
Revolver reload time decreased.
Clip size doubled from 3 to 6 bullets.
Save/load bullet bug fixed.
Anger replaced with Mana. You spend it on Active abilities. It will replenish over time but you can consume mana potions or regeneration potions to speed this process up. You can increase your mana pool size as well. Mana potion blueprint added.
You can also increase your health capacity as passive skill on Altar of Souls.
Bring Relics to the Priestess. It will show newly unlocked ability for several seconds on her shrine. Apply ability to your weapon (or shield). The shrine now has some hints on ability usage.
You can enable/disable activation mode on your weapon. Auto activated ability will work as long as you have enough mana. New visual effects are here.
Shield throwing is fixed and will not end up hanging in the thin air.
Accidental disconnect of client player will switch game mode to single player and allow server to save your progress. Dropped loot will also be recoverable in the Sentinel stronghold.
Player received damage decal intensified to let you know your character feels bad.
Enemy shields will indicate their durability with dynamic cracks.
Damage caused by player to monsters will appear as floating numbers above their heads.
There will be recovery hint above the lethally wounded player character.
Player recovering one another sound changed and will not play forever for client (fixed).
Battle Arena now has balcony traps that could be used by players to eliminate crossbowmen.
First arena mode will be unlocked after visiting Ancient vale location.
Subtitles now support parallel monologues.
Sentinel medallion in Bastion hall was invisible for client player. Fixed!
Panther physics upgraded.
Book of Life (Book of Faith) is placed in Bastion hall just to remind you it actually exist in the game.
Enemy balance changed and stronger versions appeared.
Consumable balance in costs, damage and radius.
Spirit appearing and disappearing effects are in their place now.
Banner placement additional checks for the Bannerlord.
Stone of Life message spam fixed.
Now you can use mannequins to check your damage.
Golem visuals buffed.
Arsenal visuals buffed.
Undead officer chests show their owners when you try to open them.
Minion skeletons might stun you. Popup message will appear telling you what's happened.
Long time forgotten footsteps sound is back.
Eastern Dungeon waterwheel chest position fixed.
Grotto location entrance reworked.
Teleport map pins position fixed. Will no longer teleport you to the same Sentinel stronghold you are already in.
Phew! There are many minor unseen changes.
Just don't forget to deliver schematics to the Merchant and Relics to the Priestess!