Patch Notes

Patch Notes for Update 0.3.14.2127

By April 8, 2019No Comments

This week’s update is all about improving the user interface and item balance. Last week’s tests indicated that the “item upgrade” system was a success, so we’ve added more upgrade tiers for more items. You can expect even more of these to release every week, as we sort them out and work on establishing balance.

This week, we also added a mini-map. Many of our alpha testers have been asking for one, so we made sure to prioritize it. The mini-map displays all characters at all times, so be wary of its double edged nature. Next week, we will be working on restricting the map to only show characters that your team has vision of. You should expect bugs from the map; please report any map related bugs to the #bug-reports Discord channel.

And now, for all the patch notes:

  1. Stomp Strike Radius increased to 450 (was 400)
  2. Orbital Strike Damage and Splash Damage increased to 20 (was 10)
  3. Created Orbital Strike Level 2 (30 Damage & 30 Splash Damage)
  4. Created Orbital Strike Level 3 (40 Damage & 40 Splash Damage)
  5. Removed all Magazine Regeneration Time stats from all magazines
  6. Added mini-map to HUD
  7. Reworked Resource zones to refill on a new timer system. Zones wait 20 seconds before filling at the beginning of match. After this, whenever a zone is depleted, it starts a 30 second timer before filling itself again. (Old system randomly chose a zone to fill every X seconds, which is unfair for a number of obvious reasons but was easier to prototype)
  8. Adjusted position of outer wall on bottom lane (lane is now wider).
  9. Turrets no longer become invincible (hitbox is always on)
  10. Added 200 shields to turrets
  11. Turret build time increased to 40 seconds (was 20)
  12. Added Fire Grenade
    1. Applies Burning Status to enemies within its impact radius
  13. Heavy Cannon Barrel armor-piercing increased to 20 (was 10)
  14. Explosive Single Shot Mag armor-piercing increased to 20 (was 10)
  15. Changed order of weapon core mods in the UI
  16. Changed weapon core damage to multiplicative (was additive):
    1. RV-1, -25%
    2. RV-2, -10%
    3. RV-3, no effect
    4. RV-4, +100%
    5. SV-1, +250%
    6. SV-2, +400%
    7. SCV-1, +500%
    8. SC-2, no effect
  17. Adjusted scale and position of Build Zones in Tutorial map
  18. Barrel changes:
    1. Medium Shotgun Dmg to 5 (was 1), Spread to 7 (was 9), Effective Range to 40 (was 35)
    2. Triple Burst Dmg to 5 (was 3)
    3. Standard Burst Dmg to 6 (was 3)
    4. F34 Pistol Barrel EquipTime to 0.6 (was 0.8), added Reload Time -10%
    5. Long Shotgun Dmg to 6 (was 2), Spread to 6 (was 7), Effective Range to 50 (was 45)
    6. Short Shotgun Dmg to 4 (was 2), Spread to 8 (was 13), Effective Range to 40 (was 10)
    7. Short Barrel Dmg to 6 (was 5)
  19. Adjusted “preview stacking collider” on Base Turret. Turrets can no longer be placed inside of each other
  20. Indestructible environment objects can no longer be destroyed by the destruction algorithm for player-built objects
  21. Poisoned Rounds damage increased to 5
  22. Damage Overload Multiplier reduced to 1.1 (was 1.5), Metal Cost reduced to 100 (was 200)
  23. Changed all Ability Metal costs so that Level 1 costs 100, Level 2 costs 200, Level 3 costs 300, and Level 4 costs 400. Notable changes include:
    1. Hermes Ability cost increased to 100 (was 20)
    2. Hermes Level 2 cost to 200 (was 20)
    3. Riot Shield cost to 100 (was 20)
    4. Chilling Blast cost to 100 (was 50)
    5. Chilling Blast Level 2 to 200, Level 3 to 300 (were 50)
    6. Grenade Throw to 100 (was 50), Level 2 to 200 (was 100), Level 3 to 300 (was 200)
    7. Fire Grenade Throw to 100 (was 50)
    8. Heal Nearby Burst to 100 (was 20), Level 2 to 200, Level 3 to 300 (were 20)
    9. Heal Nearby Aura to 100 (was 50)
    10. Invisibility Cloak to 100 (was 50)
    11. Jumpjet to 100 (was 20)
    12. Orbital Strike to 100 (was 20)
    13. Poison Dart to 100
  24. Created Light Shielding Level 2 and Level 3
  25. Created PoisonedRounds Level 2 and Level 3
  26. Increased size of Zone Capture Meter widget. Moved to lower center of HUD
  27. Created Dash ability
  28. Added some ramps to get above the jungle on lane map
  29. Reduced number of resource zones in lane map to 6 (was 8)
  30. Removed troublesome “lobby music”
  31. Refactored Orbital Strike “strike event” to be Reliable when multicasted. Also changed all armor abilities so that “Trigger Ability Serverside” is Reliable. Should solve bugs where particles / animations didn’t play on all clients
  32. Added some “helpful advice” text to Escape Menu Landing widget
  33. Turning off Invisible Cloak early now removes the Status_Invisible component from character, however clients still see a white box in HUD because the Widget Listing for the Status isn’t getting removed
  34. HUD now displays Team’s Minion Power Level
  35. Orbital Strike visualizer now gets removed if player is killed while aiming it
  36. Created Puncturing Rounds passive: applies “Bleeding” status when damaging an enemy, and then resets the trait after 10 seconds
  37. Recalling now Stops Shooting. Shooting now Cancels Recall.
  38. Decreased Invisibility Cloak duration to 7 (was 10). Added upgrades (Level 2 is 8 seconds, Level 3 is 9 seconds)
  39. Changed Damage Resistance on HeavyResistance Plating to 5
  40. Created HeavyResistancePlatingT2
    1. Set Damage Resistance to 7
    2. Set metal cost to 150
  41. Created HeavyResistancePlatingT3
    1. Set Damage Resistance to 10
    2. Set metal cost to 200
  42. Created HeavyShieldingT2
    1. Set Shield Regen Rate to 7
    2. Set Shields to 60
    3. Set Metal Cost to 100
  43. Created HeavyShieldingT3
    1. Set Shield Regen Rate to 10
    2. Set Shields to 160
    3. Set metal cost to 180
  44. Removed auto-shotgun barrel from spawn list
  45. Removed semi-auto stat from all shotgun barrels
  46. Adjusted rate of fire percentage decrease for shotgun barrels; new values:
    1. Short = -35%
    2. Medium = -50%
    3. Long = -65%
  47. Added Orbital Strike Level 3

I’d like to thank all of our alpha testers for helping us with feedback last week. We had three playtest days as a community, and found all kinds of ways to break the game! This week, we’ll be continuing with a playtest on Wednesday at 5:00 PM Eastern, and another one on Saturday at 3:30 PM Eastern.

See you in Revn,

Silas