This week, we’re adding some new content, balancing the Burst rifle, and introduced some new weapon mechanics (Bloom and mobility influences from holstered weapons).
Here’s everything in Patch 0.9.2:
New Content
- Cannon Turret
- Wrist Rocket ability
- New hybrid passive item – Caster Vitality, increases health and energy
Stat Changes
- Doubled the animation speed for throwing all grenade type abilities
- Energy Generator – Energy Regen Rate lowered to (1,2,3,4,5) was (1,2,4,6,8)
- Burst Rifle damage decreased to 110 (was 135)
- Fire Grenade – Cooldown decreased to 8 (was 13 seconds)
Bug Fixes
- Fixed some Target Dummys’ nameplates that said 100 HP instead of 1000 HP
- Sentry Turret (ability) will now agro on Rogue minions, however it might not agro due to a different bug
- Fixed Bug – Poison damage does only 1 point of damage if the character has some shields remaining
- Fixed tooltips for Dex Implant item
- Fixed bug where minions could spawn endlessly
- Fixed bug – “You can aim down sights while in the middle of deploying the drone”
Miscellaneous
- Added a weapon bloom mechanic, while hip firing
- HUD weapon reticule scales to loosely represent the weapons’ bloom and / or shotgun spread
- Weapon Bloom Values (in degrees)
Assault Rifle – 0.4
Pistol – 0.5
Sniper – 0.9
Shotgun – 0.5
Carbine – 0.57
Launcher – 0.6
Heavy Rifle – 0.55
Burst Rifle – 0.4
- Holstered weapons now contribute a small fraction of their mobility stat to your character’s move speed.
- Energy Accelerator now tagged as Energy and Cooldown (was previously only tagged as Cooldown)
- Re-did the staggered minion wave spawning code that eliminates lag spikes when minion waves spawn
We’ll be playtesting on Wednesday and Saturday at 7 PM EST as usual this week. Thanks for being a part of the Revn community!