PATCH NOTES v0.4y
GENERAL:
- Add placeholder story and voice lines
- Update all campaign levels
- Added a bunch of new levels
- We have a lot of old/placeholder art, slowly replacing them
- Add new weapons
- Caltrops
- Repair Drone
- Plasma Short Swords
- Energy Satellites
BALANCE:
Phase Engine: Engine
- Movement Speed: 2 --> 4.5
Jump Engine: Engine
- can dash in all 8 directions
- Energy Cost: 20000 --> 10000
- Cooldown: 8 - 6
Plasma Swords: Primary
- Damage: 3000 - 3500
Note: tweak weapon to work similarly to plasma short swords
Chakram: Secondary
- Damage: 7000 - 4000
- Energy: 3000 - 4000
- Cooldown: 3s - 4s
- fires 2 Chakrams at a time
Shotgun: Primary
- Damage: 5000 - 3750
- fires 2 rounds at a time
Ninja Stars: Primary
- Damage: 3000 - 2000,
- Cooldown: 0.5 - 1.0s
- Projectiles: 1 - 3
- Fire Rate: 0.5 - 0.2
Note: Feels more like throwing a volley.
Plasma Gun: Primary
- Damage: 3000 - 2000
- Fire Rate: 0.3 - 0.2
- Projectiles: 1 - 2
- Bullet Angle Offset: -/+/7
Railgun: Primary
- Fire Rate: 0.5 - 0.3
- Projectile Speed: 30 - 35
Shotgun: Primary
- Damage: 2000 - 4000
- Cooldown: 0.0 - 1.0s
- Fire Rate: 0.2 - 0.15
- Projectile Loops: 1 - 2
- Bullet Spread: 15 - 10
Note: Feels more like a two pump shotgun.
Homing Missiles: Primary
- Damage: 1800 - 3000
- Fire Rate: 0.3 - 0.4
Note: Hopefully feels like a more impactful primary now.
Triple Sword Gun: Primary
- Damage: 4500 - 3500
Homing Missile Array: Secondary
- Damage: 2500 - 5500
- Projectiles: 20 - 10
- Fire Rate: 5.0 - 4.5
Note: With that amount of projectiles they would proc a lot of on hits, buffed damage and fire rate to compensate that loss.
Chakram: Secondary
- Damage: 9000 - 6000
- Cooldown: 6 - 3
- Energy: 5000 - 3000
- Projectiles: 1 - 2
Excalibur: Secondary
- Damage: 4000 - 3000
- Bullet Lifetime: 10 - 3
Note: Was still too OP.
Laser: Secondary
- Cooldown: 7 - 15
Note: Could spam too much with it.
Triple Laser: Secondary
- Cooldown: 12 - 15
Note: Slightly increased cooldown as it's very powerful
Triple Laser: Secondary
- Damage: 10000 - 9000
- Cooldown: 7 - 12
Note: Laser’s still remain very strong.
Sniper Shot: Mod
- Damage: 1600 - 3200
Note: 2x the damage to feel more like a large impactful sniper shot.
Exploding Decoy: Decoy Mod
Damage: 25000 - 20000
Note: Doing too much damage for how often you can use it.
Extra Rail Gunners: Engineer Mod
- Damage: 2000 - 1500
Note: Doing too much damage for a short cooldown, nerfing a bit.
Changed files in this update