Patch Notes V0.6.0

Battle Shapers

Battle Shapers is an action-packed, sci-fi FPS roguelite in which you shoot and smash your way through swarms of corrupt robots. Wield powerful weapons, abilities and game-changing new powers stolen from ruthless Overlords.

Hey Shapers! We're a couple days late on getting this in your hands but The Resilience Update is finally here. We focused on gameplay balancing and improved visuals this time around, tackling some of the common requests that you guys have had on Discord/Steam/Twitter. [b]Improved Enemy Projectiles[/b] [img]{STEAM_CLAN_IMAGE}/43840536/e78832c6306d57e943dbc3ac0c7ae142abb41787.gif[/img] Last update we tweaked a bunch of your guns for gameplay feel and visual quality, and this time we've done the same for enemy bots! Every enemy minion in Battle Shapers now has brand new projectile VFX to improve readability and give the robot hordes a little more personality. [b]New Hacks: Wrecking Ball and Regenerative Fields[/b] [img]{STEAM_CLAN_IMAGE}/43840536/274c2827c9dd0042e95ed28ac95d92901fc2a940.gif[/img] We've added a brand new Shaper Hack to the game, the Wrecking Ball! This hack will spawn several wrecking balls in all the rooms of an entire floor. You can punch these wrecking balls and send them careening into enemy bots, knocking them back and dealing explosion damage. This will also trigger any takedown related effects, so pair this hack up with takedown related core enhancers to make it extra juicy! Regenerative Fields will allow you to health 1 HP per takedown at the end of all fights. [b]Improved Enemy Density and Enemy Health Rebalancing[/b] We've received a bunch of feedback that some of our enemy archetypes can feel a bit spongey at times. We've also seen that you guys want more enemies per encounter. We've lowered the HP of every single non-boss enemy in the game. We've also added a system that allows Grunts, Hardhats, Sparkies, Dredgers and Gunner Drones to respawn continuously in combat. This means you'll be killing a lot more robots a lot faster. [b]Additional HUD Features [/b] When we were watching people play, we realized almost no one was using the Crimson Repeater as intended right off the bat so we've added a chargeable weapon HUD element around the player's crosshair for all weapons that can be held to charge. The directional damage indicators around the edges of the screen have been upgraded to better show where the hits you're taking are coming from. We've also made substantial improvements to the threat indicators, which will now show display arrows based on how dangerous enemies are and whether or not they are preparing to attack. [b]Changelog V0.6.0[/b] [b]Gameplay Changes[/b] [list] [*]Full suite of enemy projectiles reworked with the exception of Arbiter and Mistmantle because we liked those already [*]Enemy minion HP reduced by various amounts across the board [*]Up to 10 Grunts, Hardhats, Sparkies Dredgers or Gunner Drones will respawn as you fight if any more dangerous enemy archetypes remain [*]Rebalanced in-run economy, players will now get significantly fewer credits per floor [*]Lowered the number of small chests per room but increased the currency given by each chest [*]Core Enhancement cost in Huck and Hauly's store now scales according to the number of times you've purchased one in the current run [*]Recycling/Power transfer will now award credits as a percentage of the value of the gear instead of 10 times the gear level [*]Added a new ability modifier that grants extra condition stacks on critical hits [*]Wrecking Balls Shaper Hack: Spawns several wrecking balls in combat rooms allowing the player to smash them into enemy bots and trigger takedown effects. [*]Regenerative Fields Shaper Hack: Heals the player 1 HP per enemy taken down at the end of combat [*]Hurricane Bombs Shaper Hack: Spawns Kinetic barrels that inflict Kinetic damage and knockback enemies [*]Concussive Amplification Shaper Hack: Foes slammed into walls suffer extra damage [*]Overlords will now resist Slow and Weak status effects when applied repeatedly [*]There is now a tutorial for corrupted enemy bots [*]Added a VFX for Volt Colossus melee attack to add some oomph [*]Reduced the hitbox size of Volt Colossus' slam attack to better match the visuals [*]Removed auxiliary effects from corruption crystals [*]Lowered frequency of boss retaliations across the entire game [*]Improved clarity of Power Transfer interaction prompt [*]Threat Indicator now shows when enemies are about to attack [*]Threat Indicator now differentiates between weak and strong enemies [*]Threat Indicator now displays traps [*]Added dialogue speed as an option [*]Added an option to hide the city for improving performance on slower machines [/list] [b]Bug Fixes[/b] [list] [*]Fixed various issues causing minor collision and lighting inconsistencies [*]Fixed any issue causing players to get stuck in Shaper Rift parkour challenges [*]Fixed an issue causing Stage Select to fail to load on rare occasions [*]Fixed an issue causing Corruption Nests to not grant rewards in some rooms of Gravity Gardens [*]Fixed an issue causing generic buffs to have outdated descriptions in the Shaper Core menu [*]Fixed an issue causing certain laser traps to be on 100% of the time instead of switching between on/off states [*]Fixed an issue causing Volt Core and Strike Core punches to give players 1 second of invulnerability [*]Fixed an issue causing Wind Magistrate to be unable to dash towards players in some spots of the Stormscraper boss room [*]Fixed an issue causing the Strike Mantis drone to stop its laser attack when flinched [*]Fixed an issue causing players to be able to transfer the same modifier multiple times [*]Fixed an issue causing Thundersnap's description to be inaccurate [*]Fixed an issue causing Volt Colossus mines to destroy each other [*]Fixed an issue causing players to be pushed by weapon explosions [*]Fixed an issue causing the Firehawk to disappear if it hits a breakable railing [*]Fixed an issue causing a white square to appear when liberating the Stormscraper [*]Fixed an issue causing the Firehawk to cast a weird shadow on the ground [*]Fixed an issue causing large chests to sometimes appear locked [*]Fixed an issue causing certain abilities to get stuck when quickly casted twice in a row [*]Fixed an issue causing corruption crystals to spawn in before enemies [*]Fixed an issue causing Hunter's Marks to display incorrectly in the UI [*]Fixed an issue causing Firehawk's stat panel to display EXP instead of DMG [*]Fixed an issue causing Thermite Clusterbombs' stat panel to display damage incorrectly [*]Fixed an issue causing Sunflare Turret's stat panel to display damage incorrectly [*]Fixed an issue causing shields and HP to go over the max when entering a new floor [*]Fixed an issue causing dash recharge pickups to not refresh the UI of the dash ability correctly [*]Fixed an issue causing takedown's SFX and VFX to play when using Strike Core's dash strike [*]Fixed an issue causing players to get stuck in bottomless pits when using abilities that granted invulnerability [/list] Best, Metric Empire