Update 0.11.4 Released + Patch Notes

M.A.S.S. Builder

Commander, customize and build your Mechanical Assault Skeleton Suit (M.A.S.S.) and lead the fight against an alien invasion bent on exterminating the human race. The fate of humanity is in your hands.

[img]{STEAM_CLAN_IMAGE}/34774518/f4ae10bd1e73799737b3b0b4111255a35b015c44.png[/img] [u]Known Bugs[/u] [list] [strike][*] Textures of ground in some area are wonky and appears to be moving [*] Flickering cameras [*] Some tier 7 tech sub-units are not correctly working as intended [*] Weird collision in terrain in some areas of certain missions [*] Typos, lots of typos, we will speak with the person in charge of typing so they won't make more typos [*] Glows looked more dull than ever before, it's not glowing enough! [*] Zenith thruster isn't working in one place, take caution in flight controls[/strike] [/list] [u]0.11.x Hotfix [/u] [list] [*] All of the known bugs should be fixed in 0.11.1. We'll add more when more are reported and we make another hotfix. [*] Fix random game freeze in mission [*] Fix terrain tile texture [*] Fix missile in pod disappear in battle [*] Fixed decals and missile pods showing wrongly in-game [*] Fixed launch cinematics showing hidden parts [/list] Surprise surprise! We were able to finish our bug hunt and final polishing sooner than expected and we're ready to release our update... so why wait? It's been a really long development cycle this time and we hope we're able to meet some expectations you people have for us. As always, we'll monitor for any bugs and changes required for a week or two. If there aren't any critical bugs or required hot balance fixes, we'll continue on towards 0.12.0. [h2][u][b]Additions[/b][/u][/h2] [u]Single-Fire Shooters' Charged Shot[/u] In 0.11.0, we've added new firing methods to old Shooters through charging attacks. For Bullet Shooters, players can charge up their shooters for a few seconds, raising its damage multiplier significantly, even higher than they could do in those few seconds, and release an extremely accelerated and fire bullet. Again, we won't coin the term Railgun to this weapon, but it's up to our players to iterate whatever they wanted to call the weapon. M.A.S.S. Builder is a game of imagination and head canons after all. [img]{STEAM_CLAN_IMAGE}/34774518/f49d2ebdd9ab7c8897c1e438f694133ab7a7e701.gif[/img] With Bullet Shooter being the fast, penetrating bullet, energy shots are bigger, slower, and explode upon impact. This is a fiery ball of death, a charged-up buster shot, and an impending doom for its victims in our imagination. We wanted to make the effect much more extravagant at first, but the visual clutter was too much thus we have the toned-down version here. [img]{STEAM_CLAN_IMAGE}/34774518/08c4c79ef2337d11cfccab54eefd6922afbe3364.gif[/img] [u]New Shooters[/u] We also added new shooters that's not just an added function to old ones as well. For Energy Shooters, the new firing method is called Prism. Prism has two firing methods through the charging mechanics as well. Holding down "left click," players will be able to charge up a prismatic explosion that deals no damage at all but attaches a prism onto every lockable point within an area. [img]{STEAM_CLAN_IMAGE}/34774518/bd2d3ef33f9e9fbe6bf1401283f97ed3d1529545.gif[/img] The PRISM's uncharged fire will chain to each, and every point marked with a PRISM that's attached on an enemy. Every shot is counted towards a threshold and when the threshold reaches a certain point, the PRISM explodes for another instance of damage. Stacking explosions here can be extremely strong to clear out groups of enemies if you can setup the perfect chain. In comparison, it's also one of the best against large Quarks with multiple lock-on points. You know which one they are. [img]{STEAM_CLAN_IMAGE}/34774518/8a7da98fe935c7127a32aec6aa8fce64ff4c78e1.gif[/img] On the Bullet Shooter side, we added the Pile Bunker, an extremely different kind of shooter that we classified as a close ranged BULLET SHOOTER. Players get one chargeable bullet, you. The Pile Bunker can be charged for higher distance, piercing through enemies, and a really high extra damage multiplier. It will damage any enemies within its path and players can instantly dash to cancel out of the end part. [img]{STEAM_CLAN_IMAGE}/34774518/4dc023c2f562b30b2448e42323c636ee429f6751.gif[/img] While this might sound like a really good melee weapon that allow players to move through the battlefield quickly and uses Piercing to calculate damage instead, Pile Bunker will need to reload after every usage. No amount of MAG.Load will be able to increase its ammo amount. [img]{STEAM_CLAN_IMAGE}/34774518/80311ab0913fe12460820f57bb50a3c6ac4bfca8.gif[/img] [u]New Armor Set: Zenith[/u] The set, named Zenith, is designed with a concept of futuristic, cyber-like designs. It's a sleek, thin armor set designed incorporate lines and gaps to emphasize running colors and lights of the future, complete with a headgear that looks like a headset. [img]{STEAM_CLAN_IMAGE}/34774518/ceeef09e00490cbd99c7df743578e319eeb8af70.gif[/img] [img]{STEAM_CLAN_IMAGE}/34774518/92a1a41d5d9bc15daa3d922668a7369388cec1b2.gif[/img] [img]{STEAM_CLAN_IMAGE}/34774518/3dfbc9712c5abd398e8cd0368f90dd0caa29b5a6.gif[/img] [img]{STEAM_CLAN_IMAGE}/34774518/11e0ffa01ef9cdde3c9aed9aefc9b8af67fa5d09.png[/img] [img]{STEAM_CLAN_IMAGE}/34774518/46e807a77b33580bfc4dd287ffc253ad400a3ea4.png[/img] [u]New Feature: Parts Hiding[/u] In update 0.11.0, you can now choose to "HIDE" certain parts such as the Skirts or Ankles in addition to unequipping them. [img]{STEAM_CLAN_IMAGE}/34774518/1d157de54ba3a4f8521cc8f438025d68764b6343.gif[/img] When choosing to hide every "skirt" part, the connection joints will also be hidden, leaving you a thin waist area. This should allow players to create a really sleek looking M.A.S.S. unit without the hurdles and pain of hiding those joint parts anymore. [img]{STEAM_CLAN_IMAGE}/34774518/f0a1171c1a8f106ff80a5f5be997c8bc9beaedbe.gif[/img] In regards to accessories, if you hide the parts, the settings of that part is still saved, and will show up when it's unhidden. We hope these make you as excited as us. Until next time! [img]{STEAM_CLAN_IMAGE}/34774518/f9933f94343d2f7e0b178becd6d18ed0ac034116.gif[/img] [u]New Feature: Socket Alignment[/u] In 0.11.0, ARMOR, WEAPONS, and ACCESSORIES will have sockets to help players connect selected accessories on top of each other. The image below shows an example of sockets on a backpack. [img]{STEAM_CLAN_IMAGE}/34774518/3640f6c809322a1e942126215112580bfa7cd68f.gif[/img] In the Assemble menu of accessories. There will be a new Alignment method added into the menu called the Socket Align. Each part will have different socket positions and numbers, but we've made it mostly a sensible connecting position on each of the part. Here is an example of sockets on an ARMOR backpack slot. [img]{STEAM_CLAN_IMAGE}/34774518/41e9831907f6fd76c5fdac8d42d6d6a181fb6faf.gif[/img] [u]New Accessories[/u] As always, we're adding new accessories to play around with in this update! [img]{STEAM_CLAN_IMAGE}/34774518/892a190bdd170a96d67547dcc7255a91355d8c5a.gif[/img] [img]{STEAM_CLAN_IMAGE}/34774518/85193926bf8e998e30b6e4a6aca9f41c93f1399e.gif[/img] [u]Missions[/u] [list] [*] 1 new Campaign mission. A decisive fight against the Ascendant is here. Why is he issuing you this challenge? Can you beat humanity's ace pilot? Would you finally punish them for stealing your kill that one time? [/list] [h2][u][b]Improvements[/b][/u][/h2] [list] [*] Input Mapping - players will now be able to map their inputs to two-buttons-press for controllers. [img]{STEAM_CLAN_IMAGE}/34774518/1ba1eed6baff4b566a55256bda5ae2730e9050e0.gif[/img] [*] Updated Quarks - Special uncommon Quarks that does not conform to the normal behaviors and uses special moves to effect combat made a return! They provide a challenge more than the normal behavior of running into players or drop dead and their old frustrating behaviors are now removed from the game. [img]{STEAM_CLAN_IMAGE}/34774518/8590dd018c96e5f675132916bc4890ff51100b51.gif[/img][img]{STEAM_CLAN_IMAGE}/34774518/d7c6bfd3feb18c09e02038cd20aa01c0ca522901.gif[/img][img]{STEAM_CLAN_IMAGE}/34774518/a768fd05f4b35870b6458c58e03c935d77af8425.gif[/img] [*] Updated M.A.S.S. Enemy - Normally when you hit M.A.S.S. units, they don't react much and they seem to just walk around doing their thing. With bosses, they just seem like an iron wall that isn't responsive, and we aim to change that here. We've now provide them with different attacks unlike what your M.A.S.S. can do and turn them into true boss experience. Their status is also adjusted to compensate for the higher difficulty from this improvement. [img]{STEAM_CLAN_IMAGE}/34774518/25efed1dd9dc6575a2c0c11862cd84787d63e418.gif[/img] [/list] [h2][u][b]Game Balance Changes[/b][/u][/h2] Disclaimer: Most balance changes have been discussed with our players through discord, and we'll keep monitoring how things perform. [u]Generic Adjustments[/u] First things first, we have now unlocked development tier 7. Their unlocking materials will be dropped from later waves in challenges and latest missions. We expect them to provide tons of power to the player and we'll keep watch to modify them if any of them are game breaking. For tech node changes, we aim to increase the power of tanky tech sub-units in the coming update. We'd improve them in 0.10.0 and while they are well received, their power is too low to be competing for a sub-unit slot. In 0.11.0, we're increasing their power by a significant amount. Units that improve shield regeneration cooldown are mostly buffed by around 50%. Think nodes that currently lower time before shields start regenerating by 25%, all of them will be changed to a 40% reduction, allowing players to easily slot in one of two for constant shields regeneration. This should make them more dependable and more competitive for a slot in any build that rely on the regenerating shields. On the same note, we're also improving sub-units that straight up improve shields regeneration and regenerate shields through other means. Things like Perpetual Generator will proc more frequently. Arms S. Battery will recover more shields. And lastly for this goal, we're also improving durability tech sub-units that are overshadowed by their peers, such as Metals Replacement and recovery nodes such as both the Nanorobotics variant. [u]Defensive Tech nodes[/u] [list] [*] Metals Replacement maximum durability increase from +25% to +35% [*] Living Metal Durability gain from 4% to 5% [*] Shieldsformer System I and II regeneration start time reduction from 12% to 20% reduction [*] Shieldsformer Controller shields regeneration start time reduction from 25% to 40% [*] LC Reactive Armor from 1 second to 2 seconds duration [*] Fortress Configurations I and II from 2% shields to 4% shields [*] Dueling Armor shields regeneration start time reduction from 12% to 20% [*] Fortress Shielding shields regeneration increase from 25% to 50% [*] Shields Re-Router regeneration start time reduction from 12% to 35% [*] Composite Nanorobotics durability gain from 1% to 2% [*] Powered Nanorobotics durability gain from 5% to 8% [*] Frame Boosting System defense increase effect from 0.75 seconds to 1.25 seconds [*] Perpetual Generator shields recovery from 5% every 5 seconds to 4% every 2.5 seconds [*] Portable Charger changed to portable factory, now also restock bullet launchers. [*] Shieldplates Replacement shields regeneration start time reduction from 50% to 75% [*] Type 2 Arms S.Battery shields recovery from 3% to 5% [*] Tremor Impactor effect cooldown from 12 seconds to 10 seconds. [*] Kinetic Canceller effect duration from 0.75 seconds to 1.5 seconds [/list] [u]Other Tech nodes[/u] [list] [*] Efficient Thrusters I and II fuel burn rate reduction from 10%/15% to 15%/22% [*] Repulsor Attachment damage from 300/375% to 350/400% and effect cooldown from 6 seconds to 5 seconds. [*] Immediate Enhancement Quantum Break duration from -25% to -10% [*] Uninterrupted Support now also provides +15% to total ATK While using Quantum Break to compensate for not being able to use Launchers while in QB. [/list] [u]Enemy Changes[/u] [list] [*] M.A.S.S. enemies have their durability and shields reduced [*] M.A.S.S. bosses have their durability and shields drastically reduced [*] Sandstorm Glutton's boss' HP is reduced by around 19% [/list] [u]Bug Fixes[/u] [list] [*] Various typos [*] Various decals and model bugs [*] Areas in some missions that drops could fall off [/list]