Ragnarök is upon us, and Odin needs heroes! This Co-Op Hero Action-Slasher takes up to 8 players into gigantic PvE battles for the fate of the universe. Choose your champion, level & gear up to stand your ground against thousands of enemies coming in waves of increasing might.
A new Champion, a new game mode, and a complete overhaul of progression, oh my! Update 1.2 for FS:R is here and it comes with all sorts of additions and improvements. In addition to the patch notes below, you'll be able to read more about everything coming in Update 1.2 and beyond in our upcoming newsletter!
Tomorrow, Friday August 30th, you'll be able to [url=https://www.twitch.tv/UnchainedStudio][u][b]join us live on Twitch[/b][/u][/url] at 1 PM EDT to take a look at Update 1.2 and even play with some of the devs!
[u][b][h1]Major Features[/h1][/b][/u]
[b]Progression[/b]
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[*] Players now have an entirely new way to customize their Champions with the Progression Tree! Assign perks that grant buffs to your Champion, and watch your power grow as you level up. You have a limited amount of perk points but can respec freely at any time – build your Champion to be a brutal damage dealer or a speedy tank, the choice is yours.
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[b]New Game Mode: Missions[/b]
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[*] In our new Missions game mode, the Champions are sent to complete a series of randomized objectives on one of the infinite battlefields of Ragnarok! Fight hordes of enemies, achieve your goals, and then fight your way back to the portal to escape before time runs out.
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[b]New Champion: Carthalon the Gladiator[/b]
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[*] FS:R’s first new Champion, Carthalon, is now available to play! Carthalon is both a melee damage dealer and healer able to slash through minions with his dual swords while building up Fervor to buff himself and heal allies.
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[h3][b]Art[/b][/h3]
[b]Missions Map Decoration[/b]
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[*] The Art Team has created new assets and updated old ones for the Missions game mode. With randomized layouts and objectives, we’ve made sure to create some recognizable landmarks to help players navigate the battlefield and complete their goals.
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[h3][b]FX[/b][/h3]
[b]Missions Objective FX[/b]
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[*] The FX team has been hard at work supporting our efforts on Missions. New explosions, new sparkles, and revamps of some of our favorite twinkles have been added to spice up the action.
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[h3][b]Audio[/b][/h3]
[b]New Music[/b]
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[*] Our Missions Game Mode comes with a suite of new music for various states, such as the dramatic escape finale. Keep your ears tuned for all of the new grooves that serve as the backdrop to your glory!
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[h3][b]Gameplay[/b][/h3]
[b]Game Mode Select[/b]
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[*] With the introduction of Missions, we’ve added a Game Mode Select to the main menu. Now you can choose whether you queue for one of the existing Scenarios, or the new Missions mode. And who knows what other modes might find their way there?
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[b]Rune Mod Rework[/b]
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[*] Rune Mods have been reworked to go along with the new Progression system. Now you unlock your mods with Rune Keys that you can earn by leveling up your Champion. As you keep playing you keep earning more Keys to unlock powerful new Mods. This allows you to choose the order in which you unlock new Rune Mods with much greater freedom.
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[b]Revive Adjustments[/b]
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[*] Noticing the loop of revives in matches, the Gameplay team has adjusted when you’re able to revive your allies. If you’ve just been revived yourself, there’s a 16 second cooldown until you can revive your allies – so try to stick together! You will see the “Too tired to Revive” message if you attempt to revive during this cooldown. In the future, we’ll be adding a UI element to more clearly communicate when a player is unable to revive/be revived.
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[u][b][h2]Bug Fixes[/h2][/b][/u]
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[*] Several Rune Mods were not functioning as intended, such as the damage values from Jalb’s Sundering Shield Bash. We have tuned these to work as expected.
[*] We’ve implemented a fix for usernames overflowing in the End Match Summary screen.
[*] We’ve also gotten in fixes for several issues backfilling matches.
[*] The Audio team has improved the audio volume in several areas that were playing either too loudly or softly to be more balanced.
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