Balance changes
Progression Balance: Our goal with XP progression was never intended to be grindy, so XP gain has been increased and level-gated unlocks are now easier to unlock
Increased XP gained at higher levels by +10% per level
Reduced level required to unlock the Scorpion vehicle: 15 -> 11
Reduced level required to unlock the Plasma Gun: 15 -> 10
Reduced level required to unlock the Impulse Laser: 20 -> 11
Reduced level required to unlock the Plasma Beam: 25 -> 15
Weapon Balance: Weapons updated to be more responsive and allow for faster tracking of targets
Weapon horizontal tracking speed: 90 -> 120
It can be challenging to track a fast moving player in multiplayer. This change allows turrets to keep up with high-speed loadouts
Weapon vertical tracking speed: 15 -> 40
Players that use a vertical lift ability can be difficult to track, so we've increased the vertical rotation speed of all turrets
Weapon max vertical rotation: 60 degrees -> 80 degrees
Players that use vertical lift have a consistent high-ground advantage. By increasing vertical turret rotation, grounded players can shoot higher and airborne players can shoot lower
Bug Fixes
High-speed collisions causing vehicles to get stuck
Missiles sometimes failing to damage other players
Some players experiencing lighting conditions that are considerably darker than intended
Powerups, augments, pickups, and vehicles not spawning in the correct location in Mother Island
Next Patch
Level redesign
We're aware that when driving in low-profile vehicles (Interceptor, Speedster, Reaper), some of the maps are extremely difficult to navigate due to aggressive terrain. We'll increase traction and suspension distance on those vehicles and redesign the maps to be more open, reduce unnecessary obstacles, and smooth-out some of the rough ground
Enemy variation and balance
Some extraction maps are not as challenging as others. We'll add more enemy variation and extraction bosses to spruce things up
Quickmatch sometimes fails to progress beyond the loading screen
This happens when global matchmaking joins 2 players that are far away from each other. Custom matches work fine in this case but quickmatch sometimes hangs at the loading screen during high-latency matchups
Cloud saves
Some users have reported that cloud saves are not always syncing. This does not affect progression as save files are stored locally incase of cloud failure. We'll look into this to ensure saves are reliably backed up on the cloud and are resynced from the local save files
Multiplayer vehicle collisions
Player vehicles colliding with each other sometimes generates a feedback loop with a massive knockback force. This is currently being investigated
Please continue to direct your feedback using the in-game feedback report (in the main menu), this Form, or the new Discord "bugs" and "feedback" channels.
Thank you all for your continued input and helping us improve the game!
Cheers,
Mad Metal Team
