General changes
While VR0GU3 has only been out for a few days, we've already benefitted from some excellent constructive criticism that has enabled us to focus our immediate efforts on improving the core experience—particularly in the areas of usability and player feedback.
Here's what we've changed:
- We've increased controller rumble and added muzzle flash when shooting.
- We've added sparks that appear when an enemy robot is shot, to provide better hit feedback. (We tried bullet holes too, but they were very difficult to see on the models—sparks are still not always easy to see, but are definitely better.)
- Enemy robots now smoke out upon death, again to provide better hit feedback.
- We've added audible feedback when using the Weapon Selector.
We'd like to thank to Kris.vdv, Nagrom Nalla and tonka for taking the time to help us improve the VR0GU3 experience for all players.
First collectible weapon
We've added the first collectible special weapon to the game: the Blaster.
Available to find from Floor 2 on, the Blaster is an energy weapon that holds 99 shots and does not need reloading; however, you can only find it once per game, and there are no reloads available for it. You can drop it at any time with the Grip button, in which case it will fall to the ground where you can pick it up later.
The Blaster does not do as much damage as the Tomlin Wilks 10mm (your main sidearm), so it is more powerful earlier in the game than later, when your enemies are tougher. Nonetheless, if you can find it, the Blaster should give you a significant advantage while it lasts.
To ensure you don't accidentally throw away your magazines for your TW10mm, the buttons needed for reloading are turned off while holding the Blaster.