I’m excited to announce that the MOTHERGUNfriendSHIP Update for MOTHERGUNSHIP is now LIVE! As the name might imply, this update adds the ability to play with a friend to Mothergunship. Thank you for all the folks who helped us with this by jumping into earlier Alpha branches. Your feedback and insight was massively helpful.
So dive into the action with your favorite buddy: show them your most ridiculous creations, argue with them about who should get which gun parts from the store and enjoy taking down the Mothergunship..uh..together!
COOP is available once you have gotten access to your Headquarters (so, after the intro/tutorial) and from there you can enter the door in your Headquarters labeled “Portal”, where you can invite a friend into your progression through the game. Together you can fight through the entire rest of the campaign, all the side missions, as well as Endless and Sandbox modes. Feel free to also tackle the Endgame Campaign, which has been tuned quite a bit in response to player feedback.
We've got a WHOLE LOT of other changes with this patch as well. Here are the full patch notes:
Main Coop features:
- Co-op play introduced!
- Invite your buddy to your campaign using new summoning portal in HQ
- Show buddy cool emotes!
- Throw coins at your buddy
- Fallen buddy can play as turret mounted to your shoulder!
- Resurrect fallen buddy in new resurrect chambers added to airlocks (only some are active, some aren't)
- More !
Features:
- New mob baby bombot added to missions
- New mob charger bombot added to missions
- New mob mega bombot added to missions
- New MGS, Foundry and Harbringer rooms
- Inventory size increased to 200
- Gun parts now stacks in inventory
- Additional inventory slots can be purchased in Black Market
- Gun parts can be sold to Smuggler in Black Market
- Gun parts offered in Black Market are now refreshed automatically after purchase
- Smuggler now reacts to your actions
- Weapon part stats are visible on mouse hover in mission control map
- Option to restart story campaign without losing overall progress and collected parts added to mission control map
- Additional music tracks added to endless modes
- Coop related keybinds
- New art for rolling lava gun FX
- A handful of new Win/Loss Colonel lines for your audio enjoyment.
Balancing:
- Main campaign, endgame & endless mode balancing (difficulty, length, shops, drop chances, projectiles speed)
- Only 2 branches are now needed to be completed to access MGS in endgame campaign
- New mission types in endgame campaign
- Weapon parts balancing (buffed weaker barrels like flamethrower, rolling lava, energy burst, sawblade...)
- Balance of parts spawn chance
- Mobs balancing
- Lowered health of spidertanks and doorguards
- Two seconds delay added to gnats shooting
Bugfixes:
- Fixed Let's Get Physical achievement
- Fixed Welcome to Fight Club achievement
- Several challenge logics improved to be completed after room is cleared
- Fixed Armory points assiging/removing outside of armory
- Fixed mob HP bar not updating properly sometimes
- Multishot is now accounted into DPS calcululation in gun crafting
- Fixed scaling issue with Connector 1-Long
- Fixed HP boost from champion not being correctly initialized
- First boss loot spawns adjusted (positions, prohibited to spawn nothing). adjusted collision to try and fix a few reported issues of mission loot in secrets in some rooms.
- BlackMarket lost&found slot rebuy fixed.
- Fixed issue with healer unable to evaluate VIPWeight thus importance of mob to heal causing no healing.
- Fixed issue with some guns not properly showing ANY fx when they were in low quality mode. These obviously won’t look as good as high quality mode, but they should have at least SOME FX representation
- Fixed issue with money collected statistics miscalculated on mission start in special use case
- Moved few options from graphics menu to gameplay menu,
- Added HUD Hurt flashing option
- Collected coins visualization in reward screen
- Achievements
- Fixed issue with voiceover table not initialized resulting in no voiceover playing in missions
- Improved Spawn-In timing for certain enemies with Spawn-In animation.
- Fixed issue with camera shake not affected by Screenshake Magnitude setting from option menu
- Fixed issue with rebind button causing infinite loop.
- Fixed weapons not shooting when recharged while holding mouse button
- Refactored Spidertank to base off of more recent mob classes, which came along with some rebalancing work
- Refactored Laser Trap/Disco Balls to base off of more recent mob classes
Known issues
- Shoulder turret mode camera clips geo sometimes
- Shoulder turret doesn’t have crosshair
- Shoulder turret has infinite energy
- Respawning dead player lacks spawn in sfx and vfx
- Your own character doesn’t render hands/guns during emote on your screen. Your coop buddy sees it though.
- There’s a typo in one of the new script lines! This has been fixed, but didn’t make the update cutoff.
- Known issue : friendly fire committed by explosive projectiles plays hit effect (doesn't damage though)
- New Colonel Win/Loss lines are not localized yet into non-english lines
