Update 2.1.2
Hello Artists!
Thank you for participating in the public beta.
We're bringing you version 2.1, completed based on the feedback we received!
This update includes various bug fixes, as well as adjustments to make gameplay feel more exhilarating and to make you want to try out all sorts of customizations.
Please give it a try!
I'll continue working on 2.2.
I feel the public beta was a very good approach, and I plan to do the same for 2.2.
I'd be happy to hear your opinions again when that time comes!
Game Balance
- The additional shot effect "Sacrifice" no longer causes self-destruction
- If you cannot pay the HP cost (i.e. paying it would cause a breakdown), the shot can no longer be fired, just as when you have insufficient EN
- If you cannot pay the HP cost (i.e. paying it would cause a breakdown), the shot can no longer be fired, just as when you have insufficient EN
- Adjusted the lunge of burst shots (close range attacks)
- Alleviated the issue of over-decelerating and failing to reach the opponent when used from close range (around 30m)
- Improved lunge prediction, making it harder to miss badly when baited by sudden acceleration or deceleration from the opponent
- Lunge tracking is now strongly affected by drive speed (the higher your drive speed, the better the tracking)
- Alleviated the issue of over-decelerating and failing to reach the opponent when used from close range (around 30m)
- Adjusted the homing of Paradox shots
- The timing at which homing begins now varies according to distance and shot speed, making it harder to fly past the opponent before homing starts even when shot speed is enhanced
- Homing is now performed at least once when passing near the target (the ability to shake off homing by dodging at point-blank range remains unchanged)
- The timing at which homing begins now varies according to distance and shot speed, making it harder to fly past the opponent before homing starts even when shot speed is enhanced
- Changed the railgun's firing rate options to only "Single Shot" and "Low"
- Existing units set to "Middle" or "High" will be automatically corrected to "Low" when loaded
- Existing units set to "Middle" or "High" will be automatically corrected to "Low" when loaded
- Adjusted Detonator EN consumption and heat generation
- Fixed an issue where actual consumption and heat generation were twice the values displayed in the Designer, and they now match the displayed values
- The multiplier has also been readjusted accordingly (actual consumption and heat generation are about 25% lighter than before)
- Fixed an issue where actual consumption and heat generation were twice the values displayed in the Designer, and they now match the displayed values
- Charge shots no longer generate EN consumption or heat after reaching full charge
- Full charge is also no longer forcibly canceled when you run out of EN
- Full charge is also no longer forcibly canceled when you run out of EN
- When Klein (gravity field) directly hits a unit or drone, the gravity field now attaches to the target and follows it
- The affected unit itself is not pulled or slowed (it still draws in surrounding units and shots)
- The affected unit itself is not pulled or slowed (it still draws in surrounding units and shots)
- Adjusted the effects of Jammer
- While active, it nullifies the homing of homing shots, missiles, and Paradox shots that are flying toward you (homing resumes once the effect ends)
- Extended its recharge time
- While active, it nullifies the homing of homing shots, missiles, and Paradox shots that are flying toward you (homing resumes once the effect ends)
- Parts summoned by the Summoner are now 50% lighter
- The same weight reduction also applies to the Designer's weight display and to deployment checks for weight-restricted rules
- Extended its recharge time
- The same weight reduction also applies to the Designer's weight display and to deployment checks for weight-restricted rules
- Increased Detonator EN consumption and heat generation
- Extended Overflow's recharge time
- Strengthened Overcoat
- The maximum shield value while active has been increased from 2x to 3x
- As a trade-off for this enhancement, its recharge time has been extended
- The maximum shield value while active has been increased from 2x to 3x
- Removed the specification where using Overcast decreases your score
- Changed the calculation method for emitter generation load (how easily an emitter overheats from continuous use)
- In addition to attack power enhancements, shot speed enhancements now also affect load
- The selection of additional effects no longer affects load (even if you choose an additional effect that changes attack power, load will not increase or decrease)
- The load caused by attack power enhancements is now slightly lighter than before
- In addition to attack power enhancements, shot speed enhancements now also affect load
- Limited the number of Diffractors that can be equipped on a unit to 8
Bug Fixes
- Fixed an issue in multiplayer where lock-on could not be performed under certain conditions
- Fixed an issue where the burst shot motion could be canceled midway by a Detonator linked to the attack
- Fixed an issue where repeatedly pressing the attack button would cause the attack motion to restart from the beginning
- Fixed an issue where, when locked on by multiple enemies, the warning sound would not play for the second and subsequent lock-ons
- A warning sound now plays each time a new lock-on occurs (when consecutive, it plays at intervals of at least 0.5 seconds)
- A warning sound now plays each time a new lock-on occurs (when consecutive, it plays at intervals of at least 0.5 seconds)
- Fixed an issue where, on units equipped with a Summoner, the deployment check for weight-restricted rules (lightweight/weight-specified matches) could change depending on the unit's state
- Fixed an issue where the weight reduction was applied to summon parts even when the Summoner plugin was not equipped
- Additionally, the unit's weight display now updates immediately when plugins are attached or removed
- Additionally, the unit's weight display now updates immediately when plugins are attached or removed
- Fixed an issue where, when an emitter equipped on an arm had its usage condition set to "Toggle," aiming correction would not work and it could not fire in the intended direction
- While locked on, it fires toward the target. While the brace is not yet complete, or when attached at a special orientation, it continues firing toward the muzzle direction as before
- While locked on, it fires toward the target. While the brace is not yet complete, or when attached at a special orientation, it continues firing toward the muzzle direction as before
- Fixed an issue where emitters set to "Toggle" would continue firing during landing recovery
- Firing pauses during recovery and automatically resumes once the recovery ends
- Firing pauses during recovery and automatically resumes once the recovery ends
- Fixed an issue where LANDING-type motions assigned to action buttons would not play
- Fixed an issue where selection fields such as the condition settings on the SETUP screen were displayed in front of the mouse cursor, hiding it
- Fixed an issue where one of the connectors on the BASC-JA-03 was unusable
- Fixed an issue where MTRF-6J42 was not affected by various effects
- Fixed an issue where the main unit would be accelerated when a bit used a burst shot equipped on a Diffractor
- Fixed an issue where, while using an OR that changes the unit's color (such as GOLDEN OVERRIDE), modules that appeared via the Summoner would not change color
- Fixed an issue where, on units using both a Summoner and OVER SHADE, modules beyond the Summoner would be displayed even when the Summoner was not active
- Fixed an issue where, on units equipped with a Summoner, the Accelerator and Detonator displays would become incorrect during the Designer's action check
- Fixed an issue where canceling while adjusting the attachment angle of the head or arms would cause the joint angle to become incorrect
- Fixed an issue where self-destruct (SCARLET ADOLESCENCE) would still detonate even if the unit was defeated while it was active
- Fixed an issue where, if you retired or returned to the garage while an OR that changes the unit's color (such as GOLDEN OVERRIDE) was active, the unit's color would remain changed and could not be reverted
- Fixed an issue where energy recovery and cooling rates would change between 60FPS and other frame rates
- Fixed an issue where, when using a gamepad, the button had to be pressed twice to enter a match
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