Blast Royale
  • πŸ”«Blast Royale
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  1. Release Notes

0.11 - 0.12

New features

  • New toggle in settings for Dynamic Aiming Camera

  • New Radar special - the radar highlighting enemies on the minimap within an area around the player for a few seconds. A great scouting tool! It was given to the following weapons:

    • Crossbow

    • Hunting Rifle

    • Shotgun

    • Laser Pistol

  • New Tutorial and Login Flow. Now you can login into your account from the Settings

Systems update

  • Few changes have been made to make Shields stats to be more distinct from Health stat:

    • Picked-up equipment doesn’t restore Shields when it adds Shields Capacity

    • Red and Yellow Armour pickups were removed

    • Players now start the match with the max default shields capacity that can be further increased by picking up their equipment

    • Shields now don’t let damage overflow into Health. E.g. if you have only 5 shields and receive a bullet with 100 damage, you will only lose 5 shields and your health will be intact

    • Shields capacity bar now sits on top of Health bar to further strengthen the idea above

    • We added Shield Break animation so you can see more clearly when you break someone else's shields or your own breaks

  • Players that stay above a certain height (like on roofs, or on rocks) will be warned and then will start receiving damage. This was made to prevent players from exploiting the game in order to obtain trophies while not actively engaging in a match

  • We disabled the mutators in Casual Battle Royale, for now, to make the experience for new users more consistent. All mutators are still available in Custom Games

Improvements

  • The selected game mode is now saved between matches and sessions

  • We simplified the shader that highlights players and items obstructed by obstacles so it’s more performant and easier to see

  • Loading times were improved

  • We improved the aim to make it smoother and more precise

  • We made a few improvements to reduce the networking traffic which should make the game more stable

  • Optimizations were made on input system to cut unnecessary delays so the controls feel more responsive

  • We added a dynamic camera to the main menu to make it more exciting to navigate

  • Improved the states of Blast Pass button to make it clear when you have rewards to collect

  • Made a few other improvements on the home screen:

    • There’s a new screen where you can choose various cosmetic items in the future; for now there are only skins

    • Tap on the trophies will open the global leaderboard

    • The in-game store button moved to the left

    • A few other smaller improvements and changes here and there

  • Improved the shader for obscured players and items in a match to make it cleaner and more readable

  • Improved the visibility of pick up progress radials; now they are rendered on top and not obscured

  • Equipped item is now automatically selected when you go into its respective category in the in-game inventory

  • Items in the in-app store have been renamed for clarity and also received tooltips to provide information about the content

  • We’ve added screenshake on certain match events

  • Deathmatch was removed from custom games as well as it’s not working properly and we would like to focus for now on Battle Royale before bringing more game modes into the mix

Bugfixes

  • Fixed a rendering issue for the Global Leaderboard that occurred in certain cases

  • Fixed a rendering issue that caused a hammer in the main menu look bad

  • Fixed a rendering issue with characters on the match results screen

  • Fixed a bug that was counting NFTs picked up in a match in a wrong way

  • Lots of improvements and fixes around reconnection

  • Fixed a bug that caused spectators being stuck after the end of a custom match

  • Fixed Battle Pass Points progress bar on match results that sometimes was out of bounds

  • Fixed the red-marker notification about new items in the inventory that was staying on the inventory button even without any new items

  • Fixed a bug that caused player name to go out of bounds on the home screen

Balancing Changes

  • Craft Spice earnings balancing:

    • CS Base Pool size 200 -> 100 - to reduce average earnings

    • CS ScaleMultiplierK (Multiplier to scale value) 10 -> 7 - to reduce average earnings

    • CS CurveShapeModifier (K) 1.5 -> 2 - to give a bigger pool for owners of a lot of NFTs

    • Grade changes to allow owners of top grades to quickly drain their pools and save time:

      • Grade III take per match multiplier 0.150 -> 0.200

      • Grade II take per match multiplier 0.450 -> 2.000

      • Grade I take per match multiplier 1.000 -> 20.000

      • UPDATE: Changes with grades were rolled back

  • The set of changes for equipment will be fairly small as we are pretty happy with where the current meta is at, and will be mostly focusing on buffing the more underused weapons in the game, and introducing a new special, the Radar!

    • TLDR:

      • Buffed: Shotguns, Light weapons, Heavy MachineGun, Minigun, RPG, Needle gun, Daedalus, Sniper, Laser Rifle

      • Nerfed: Sky Laser Special, Pulse Rifle

Balancing details for Specials

Sky laser

Radius: 2.75 units β†’ 1.75 units

Reducing the size of the sky laser to make it a bit harder to land. Still deals that heavy 40% max hp damage

Grenade

Radius: 2.5 units β†’ 2.75 units

We are buffing the size of the grenade to let it compete a bit more with the sky laser

[NEW] Radar

Range: 40 units Duration: 3 seconds Weapons with radar:

  • Crossbow

  • Hunting Rifle

  • Shotgun

  • Laser Pistol

The radar reveals all enemies within an area around the player, highlighting them on the minimap. A great scouting tool!

Balancing details for Weapons

Pistol

Tap Cooldown: 0.1 β†’ 0.18 seconds Attack Cooldown: 0.55 β†’ 0.18 seconds Attack Power: 53%β†’ 60% Base Power: 0.5625 β†’ 0.7 Ammo Capacity: 100 shots β†’ 160 shots

The pistol is being changed to a consistent, mid - long range automatic weapon with a small magazine, a quick reload. and a huge amount of ammo capacity

Laser Pistol

Tap Cooldown: 0.33 seconds β†’ 0.3 seconds Attack Cooldown: 0.45 seconds β†’ 1 second Attack Power: 53% β†’ 55% (per bolt, so 110% total) ReloadTime: 1 seconds β†’ 1.3 seconds Ammo capacity: 50 shots β†’ 42 shots

The laser pistol is being reworked into a technical flick weapon. If you can flick aim well, this weapon can fire much faster than if you just held the stick.

Remember, the laser pistol fires 2 bolts, so landing both shots will lead to big damage.

Crossbow

Attack speed ramp down time: 2 seconds β†’ 3 seconds Aim range bonus: 1 unit β†’ 3 units Base attack range: 5 units β†’ 4.5 units Magazine size: 12 β†’ 16 Ammo capacity: 48 shots β†’ 64 shots

We are buffing the crossbow’s strengths to try and make it a bit more relevant than it currently is

Sccattergun

Attack Power: 35%β†’ 40% Base Power: 0.25 β†’ 0.275 Attack Range: 3.5 β†’ 4 Aim range bonus: 0 β†’ 1

The scattergun has a tendancy to take over the meta when it’s strong, but it is clearly not as strong as it could be.

Shotgun

Attack Range: 4 β†’ 5 Attack Power: 25% β†’ 27% Base Power: 0.66 β†’ 0.75

The standard shotgun has never seen too much use, so we are giving it a nudge in the right direction

Laser Blaster

Ammo Capacity: 30 β†’ 45 Attack Speed Ramp up: 2 β†’ 1.75 Attack Power: 20% β†’ 22%

Laser blaster is a good weapon, some players like it, but it is just too ammo hungry to be worthwhile. Giving it a little extra juice.

HeavyMachineGun

Base attack: 0.6 β†’ 0.95

The heavy machine gun ended up losing far more power than intended in the previous update, so we are going to be giving it some of that power back in this update

Minigun

Attack range: 5.5β†’ 6 Aim range bonus: 2 β†’ 3.5 Ammo Capacity: 200 shots β†’ 300 shots Attack Power: 41% β†’ 40% Base Power: 0.225 β†’ 0.266

The minigun desereved a bit of love. Some extra base power, range and ammo should help it perform without needing too much equipment

NeedleGun

Attack range: 4.5 β†’ 5.5 Base Power: 0.1875 β†’ 0.1955

The needle gun can be an extreme powerhouse, balanced by it’s short range. We are giving it some quality of life improvements to hopefully let it compete with the SMG

Daedalus

Attack Range: 5 β†’ 6

It’s a bit messed up the shortest range smg is also the least accurate. Increasing the range should help the daedalus compete with the SMG

Laser Rifle

Attack Cooldown: 0.16 seconds β†’ 0.15 seconds Attack Power: 26% β†’ 28%

We think the Laser rifle is already viable, but it deserves a small buff to keep it relevant

RPG

Reload time: 2 seconds β†’ 1.75 seconds Tap Cooldown: 1 second β†’ 0.9 seconds Hold Attack cooldown remains the same at 1.2 seconds Base Power: 0.325 β†’ 0.35

We want to avoid buffing spam where we can, but we feel the RPG is a fun weapon with room to grow, and due to it’s slower specials, shouldn’t take over the meta if buffed.

Sniper

Attack Power: 75% β†’ 80% Aim indicator: fat line > cone

The sniper was a tad overnerfed las patch, giving it a small boost in damage to compensate

Pulse Rifle

Special 2: Sky laser β†’ stun grenade Aimed movement speed: 0.8 β†’ 0.5

The pulse rifle is fun, but a bit too oppressive due to it’s access to the sky laser special allowing you to easily finish off targets without needing to land another shot. It is also much too mobile considering it’s class.

Also a few weapons had thier max capacity adjusted to be multiples of thier magazine size.

General balancing

Movement speed

We are making adjustments to how quickly you can traverse the map. This should increase the value of the movement speed stat and force players to chose between looting and moving to a new position.

Skydiving horizontal speed was reduced by 30% to increase the importance of drop area selection and increase the variety of positions between matches

Base movement speed: 2.5 β†’ 2.35

Note, with your hammer drawn, you should move a bit faster.

Collectables

Shield refills are now the only source of shields in the game, and ammo can be a bit to scarce, especially for new players. We are adjusting the value of these pickups and increasing the size of the pickup radius as well

Small shield refill: 200 shields β†’ 300 shields Large shield refill: 400 shields β†’ 600 shields

Small ammo refill: 10% β†’ 15% Large ammo refill: 20% β†’ 25%

Increased the pickup time for the above pickups by 0.2 seconds each. (this was done to increase the value of the pickup speed stat, as without it, collectiong of pickups should feel quite slow)

Finally, we are increasing the duration of the quad damage pickup to introduce some more oppertunities to utilise it fully

On Kill Collectables

Player kills will now drop more collectables on death, and more than just health, but ammo and shields as well. This should make kills feel more rewarding and encourage aggressive play.

Shield cracking

As mentioned, your shield will now absorb all damage taken from a single shot when broken, instead of damage being carried over.

For example, if you have 50 shields and take a shot that deals 100 damage

  • BEFORE you would take 50 shields and 50 damage to health

  • NOW you will just take 50 shield damage

This was done in order stop players from being 1 shot as often, giving more oppertunites for outplays and reactions. Shotguns are now more effective, as thier multiple pellets of small damage will still penetrate the shield.

Shield capacity

Yellow and red shield capacity upgrades (the spikey armour) have been removed from the standard BR mode, and your equipment will no longer grant you shields on pickup, only capacity.

As a countermeasure to this, your starting shield capacity has increased to match your starting HP

  • Starting shield capacity: 200 β†’ 600

This was done as we felt this was an issue for new players. Many players did not understand what these pickups did, and we believe their purpose is better filled by your gear anyway.

Weapon categories

Weapons will now gain additional bonus stats whilst they are drawn, based on thier class. These bonuses will also increase with level and raritty.

Classes that recieved stat bonuses are:

  • Heavy weapons (Minigun, Heavy machine gun, Electron Thrower)

    • Heavy weapons now grant armor whilst drawn

  • Light weapons (SMG, Daedalus, Needle gun)

    • Light weapons now gain movement speed whilst drawn

  • Sniper Rifles (Sniper, Hunting Rifle, Pulse Rifle)

    • Snipers gain additional attack range whilst drawn

  • Sidearms (Pistol, corssbow, Laser Pistol)

    • Sidearms grant additional pickup speed whilst drawn

  • Battle Rifles (Assault Rifle, Carbine, Laser Rifle)

    • Battle rifles gain additional ammo capacity whilst drawn

As we introduce new stats and functionality in the game, the other weapon classes will also recieve these bonuses as well. Classes left out so far are launchers and shotguns

Release date: 30 January 2023

New features

  • New Blast Pass Season 3 Check the Balancing section to see a list of changes related to the Blast Pass rewards

  • New app icon, bright and shiny!

Systems update

  • Trophies system updated to be based on placement and kills in a match. As current big competition ended and new system of trophies arrived we will reset trophies of all players above 1500 trophies down to 1500.

    • Every kill gives you 1.5 Trophies, with the final trophies being rounded down

    • Trophies per place in a match:

      • 1st = 20

      • 2nd = 15

      • 13

      • 12

      • 11

      • 10

      • 9

      • 8

      • 7

      • 6

      • 5

      • 4

      • 3

      • 2

      • 1

      • -1

      • -2

      • -3

      • -4

      • -5

      • -6

      • -7

      • -8

      • -9

      • -10

      • -12

      • -14

      • -16

      • -18

      • -20

  • Trophies now increase the value of Craft Spice that you can take from the match. They still increase the pool of Craft Spice, but this effect was reduced as pools were so big that it was nearly impossible to take all CS from them

  • Big update of systems of attributes and stats:

    • Now we have two categories of gameplay stats:

      • Primary stats:

        • Attack Power

        • Max Health

        • Shields Capacity

      • Secondary stats:

        • Armor

        • Ammo Capacity

        • Movement Speed

        • Pickup Speed

        • Attack Range

    • Now for gameplay stats only the following attributes are relevant:

      • Item itself - defines base Primary Stats

      • Faction - defines base Secondary Stats

      • Rarity - major scale for base stats

      • Level - minor scale for base stats

    • Higher Rarity is almost always better now, except for some intersections:

      • Common Level 8 is roughly as good as Common+ Level 1

      • Common+ Level 9 is roughly as good as Uncommon Level 1

      • The scheme below shows all intersections and max levels for rarities:

    • Grade affects how much CS you can take from a single match. So if you want to maximize this aspect then you need to pay attention to Grade attribute

      • We also increased take bonuses from better Grades. More on this in balancing section

    • Adjective affects the size of CS pool. If you find yourself draining your pool every day then consider looking for higher Adjective attributes

      • We also increased pool bonuses from Adjectives. More on this in balancing section

    • The number of NFTs you own also affects the size of CS pool. The more you have - the better

    • Grades, Adjectives and number of NFT items set max values for your take and pool. Current cumulative durability of all NFT items in your inventory then reduces those values, so it’s better to keep your inventory repaired. Example:

      • Item 1 has durability 3/4

      • Item 2 has durability 2/2

      • Item 3 has durability 1/2

      • Current cumulative durability will be (3+2+1)/(4+2+2)=6/8=0.75

    • The attribute Material is now purely cosmetic

Improvements

  • To tackle farming-bots we tied eligibility to earn Craft Spice to reasonable gameplay actions. More details on that we will provide after the delivery of the update

  • More collectables drop from killed enemies. The more equipment an enemy had, the more consumables will be dropped. This is done to make fights less punishing, so after a good fight a player can replenish lost health etc.

  • Global Leaderboard got an updated look to follow the new style

  • Added an β€œi” button to the Equipment Details that will show you the tooltip with more attributes of an equipment piece

  • We did some more work on game controls to make them a bit more responsive

  • Login screen was simplified to create less confusion for new players

    • We also added an option to show/hide password when you type it in

  • Weapon Swap button now appears when you have just one gun and in this case it cycles between your gun and a hammer

  • The camera in the game became more dynamic. When you aim the camera will move slightly in the direction of aiming. The camera in special-aiming mode was changed as well so it tilts but doesn’t zoom out.

Balancing changes

  • We increased CS take bonuses from better Grades as now CS take is the only role for this attribute:

    • Grade I 0.500 β†’ 1.000

    • Grade II 0.250 β†’ 0.450

    • Grade III 0.100 β†’ 0.150

    • Grade IV 0.025 β†’ 0.050

  • We noticed a discrepancy between how much CS players can really earn from matches with reasonable playing and the size of the CS pool. So we slightly reduced the effect of the number of NFT items owned on the size of CS pool. It also increases the importance of having better Adjectives of NFTs if you really want to increase the CS pool.

    • Base Pool size 300 β†’ 200

    • Scale Multiplier 15 β†’ 10

  • We significantly increased CS pool size bonuses from Adjectives as now, apart from a good sounding title, it is the main economical role for this attribute:

    • Cool 0 β†’ 0.01

    • Ornate 0.001 β†’ 0.015

    • Posh 0.002 β†’ 0.0225

    • Exquisite 0.005 β†’ 0.04

    • Majestic 0.010 β†’ 0.08

    • Marvelous 0.025 β†’ 0.13

    • Magnificent 0.050 β†’ 0.2

    • Royal 0.100 β†’ 0.3

    • Divine 0.200 β†’ 0.5

  • We changed Blast Pass to provide longer goals and more frequent rewards. Specifically:

    • β€œGreen” reward Increased chances for Helmets, Armor and Weapons Helmet 22 β†’ 27 Armor 14 β†’ 22 Weapon 10 β†’ 14 Decreased chance for Common rarity in favor of Common+ and Uncommon: Common 35 β†’ 20

    • β€œBlue” reward Increased chances for Helmets, Armor and Weapons Helmet 22 β†’ 27 Armor 14 β†’ 22 Weapon 10 β†’ 14 Removed Common+ from the drop Increased chances for Uncommon 18 β†’ 22, and Uncommon+ 12 β†’ 42 Added Rare into drop with chance 8 Added Plastic material into drop These changes also affect Blue Core in the Shop

    • β€œRed” reward Increased chances for Helmets, Armor and Weapons Helmet 22 β†’ 27 Armor 14 β†’ 27 Weapon 10 β†’ 22 Removed Uncommon and Uncommon+ rarities from drop, now it only drops Rare, Rare+ and Epic Chances are: Added Plastic material into drop These changes also affect Red Core in the Shop

    • β€œYellow” reward Increased chances for Helmets, Armor and Weapons Helmet 22 β†’ 27 Armor 14 β†’ 27 Weapon 10 β†’ 27 Removed Uncommon+, Rare and Rare+ from drop, now it only drops Epic or Epic+ with 90/10 chance Added Steel material into drop and removed Golden material These changes also affect Yellow Core in the Shop

  • All non-NFT equipment that you get in the game will have Grade V and Regular adjective as these attributes don't affect gameplay anymore, they only affect CS earnings, that’s why are relevant only for NFTs

  • All Blast Pass and Shop rewards will have an updated chances for factions which are:

    • Order 20%

    • Chaos 20%

    • Organic 20%

    • Dark 20%

    • Shadow 9%

    • Celestial 9%

    • Dimensional 2%

  • Reduced Blast Pass Points rewards for matches to have meaningful goals for more matches:

    • 1st place: 120 β†’ 100

    • 2: 115 β†’ 95

    • 3: 110 β†’ 90

    • 4: 105 β†’ 90

    • 5: 105 β†’ 90

    • 6: 100 β†’ 85

    • 7: 100 β†’ 85

    • 8: 100 β†’ 85

    • 9: 100 β†’ 85

    • 10: 100 β†’ 85

    • 11: 95 β†’ 80

    • 12: 85 β†’ 75

    • 13: 85 β†’ 70

    • 14: 85 β†’ 70

    • 15: 80 β†’ 65

    • 16: 80 β†’ 65

    • 17: 80 β†’ 65

    • 18: 75 β†’ 65

    • 19: 75 β†’ 65

    • 20: 75 β†’ 60

    • 21: 60 β†’ 50

    • 22: 40 β†’ 35

    • 23: 30 β†’ 25

    • 24: 20 β†’ 15

    • 25: 15 β†’ 10

    • 26: 10 β†’ 5

  • Doubled the frequency of rewards per day in Blast Pass

  • Increased total number of Blast Pass rewards on 100%

  • Changed the progression of non-NFT upgrade prices to balance it accordingly to a bigger volume of rewards from the Blast Pass:

    • Base price is higher BaseValue 48 β†’ 110

    • Price grows faster with rarity GrowthMultiplier 1.2 β†’ 1.225

    • The price rise of each level is smaller LevelMultiplier 0.05 β†’ 0.038

  • Consumables changes:

    • Health consumable value: 250 β†’ 300

    • Small ammo consumable value: 15% β†’ 10%

    • Large ammo consumable: 30% β†’ 20%

    • Yellow armour (small shield capacity): 200 shield capacity β†’ 100 shield capacity

    • Red armour (large shield capacity): 400 sheild capacity β†’ 200 shield capacity

  • Default max shield capacity was reduced 1000 β†’ 600

  • Reduced attack range for all guns by 0.5

  • Reduced base attack power ratio for all guns by around 25%

  • Some weapon classes have been given additional secondary stats that will scale with level and rarity. (Please note that these bonuses will only apply when the weapon is equipped and held in hands)

    • Light weapons (Crossbow, Pistol, Laser Pistol) - pickup speed

    • SMG’s (SMG, Daedalus, Needle gun) - movement speed

    • Rifles (Assault rifle, Carbine, Laser Rifle) - ammo capacity

    • Heavy Weapons (Minigun, Heavy Machine Gun, Electron Thrower) - armor (damage reduction)

    • Snipers (Hunting Rifle, Sniper, Pulse Rifle) - attack range

  • Gun changes:

    • Crossbow Crossbow recieved only global changes

      • Damage: 60% β†’ 47%

      • Attack range: 5.5 β†’ 5

        • Note the bonus range you get from standing still remains the same

    • Scattergun Scattergun’s damage has been boosted, but the time between that damage has been increased. Removal of the regular grenade in favour of the stun grenade to create some high damage combos with stun, dash, double shot

      • Tap shot cooldown: 0.4 seconds β†’ 0.66 seconds

      • Held attack cooldown: 0.8 seconds β†’ 1 second

      • Pellet count: 6 β†’ 8

      • Damage: 40% β†’ 35%

      • Range: 4 β†’ 3.5

      • Special 2: Grenade β†’ Stun grenade

    • SMG The SMG is in a good spot. It recieved the global changes but was otherwise unchanged. Should still be a solid option.

      • Damage: 75% β†’ 56%

      • Range: 6 β†’ 5.5

    • Assault Rifle The assault rifle was fairly weak despite having high scalings and good base stats. The attack speed bugfix has helped a lot and we are just following up with some quality of life improvements. The weapon is a good late game scaling rifle

      • Tap shot cooldown: 0.45 seconds β†’ 0.33 seconds

      • Hold attack cooldown: 0.45 seconds β†’ 0.5 seconds

      • Damage: 90% β†’ 68%

      • Reload Time: 3 seconds β†’ 1.75 seconds

      • Special 2: stun grenade β†’ regular grenade

      • Attack range: 7.5 β†’ 7

    • Hunting Rifle The hunting rifle is a tricky weapon to use with it’s large variable accuracy, small magazine size, and requirement for tap shooting to access it’s highest damage output. To balance it we have made sure it’s damage ratio stays high so the reward for mastering this weapon is very high.

      • damage: 60% β†’ 100%

      • Range: 8.5 β†’ 8

      • Ammo Capacity: 23 β†’ 28

    • RPG The rpg recieved a small damage and magazine size buff

      • Projectile speed: 12 β†’ 10

      • Attack Range: 7.5 β†’ 7

      • Damage: 50% β†’ 80%

      • Magazine Size: 9 β†’ 12

    • Minigun The minigun should now be a high performance bullet dumpster to shred your enemies with

      • Range: 6.5 β†’ 6

      • Damage: 55% β†’ 41%

      • Magazine size: 75 β†’ 100

      • Ammo capacity: 150 β†’ 200

    • Pistol After the attack speed changes, the pistol was shooting too fast

      • Tap shot cooldown: 0.15 seconds β†’ 0.1 seconds

      • Hold Attack cooldown: 0.3 seconds β†’ 0.55 seconds

      • Range: 8.5 β†’ 8

      • Damage: 70% β†’ 53%

    • Shotgun All the shotguns have seen better days, so this one is recieving a small buff

      • Range: 5 β†’ 4

      • Number of shots: 8 β†’ 10

      • Damage: 30% β†’ 25%

      • Reload Speed: 1.33 seconds β†’ 1.25 seconds

        • Since the shotgun only has a single shot magazine, this is effectively it’s attack speed

    • Daedalus This gun now shoots really fast

      • Range: 6 β†’ 5

      • Damage: 20% β†’ 17%

      • Reload Time: 0.75 seconds β†’ 0.66 seconds

      • Magazine size: 10 β†’ 20

      • Ammo Capacity: 200 β†’ 250

    • Carbine Carbine should be a standard solid option for mid range dps

      • Range: 8 β†’ 7

      • Damage: 20% β†’ 22%

      • Magazine size: 20 β†’ 30

      • Ammo capacity: 120 β†’ 150

    • Sniper The sniper is obviously one of the most powerful weapons in the game. It deserves that spot as a high skill, high reward weapon, but we are tapping it down slightly to keep it in line with the other sniper rifles

      • Range: 11.5 β†’ 11

      • Damage: 120% β†’ 75%

        • Worth noting the base Attack Power of this gun went up significantly during the stat rework, so it will still be dealing good damage, it will just not scale as much with each piece of equipment

      • Magazine Size: 10 β†’ 7

    • Grenade Launcher The grenade launcher now deals more splash damage with a smaller amount of bonus damage for direct hits.

      • Attack hold cooldown: 0.55 seoncds β†’ 0.7 seconds

      • Range: 6.5 β†’ 6

      • Damage: 70% β†’ 35%

      • Splash damage ratio: 60% β†’ 150%

    • Heavy Machine Gun Heavy machine gun should be shooting lots of bullets now

      • Tap shot cooldown: 0.66 seconds β†’ 0.75 seconds

      • Attack hold cooldown: 0.33 seconds β†’ 0.55 seconds

        • This looks like a nerf but after the Attack speed bugfix, this weapon is shooting just as fast if not faster

      • Range: 9.5 β†’ 9

      • Damage: 15% β†’ 10%

      • Magazine Size: 60 β†’ 90

      • Ammo Capacity: 150 β†’ 180

    • Laser Pistol Laser pistol will lose it’s dash, but gain a bit of extra range as compensation

      • range: 6.5 β†’ 8

      • Damage: 70% β†’ 53%

    • Laser Blaster Laser blaster shoots lots of shotgun shells very fast and we have upped it’s damage to help it perform

      • Range: 4.5 β†’ 4

      • Number of shots: 5 pellets β†’ 7 pellets

      • Damage 25% β†’ 20%

    • Needle Gun Needle gun is a closer range high DPS machine, we aren’t touching it much

      • Damage: 30% β†’ 23%

    • Laser Rifle Same as above, this weapon is performing well enough, so we aren’t touching it much aside from the global changes

      • Attack Range: 8 β†’ 7.5

      • Damage: 35% β†’ 26%

    • Pulse Rifle We have gotten a bunch of comments about this gun, so we are buffing it accordingly by doubling the ammo capacity of the gun

      • Range: 10.5 β†’ 10

      • Damage: 80% β†’ 90%

      • Ammo capacity: 25 β†’ 50

      • Second special: stun grenade β†’ sky laser

    • Plasma Cannon The plasma cannon has popped up as a surprising meta pick. We wan’t to keep it strong whilst reducing it’s consistency

      • Projectile speed: 7 β†’ 5

      • Range: 8 β†’ 8.5

      • SplashDamageRatio: 80% β†’ 90%

        • Regular damage is still 90%

      • Ammo capacity 30 β†’ 25

  • All Specials had their ranges reduced by 1

  • Other special balancing:

    • Grenade Damage reduced from 40% max HP β†’ 33% max HP

    • Airstrike Damage reduced from 70% max HP β†’ 55% max HP

Bugfixes

  • We’ve addressed crashes on Android platform that should become much less frequent if not eliminated completely

  • We have fixed a bug wherein all weapons were firing about 10%-20% slower than expected. This means that many of the automatic weapons should be more powerful than before and have a higher DPS. We will be keeping an eye on how these changes affect the meta so be sure to give some different weapons a try!

  • Hopefully, we also fixed an issue that caused players to become invisible

  • Multiple small fixes and polish on Home Screen and various other screens

  • Fixed a bug that sometimes prevented gliders from disappearing even after landing

  • Fixed a few audio related bugs

  • Fixed a bug that capped all non-NFT equipment at level 10. Now max level properly depends on Rarity

  • Fixed a bug when animation of collection was not resetting sometimes

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Last updated 2 years ago

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