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Steam News8 January 20242y ago

ANIMO Stars Arena Developer Update v0.2.0

New Features Pilots Everywhere! We’ve taken pilots out of their mechs and into the HUB where you will be able to interact with different features (i.e. game start, mech customization).

In this update15

Full notes

Full ANIMO Stars Arena update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes9 additions23 changes4 removals
  • Gameplay
  • Balance
  • Store
  • UI and audio
addedNew Features
changedPilots Everywhere!We’ve taken pilots out of their mechs and into the HUB where you will be able to interact with different features (i.e. game start, mech customization).
addedLoadoutsWe’ve added the ability to pre-configure and save mech presets for quick deployment during gameplay.
addedFiring rangeWe’ve added a firing range to the HUB where you will be able to test various mech loadouts and weapons.
changed“Buzz-B”A lightning bolt weapon. If an enemy is hit it will bounce to nearby enemies in a chain of damage to deal 80% of maximum damage to damage a maximum of 3 additional enemies.
addedAccount SystemWe’ve now created a new ANIMO account system for users to connect their various accounts (i.e. steam, epic, and blockchain wallet) to sync all of the users data

ANIMO Stars Arena changes

addedNew Features
changedWe’ve taken pilots out of their mechs and into the HUB where you will be able to interact with different features (i.e. game start, mech customization).
addedWe’ve added the ability to pre-configure and save mech presets for quick deployment during gameplay.
addedWe’ve added a firing range to the HUB where you will be able to test various mech loadouts and weapons.
changedA lightning bolt weapon. If an enemy is hit it will bounce to nearby enemies in a chain of damage to deal 80% of maximum damage to damage a maximum of 3 additional enemies.

New Features

Pilots Everywhere!

  • We’ve taken pilots out of their mechs and into the HUB where you will be able to interact with different features (i.e. game start, mech customization).

Loadouts

  • We’ve added the ability to pre-configure and save mech presets for quick deployment during gameplay.

  • You will be able to save up to 6 unique loadouts.

  • Each loadout consists of a cabin, engine, left/right item, bumper, and theme

Firing range

  • We’ve added a firing range to the HUB where you will be able to test various mech loadouts and weapons.

“Buzz-B”

  • A lightning bolt weapon. If an enemy is hit it will bounce to nearby enemies in a chain of damage to deal 80% of maximum damage to damage a maximum of 3 additional enemies.

Account System

  • We’ve now created a new ANIMO account system for users to connect their various accounts (i.e. steam, epic, and blockchain wallet) to sync all of the users data

Emotes

  • Emotes are animations that pilots perform in-game. If the emote is activated while in the mech the pilot will pop out during the emote.

Stickers

  • Stickers are emojis players can use in-game to communicate with other players.

UX/UI UPDATES

Pre/Post-Game Screens

  • We’ve made significant changes to the pre and post-game screens to include player names and game statistics

HUD

  1. New overall look! Adjustments to in-game HUD such as ammo indicators and currently equipped weapons

Mech Loadout Screen

  • Added a widget to display current loadout’s attributes (i.e. weapon damage, health, armor, speed, class) with comparison features.

  • Can equip/change abilities (Dash/Shield/Mortar)

In-Game Updates

  • Direction marker for tank movement to help users keep track of forward movement

  • Pilot head movement: pilots will now look towards nearby enemies

  • Visuals align with damage collision to match rendered mesh

  • Height fog is now added

Balancing Updates Movement Updates

Sprinting/Boost

  • Added maximum duration and recharge delay

Jump

  • Tanks have 1 jump charge, while walking mechs have 2 jump charges

  • Added a 0.15 second cooldown to jumping to avoid instant double jumping

  • Adjusted movement with jumping to allow for higher precision mid-air

Weapon Updates

Sword

  • Sword damage increased to 120

Skyhammer

  • Laser damage reworked to be applied every 0.25 seconds

  • Laser damage will start at 10, then increase to 15 after 2 seconds of continuous firing. Finally, after an additional 2 seconds of continuous firing, the damage will then increase to a maximum of 22 damage.

  • Laser damage will initially start as a yellow laser (starting damage) then change to orange (middle damage) and then to red (maximum damage)

  • Maximum firing time is set to 8 seconds. If exceeded, there will be a 4 second cooldown.

  • The weapon will go to automatic cooldown after 1.5 seconds of non-continuous use (while within maximum firing window)

Critical Damage

  • Critical damage now applicable only to headshots. Note: Does not apply for lasers, hookshot, swords, or flamethrowers.

  • Getting hit while doing an emote will cause 2x Critical Damage. Careful with the bm!

  • Armor

  • Damage to opponent mechs is now calculated based on opponent armor and other attributes

Ability System Updates

Dash

  • Players now hold 2 dash charges that recharge every 10 seconds

  • Dash will now follow most recent movement input from player (i.e. dash left with left movement)

Shield

  • Players can deploy a spherical shield to protect themselves for 4 seconds

Mortar

  • Fires a projectile that denotes after 2 seconds and causes a “knock-back” area of effect to opponents and applies small damage

Bug Fixes

Wall Collision Mechanics

  • Removed collision mechanics that caused “wall-running”

Charge Rifle SFX

  • Removed “beeps” when used

Flamethrower

  • Removed bug where flamethrower would continue to fire even after releasing fire button

Weapons Swap

  • Removed bug where weapons swap visually but would not swap weapon fx/features until user died

Source

Steam News / 8 January 2024

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