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Steam News26 April 20242y ago

Beat the Machine: Rebooted - Invasion 1.4

A hotfix has been deployed at 2:00PM EST 4/26 Fixed a bug where Poison would not effect players.

Full notes

Full Beat The Machine: Rebooted update

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

What changed

3 fixes1 addition3 changes0 removals
  • Gameplay
  • Server
  • Balance
fixedA hotfix has been deployed at 2:00PM EST 4/26
fixedFixed a bug where Poison would not effect players. FIxed a bug where building damage reduction in combination with Neon Barrier would amplify the damage dealt for enemies travelling through the wall but would diminish the value of damage dealt by bullets back to the attacker. Fixed a bug where in Rogue Mode, Neon Barrier would incorrectly scale with shield power. Fixed a bug where Tanks would have insane accuracy on Level 19: Protocol Arena Fixed a bug where projectile prism would calculate damage from missiles incorrectly. This should benefit the player by taking 1 less damage than the previous value. Fixed a bug where R.A.M mod in Rogue Mode would decrease health at a faster value than intended on boss levels.
fixedFixed a bug where when fighting T.O.M there's a rare chance his HP bar would disappear. Fixed a bug on levels 38-39 that caused some strange lighting. Fixed several bugs and optimized both Survival: Systolis and Survival: Demrova. Optimized several skills.
changedOverall Neon Barrier has been a decent skill and that's not why we're changing it today, since we cleaned up some code, Pulsating nodes have a weird effect on them that causes repeated attacks against the wall to deal reduced damage back to itself as a sort of defense mechanism to make sure pulsating nodes don't get instantly destroyed when they shoot the wall. We changed the background code so pulsating nodes will take a bit more damage then previously now that pulsating nodes are a bit smarter than before.
changedDamage reduction from multiple attacks from Pulsating nodes changed from 50/25/12.5/0 to 70/70/70/70/70/70/70...
addedPulse Blast was already down in the dumps, but now enemies are snippier and a bit quick to back into the action, with this new change it's time to lower that cooldown and give the player more opportunities to fight from a range.
Damage reduction from multiple attacks from Pulsating nodes50/25/12.5/070/70/70/70/70/70/70Damage reduction from multiple attacks from Pulsating nodes increased, buffCooldown5.5/5.5/5.54.75/3.75/2.75Cooldown decreased, buff

Beat The Machine: Rebooted changes

  • Roguehero
fixedA hotfix has been deployed at 2:00PM EST 4/26
fixedFixed a bug where Poison would not effect players. FIxed a bug where building damage reduction in combination with Neon Barrier would amplify the damage dealt for enemies travelling through the wall but would diminish the value of damage dealt by bullets back to the attacker. Fixed a bug where in Rogue Mode, Neon Barrier would incorrectly scale with shield power. Fixed a bug where Tanks would have insane accuracy on Level 19: Protocol Arena Fixed a bug where projectile prism would calculate damage from missiles incorrectly. This should benefit the player by taking 1 less damage than the previous value. Fixed a bug where R.A.M mod in Rogue Mode would decrease health at a faster value than intended on boss levels.
fixedFixed a bug where when fighting T.O.M there's a rare chance his HP bar would disappear. Fixed a bug on levels 38-39 that caused some strange lighting. Fixed several bugs and optimized both Survival: Systolis and Survival: Demrova. Optimized several skills.
changedOverall Neon Barrier has been a decent skill and that's not why we're changing it today, since we cleaned up some code, Pulsating nodes have a weird effect on them that causes repeated attacks against the wall to deal reduced damage back to itself as a sort of defense mechanism to make sure pulsating nodes don't get instantly destroyed when they shoot the wall. We changed the background code so pulsating nodes will take a bit more damage then previously now that pulsating nodes are a bit smarter than before.
changedDamage reduction from multiple attacks from Pulsating nodes changed from 50/25/12.5/0 to 70/70/70/70/70/70/70...

A hotfix has been deployed at 2:00PM EST 4/26

Fixed a bug where Poison would not effect players. FIxed a bug where building damage reduction in combination with Neon Barrier would amplify the damage dealt for enemies travelling through the wall but would diminish the value of damage dealt by bullets back to the attacker. Fixed a bug where in Rogue Mode, Neon Barrier would incorrectly scale with shield power. Fixed a bug where Tanks would have insane accuracy on Level 19: Protocol Arena Fixed a bug where projectile prism would calculate damage from missiles incorrectly. This should benefit the player by taking 1 less damage than the previous value. Fixed a bug where R.A.M mod in Rogue Mode would decrease health at a faster value than intended on boss levels.

Hey Recruits,

It's your favorite Sector VIII pilot trainer. Logan! Today's patch probably comes as a bit of a surprise, as we didn't plan on a patch for a while. To let you in on a secret, make sure to join our discord and subscribe to our YouTube channel, because we have BIG news coming this week. Let's get on to the patch!

Bugfixes:

Fixed a bug where when fighting T.O.M there's a rare chance his HP bar would disappear. Fixed a bug on levels 38-39 that caused some strange lighting. Fixed several bugs and optimized both Survival: Systolis and Survival: Demrova. Optimized several skills.

While this patch had no plans on balancing especially before our BIG news, we had to address to issues that we caused by bugfixing and optimizing.

Neon Barrier

Overall Neon Barrier has been a decent skill and that's not why we're changing it today, since we cleaned up some code, Pulsating nodes have a weird effect on them that causes repeated attacks against the wall to deal reduced damage back to itself as a sort of defense mechanism to make sure pulsating nodes don't get instantly destroyed when they shoot the wall. We changed the background code so pulsating nodes will take a bit more damage then previously now that pulsating nodes are a bit smarter than before.

Damage reduction from multiple attacks from Pulsating nodes changed from 50/25/12.5/0 to 70/70/70/70/70/70/70...

Pulse Blast

Pulse Blast was already down in the dumps, but now enemies are snippier and a bit quick to back into the action, with this new change it's time to lower that cooldown and give the player more opportunities to fight from a range.

Cooldown changed from 5.5/5.5/5.5 to 4.75/3.75/2.75

Source

Steam News / 26 April 2024

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