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Steam News11 February 20197y ago

FEBRUARY PRE-BALANCE PATCH - UPDATE 0.18.5

Thanks for joining us in 2019. Here are the new internal system updates before we move into balance patches at the end of February.

Full notes

Full Garrison: Archangel update

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

What changed

1 fix3 additions3 changes0 removals
  • Balance
  • Performance
  • Maps
  • UI and audio
  • Gameplay
  • Fixes
addedThanks for joining us in 2019. Here are the new internal system updates before we move into balance patches at the end of February.
changedMovement System UpdatesWith the update to the boost system and with the various mobility options now present in the game, we've upped the multiplier modifier for backward and sideward movement, which had been previously clamped at 50% and 75% respectively. They now both operate at 80% of forward movement speed, giving a higher overall sense of mobility for all. In addition, held weapons such as machineguns, missiles and other rapid fire weapons, now disable gravity while in use. The exception to this rule are shields. While held, these rapid weapons do not allow for boost regeneration. Shields on the other hand, allow for both stability and boost regeneration.
addedBoost System (Experimental): Flight ModeWe introduced a new boost movement system while unlocked, called Flight Mode. It has a bit of startup, and quickly drains boost and stability, but allows the player to move forward at a sustained high speed. It immediately ends as soon as you lock on to a target. This feature was made for long distance travelling in preparation for the upcoming missions over large maps.
addedVisual UpdatesThere are several visual updates, from animation layering for held weapons like firearms and shields, to UI updates with trackers for multiple enemy, allied and objective targets. We also made melee weapon trails a bit more flashy to approach the rule of cool anime look we set out to do. In addition, new camera and graphic settings are available for players who want a different look at the game. Try out the over-the-shoulder camera setting in the gameplay options!
changedAI and Horde updatesThe AI has been tweaked in preparation for the coming mission modes, and some of these changes can already be seen in horde mode and the existing AI combatants in the various game modes (arcade, custom game, etc). Though these changes are minor, there's quite a bit of them. We suggest playing the AI yourselves to feel the changes for yourself.
fixedEngine UpdatesGarrison: Archangel runs in Unity, and much of the development in January was spent porting and updating new features to Unity 2018.3. For this reason, we also addressed many bugs and refactored many existing systems. Since each individual change is minor, it is best to refer to the detailed list below.

Garrison: Archangel changes

addedThanks for joining us in 2019. Here are the new internal system updates before we move into balance patches at the end of February.
changedWith the update to the boost system and with the various mobility options now present in the game, we've upped the multiplier modifier for backward and sideward movement, which had been previously clamped at 50% and 75% respectively. They now both operate at 80% of forward movement speed, giving a higher overall sense of mobility for all. In addition, held weapons such as machineguns, missiles and other rapid fire weapons, now disable gravity while in use. The exception to this rule are shields. While held, these rapid weapons do not allow for boost regeneration. Shields on the other hand, allow for both stability and boost regeneration.
addedWe introduced a new boost movement system while unlocked, called Flight Mode. It has a bit of startup, and quickly drains boost and stability, but allows the player to move forward at a sustained high speed. It immediately ends as soon as you lock on to a target. This feature was made for long distance travelling in preparation for the upcoming missions over large maps.
addedThere are several visual updates, from animation layering for held weapons like firearms and shields, to UI updates with trackers for multiple enemy, allied and objective targets. We also made melee weapon trails a bit more flashy to approach the rule of cool anime look we set out to do. In addition, new camera and graphic settings are available for players who want a different look at the game. Try out the over-the-shoulder camera setting in the gameplay options!
changedThe AI has been tweaked in preparation for the coming mission modes, and some of these changes can already be seen in horde mode and the existing AI combatants in the various game modes (arcade, custom game, etc). Though these changes are minor, there's quite a bit of them. We suggest playing the AI yourselves to feel the changes for yourself.

Thanks for joining us in 2019. Here are the new internal system updates before we move into balance patches at the end of February.

Movement System Updates

With the update to the boost system and with the various mobility options now present in the game, we've upped the multiplier modifier for backward and sideward movement, which had been previously clamped at 50% and 75% respectively. They now both operate at 80% of forward movement speed, giving a higher overall sense of mobility for all. In addition, held weapons such as machineguns, missiles and other rapid fire weapons, now disable gravity while in use. The exception to this rule are shields. While held, these rapid weapons do not allow for boost regeneration. Shields on the other hand, allow for both stability and boost regeneration.

Boost System (Experimental): Flight Mode

We introduced a new boost movement system while unlocked, called Flight Mode. It has a bit of startup, and quickly drains boost and stability, but allows the player to move forward at a sustained high speed. It immediately ends as soon as you lock on to a target. This feature was made for long distance travelling in preparation for the upcoming missions over large maps.

Visual Updates

There are several visual updates, from animation layering for held weapons like firearms and shields, to UI updates with trackers for multiple enemy, allied and objective targets. We also made melee weapon trails a bit more flashy to approach the rule of cool anime look we set out to do. In addition, new camera and graphic settings are available for players who want a different look at the game. Try out the over-the-shoulder camera setting in the gameplay options!

AI and Horde updates

The AI has been tweaked in preparation for the coming mission modes, and some of these changes can already be seen in horde mode and the existing AI combatants in the various game modes (arcade, custom game, etc). Though these changes are minor, there's quite a bit of them. We suggest playing the AI yourselves to feel the changes for yourself.

Engine Updates

Garrison: Archangel runs in Unity, and much of the development in January was spent porting and updating new features to Unity 2018.3. For this reason, we also addressed many bugs and refactored many existing systems. Since each individual change is minor, it is best to refer to the detailed list below.

Changelog List

Includes changes from v0.18.0 up to v0.18.5 New Mechanics and Features - New Movement: Flight Boost - Increased Boost speed used for traversal when no targets are locked. Does not overload Boost meter, but the stronger acceleration drains Stability. Forward movement only, no vertical or side movement. - New settings : Added new SHOULDER camera offset in Gameplay Options. - New Alternates/Cosmetics: Weapon skins for RANGER, WESPE, MOLNIYA, DRAGOON, EMANCIPATOR, UHLAN, TATZELWURM, POPIGAI and YULONG Gameplay Changes - Sideward movement speed while boosting increased to 80% from 75%. - Backward movement speed while boosting increased to 80% from 50%. - Input buffer now allows repeat inputs to extend the timer, and uses the last input when triggering. This does not prevent late single inputs from expiring. - Camera offsets now adjust to make tilting upwards more comfortable. - Adjusted AI parameters to lessen random jumping. - Horde Grunt enemies now have reduced mobility. - Held Attacks now also disable Gravity. Affected weapons include Autoguns, Missiles, Cannons. - Reduced Flinch Cancel input restriction from 6 frames to 2 frames. - Animation layering for gun aiming and recoil. - Increased AI priority for Dodge Cancel movement. - Flight Boost will now not automatically cancel when re-locking into a target in far distances. - Updated Horde mode Pickups for Health and Boost.

Updated Features Updated

Increased AI priority to Dodge when it has a blocking or parry weapon equipped.

Updated

Melee weapon trails. Updated game engine to Unity 2018.3.

Updated

DEFAULT camera offset renamed to OVERHEAD.

Updated

ALTERNATE camera offset renamed to LATERAL.

Bug Fixes Fixed

Spinner weapons not using proper animation timings.

Fixed

Mech preview camera issues.

Fixed

Missing text and fonts for Chat elements.

Fixed

Other minor issues.

Fixed

Shield lowering animations interrupting input.

Fixed

Railgun hitscan issues with Targets, Terrain, and AI.

Fixed

Medium/High/Very High default Graphics Settings now include Post Processing.

Fixed

AI Held Weapon release not stopping animation loops.

Fixed

Camera not detecting if it passes through the floor at high speeds Fixed: Melee attack alignment when camera is unlocked.

Fixed

Gun aim alignment when camera is unlocked.

Fixed

Missile aim alignment when camera is unlocked.

Fixed

Horde mech weapons not updated with new animations.

Fixed

Horde mechs not animating properly after spawning.

Fixed

Auto Gun/Missile animation loops missing transitions when interrupted.

Fixed

Cannon weapon animation issues.

Fixed

Halo Shields AI ranged priority.

Fixed

Leg animations for Shields.

Fixed

Single Recoil animation length.

Fixed

Railgun animations not stopping.

Fixed

Railgun trails not disappearing.

Fixed

Animation layering breaking Lock On/Off.

Fixed

Wave Axe AI projectiles.

Fixed

AI Trick weapon priorities.

Fixed

Auto Gun/Missile loops ending too early.

Fixed

Animation issues with melee cancels and hand guns.

Fixed

Errors with predictive Aim and grounded targets.

Fixed

Animation issues with bash weapons and hand guns.

Source

Steam News / 11 February 2019

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