Full notes
Full Gigantes Ex Machina update
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Repeated intro
Hello, Animas.
What changed
- Maps
- Gameplay
- UI and audio
- Store
- Balance
- Fixes
A new darkness has begun to stir at the edges of the battlefield, and rising flames are preparing to meet it.
In the Shadows and Flames update, we’re introducing new fire‑based weaponry, expanded combat systems, and a variety of improvements aimed at enhancing the overall gameplay experience.
Patch Notes
System & Accessibility Improvements
Added a tooltip that clearly indicates a side mission.
Durability and defense values of targeted enemy units are now displayed directly at their position.
Gamepads can now navigate menus using the directional pad.
Clicking items in the Hangar or Laboratory no longer triggers immediate purchase; a confirmation screen will now appear first
The Reroll system tied to Sync Level has been reworked.
Early on, rerolls can be performed using free Overrides, and once all Override Uses are depleted, Forced Bypass allows rerolling by consuming Nano Data as before.
New Difficulty Added
A new set of Very Hard missions featuring a new type of enemy has been added. These missions become available after completing the Hard missions. Additional missions for this difficulty will be added over time.
Very Hard
Enemies become significantly stronger and attack in overwhelming numbers. Your chances of survival are extremely low.
Combat Mechanism Changes
Flame attacks now ignore enemy armor and apply Damage‑over‑Time (DoT) each second.
Manual reload has been added to Primary Weapons; by default, you can reload with the R (L3) key.
Explosive weapons now aim precisely at the ground beneath the targeting cursor, allowing more accurate control over detonation points.
Vertical explosive weapons—such as Bombardment Missiles and Tactical Ballistic Missiles—now pierce enemy shields.
Using a flare will temporarily confuse Eclipse units.
New Primary Weapon Added
Once purchased from the Laboratory, the Flamethrower can be equipped by all units, with slight performance differences between them.
Flamethrower
A weapon that projects flames. Flame attacks ignore armor and deal increasing damage the longer they are applied.
New Module Added
Override Capacitor
Override Uses increase when Sync Level rises.
Visual Effect Improvements
Beam‑type projectiles have been replaced with clearer visual effects.
Sound Effect Improvements
Sound effects for the Beam Rifle and Pulse Rifle have been updated.
Unit Adjustments
AE‑113 Aerial
Armor and Hull Integrity: 500 → 600
Rotation Speed: 200 → 260
Movement Speed: 100 → 80
Primary Weapon Adjustments
Beam Rifle
Damage: 200 → 150
Penetration: 1 → 2
Reload Time: 4s → 2.4s
Titanium Shield
Durability: 200 → 300
Bazooka
Effective Radius: 15 → 12
Reload Time: 1.6s → 2s
Anti‑Tank Gun
Effective Radius: 5 → 10
Reload Time: 1.6s → 2s
Railgun
Damage: 14 → 20
Projectile Velocity: 800 → 900
Fire Rate: 10 → 8
Fully charged shots now have a significantly larger impact area.
Marksman Rifle
Damage: 90 → 100
Beam Smartgun
Penetration: 1 → 2
Projectile Velocity: 400 → 700
Primary Weapon Trait Adjustments
Certain weapon traits have been removed and replaced with new ones.
Shotgun
Arrow Shot → Full Auto
Functions identically to the previous Buckshot trait.
Buckshot → Double Barrel
Magazine changes to a 2‑round reload cycle, but each shot fires more pellets.
Full Choke → Dragon Fire
Adds burn effects, dealing additional fire damage.
Minigun
AP Rounds → Incendiary AP Rounds
Reduced penetration but now applies burn damage.
Secondary Weapon Adjustments
Napalm Launcher
Now applies Damage‑over‑Time to burning enemies.
Damage: 30 → 10/s
Bombardment Missile
Max‑level damage: 100 → 140
High‑Powered Beam Cannon
Damage: 300 → 400
Auto Turret
Damage: 4 → 6
Fire Rate: 4 → 5
Rotation Speed: 140 → 160
Item Adjustments
Data Miner
Utilizes hacking algorithms to generate extra nano data, reduce Forced Bypass costs, and increase Override uses.
Bug Fixes
Fixed an issue where weapons with the Penetration attribute failed to pierce certain enemy shields.
Fixed incorrect hit effect positioning when firing at very close‑range enemies with ranged weapons.
Fixed an issue where the cursor could become stuck when switching from gamepad to mouse.
Added a deadzone to gamepad analog sticks to prevent unintended continuous input when switching from mouse to gamepad.
Fixed an issue where the Shotgun’s rate of fire was applied abnormally fast.
Fixed an issue where the Railgun’s reload time was applied abnormally fast.
Fixed an issue where the Gigas became invincible upon revival after the Anima Core was activated.
Your feedback and continued support help this game grow step by step.
We will keep improving to deliver a better experience.
Thank you, as always, for playing.
Source
Changelog.gg summarizes and formats this update. How we read updates.
