In this update3
Full notes
Full Gunswitch update
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What changed
- Balance
- Gameplay
- UI and audio
- Maps
- Fixes
Gunswitch changes
Hi everyone,
This is the first update ever for Gunswitch. We've fixed a bunch of things and added a few little features. The most important part was the updated spawn system. I changed the balance of the game while I was at it to make the start a little bit easier, and pawns(teammates) got a little lift me up to alleviate the pain of losing one... Tell me what you think.
Bug Fixes:
The game used to get stuck on the 1st wave on different occasions, mostly when you first launched the game.
Dialogue UI failed to show up during extractions where characters explain that you can run away or stay and fight.
Incineration map had a few parts where AI could not walk on. Fixed the floor panel which broke pathfinding.
Tiny spiders used to get stuck on some terrain in Biosquare. That's because their squad leader used the wrong settings, which should be fixed.
Lootboxes offered the same loot in succession too often, we've fixed how drop rates work.
Fixed an issue where switching characters during the intro video crashed the game.
Changes:
Regular walking speed is faster. So it should not force players to sprint as often, and pawns can follow you better.
Spawns system and how it chooses open doors is changed. Now there is a chance it can select a single door for a whole wave. It can makes the game easier and I will probably raise its chance to open more doors on a later update.
Next wave timers are now 10 seconds from 5. Because some players seemed like they needed more time to loot.
Pawns now cost 1000, reduced from 10000. Because losing one hurt too much and broke the metal hearts of their robot families.
Enemy health is reduced on normal levels.
Rotation with a controller is faster.
Loot enemies (Blue for modules, Red for weapons, gold for pawns) now only appear at the end of a wave. So you don't have to loot during a fight.
The number of blue enemies, who drop guaranteed modules on a wave, is decreased from 6 to 3 but now they appear each 2 waves instead of 3. This was also a change to reduce the decision-making time between waves.
Yellow enemies, who drop pawn pods, now appear each 3 waves instead of 5.
Modules have more descriptive names and new icons.
New Features:
Pawns now try to position in front of your character.
Pawns drop their weapons when they die.
Fullscreen options are back. I mean back for us, you guys never had them, sorry about that.
Weapons unlock with profile rank. The game now starts with a regular set of weapons and the rest unlocks later. It should prevent the newcomers to get a more "weirder" weapon right at the start of the game. Sadly, there isn't any UI to see your unlocks yet.
Source
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