In this update4
Full notes
Full PengPong update
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Repeated intro
Hello everyone, I hope you’ve all been doing well.
What changed
- Events
- Compatibility
- Balance
- Gameplay
- Maps
- Fixes
PengPong changes
We’ve met a wide range of players and gathered diverse feedback through events such as G-STAR and BeaverRocks in Korea, and G-EIGHT in Taiwan. Through that process, we received thoughtful and constructive feedback, and have gone through a number of meaningful improvements and revisions.
This patch includes a substantial amount of changes, including some system-level updates.
Patch notes:
ADD
- Wave Event systempreviously, three waves would run back-to-back and the game would then force the player into a room with the shop and roulette. Now, after each wave, the player can choose which direction to go from two available options. (We showcased this in a beta build at demo events and confirmed that player satisfaction was noticeably higher than before, so we decided to make it a core feature.)
In the Wave Event, you can currently encounter the following types of content:
Shop: Works the same as the regular shop. You can spend the chips you’ve collected to exchange for items.
Devil’s Shop: Similar to the regular shop, but you must sacrifice max HP as the cost. In return, you can obtain special items that do not appear in the normal shop.
Elite Battle: The next wave will feature a special enemy type. The difficulty is higher, but you can earn unique items that are exclusive to Elite Battles.
Contract: You will take on a contract (quest) that grants special rewards when you meet certain conditions.
Gambling Room: A room that taps into your instincts—use your chips to either multiply them or lose everything.
Large Chip Bonus: Start the wave with a large amount of chips.
Large EXP Bonus: Start the wave with a large amount of experience.
IMPROVEMENTS
We’ve prepared several improvements to help you enjoy a much faster-paced gameplay experience.
We’ve adjusted Hyper Capacity from the previous unlock levels of 7 / 14 / 21 to 5 / 10 / 15.
As a result, the overall run time has been reduced from 565 seconds to 510 seconds, while significantly more enemies now spawn within each wave.
The leaderboard scoring formula has been updated—roulette jackpots are no longer a one-size-fits-all solution. That said, the scoring system still doesn’t perfectly represent player skill yet, and we’ll continue improving it. (As a result, the leaderboard will be reset with this patch—please note!)
We improved the UI so you can check your Hyper Capacity obtained and current score by pressing [Tab]. (Hovering over Hyper Capacity should show its details, but this will need to be fixed in the next update.)
Cover objects now properly block enemy projectiles.
Fixed an issue where certain mechanic-based monsters would attack the player immediately upon spawning at specific cooldown timings.
Added a countdown and effects to make the end-of-wave sequence clearer.
Added effects and a slow-motion animation to make the level-up sequence clearer.
After the game ends, you will now be taken to the Stage Select screen instead of the main menu.
BUG FIXES
Fixed an issue where the mouse cursor would not stay in the foreground in certain situations.
Fixed an intermittent issue where the Interact ([E]) tutorial would not complete properly.
Fixed an issue where the weapon descriptions for Recoil Jones and Snapedge Alpha were identical.
Fixed an issue where Recoil Jones’s Hyper Capacity “Double Dealer” did not apply immediately.
Updated the visual effects for Snapedge Alpha’s Hyper Capacity “Shadow Blade.”
Fixed an issue where, while pulling a weapon, continuously keeping the mouse cursor near the character’s center would cause the weapon to gradually drift farther away from the character.
Fixed an issue where Auto Retrieve at Wave End during upgrades should collect some of the remaining EXP and chips on the ground, but only some chips were being collected.
Fixed an issue on the results screen where the rank and leaderboard percentage could become out of sync.
With this update, we’ll be pausing further patches for a short while as we prepare a major update.
We’re aiming for early February, and it will include a full overhaul of the item system—along with new characters and weapons.
Since we’re saying goodbye for a bit, we promise to come back with something exciting.
Thank you, as always, for playing and supporting us!
Source
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