In this update15
Full notes
Full PolyGunner update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Balance
PolyGunner changes
Because we used a translator, the content may be awkward.
Game rules
Increased wave start time to 90 seconds
Changed enemies to spawn in two zones
Set to move to the closest available location when the escape button is pressed
Developer comments
The 30-second wave start timer was a concept we created early in development. However, with the addition of so many abilities and the ability to skip the timer, we realized that we didn't need to set a shorter prep time. Instead of making the experience of strategically choosing abilities a time-sensitive one, you'll have plenty of time to regroup and prepare for the next battle.
Reduced the number of times enemies come at you in clusters, and increased the number of areas where enemies spawn so you can experience different situations during combat.
During game testing, we saw players getting stuck in trees and unable to move at all. This is a devastatingly negative experience in the game, so we needed to create a solution for this as quickly as possible. We had the player move to the same location where they started the game, but we changed it to a location that was clearly movable and closest to the player. This isn't a great solution, though, because it's almost exactly the same location as the enemy's objective. Getting stuck in terrain and using the escape feature, only to be surrounded by enemies and having your health evaporate in an instant is not a good experience... The best solution would be to create perfect terrain that doesn't get stuck, but it seems like you're getting stuck in some way.
Wave 10 Boss
Stats
Approximately 16% less damage
Shot Pattern
33% less projectiles
20% reduced projectile speed
Approximately 16% narrower firing range (increases accuracy of shots)
Blue Orb
12% reduced speed
Reduces projectile durability by 1
Orange Orb
1 reduced number of shots
Developer comments
The developers' biggest concern when creating the boss pattern was that the bosses would be too easy. We thought that defeating an overpowered boss would provide a greater sense of accomplishment, so when we first designed the bosses, we made their attacks stronger and harder to dodge. After several iterations, we realized that while it's important to get a sense of accomplishment, designing bosses so that their attacks are "guaranteed to hit" isn't necessarily a great experience. We're always looking at the stats of other bosses as well.
As an aside, most enemies or projectiles spawned by bosses can be destroyed by attacking them. I should have written that in the game description.
Wave 20 Boss
Common Summon Pattern
Spawns 2 fewer mobs
Developer comments
During the second boss's attack, he has the ability to summon common enemies. It was not intended that this boss would continue to spawn and stack when not defeated. We'll be reducing the amount of common enemies that spawn to reduce this phenomenon as much as possible.
Wave 30 Boss
Stats
Approximately 16% reduced movement speed
Player
Pistol base range reduced by 5 meters (approximately 16%)
Rifle base range reduced by 5 meters (approximately 11%)
Developer comments
Since both bosses are airborne enemies, we needed to increase the range of their weapons. However, we felt that the base stats and weapon upgrades were sufficiently long enough, and we decided to reduce the base range slightly to emphasize the value of the range-enhancing abilities.
Supply Boxes
Reduces HP to break more easily
Developer comments
Supply crates were designed to break on a pistol-based magazine with no magazine size and weapon ability selected, they were set to use more ammo than that.
Bugs
Fixed a bug where the game would reset when changing settings on first launch and returning to the main menu after gameplay
Fixed a bug where the UI would sometimes not appear in the language you set.
Source
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