New Map Variants We've created night-time Downtown and day-time Powerstation variants that will show up in the unlockable timelines.
In this update4
Full notes
Full Superior: Vengeance update
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What changed
1 fix3 additions4 changes0 removals
Maps
Gameplay
Balance
Performance
changedNew Map VariantsWe've created night-time Downtown and day-time Powerstation variants that will show up in the unlockable timelines.
changedFlying AI ImprovementsWe've made a slew of improvements to all flying AI to ensure they properly engage the players even if beyond their ideal combat range. They're also much better at avoiding staying too close (or especially over top of the player), while also staying closer to the eye level of the player. This should make them more challenging and engaging to battle for the short term while we continue to tinker on more improvements.
changedBackbone TweaksBackbone's damage immunity has been replaced with damage resistance so he can be minimally hurt with weapons/powers. Destroying the pustules is still the most effective method of taking him down quickly however!
addedBackbone TweaksAdditionally, Backbone's reinforcements are smarter about joining the battle wherever Backbone is rather than the original spawn zone.
addedQuality of Life ImprovementsDash can now be activated right before landing from a jump or fall, which will allow players to cancel out any potential fall damage if timed correctly. Also, small double jump has been added for all players before getting a jump power, which should make it easier to clear low cover and activate the melee groundpound powers.
addedQuality of Life ImprovementsFinally, new option has been added (found under gameplay options) to disable the auto-cover system if desired.
Superior: Vengeance changes
changedWe've created night-time Downtown and day-time Powerstation variants that will show up in the unlockable timelines.
changedWe've made a slew of improvements to all flying AI to ensure they properly engage the players even if beyond their ideal combat range. They're also much better at avoiding staying too close (or especially over top of the player), while also staying closer to the eye level of the player. This should make them more challenging and engaging to battle for the short term while we continue to tinker on more improvements.
changedBackbone's damage immunity has been replaced with damage resistance so he can be minimally hurt with weapons/powers. Destroying the pustules is still the most effective method of taking him down quickly however!
addedAdditionally, Backbone's reinforcements are smarter about joining the battle wherever Backbone is rather than the original spawn zone.
addedDash can now be activated right before landing from a jump or fall, which will allow players to cancel out any potential fall damage if timed correctly. Also, small double jump has been added for all players before getting a jump power, which should make it easier to clear low cover and activate the melee groundpound powers.
New Map Variants
We've created night-time Downtown and day-time Powerstation variants that will show up in the unlockable timelines.
Flying AI Improvements
We've made a slew of improvements to all flying AI to ensure they properly engage the players even if beyond their ideal combat range. They're also much better at avoiding staying too close (or especially over top of the player), while also staying closer to the eye level of the player. This should make them more challenging and engaging to battle for the short term while we continue to tinker on more improvements.
Backbone Tweaks
Backbone's damage immunity has been replaced with damage resistance so he can be minimally hurt with weapons/powers. Destroying the pustules is still the most effective method of taking him down quickly however!
Additionally, Backbone's reinforcements are smarter about joining the battle wherever Backbone is rather than the original spawn zone.
Quality of Life Improvements
Dash can now be activated right before landing from a jump or fall, which will allow players to cancel out any potential fall damage if timed correctly. Also, small double jump has been added for all players before getting a jump power, which should make it easier to clear low cover and activate the melee groundpound powers.
Finally, new option has been added (found under gameplay options) to disable the auto-cover system if desired.
Stability / Bugfixes
Multiple AI have additional logic and fallbacks to ensure that they do not become permanently stuck outside of valid playspace (including Windup). This should address any issues with Jarhead mission (and others) where sometimes all counted AI are not reliably engaging the players.
Addressed a potential crash related to AI pathing as navigation geometry was being added/removed mid-session.