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Patch Notes - Update 1.10.3

Writer: Raph
Raph
Sep 28
6 min read

Balancing and bug fixes.

General Improvements:

  • Asian Language Improvements: Applied correct regional kanji/glyphs, added proper text outlines for readability, and fixed general font formatting across the UI.

  • Controller Support Improvements: Added more options to the controller settings, added generic PlayStation button prompts (X, Square, Circle, Triangle, L1/R1, L2/R2) to the HUD, and made the tutorial playable with a controller.

  • Audio: Bound new SFX to resource collection, game countdowns, and some weapons.

  • Gameplay Balancing: Applied general balance adjustments across game modes and heroes.

  • General UI/UX Formatting: Addressed text-overlap and wrapping issues across the game and generally polished game visuals.


BALANCING

We've made numerous balance changes to smooth out the experience now that we have more data about the impact of gadgets and fixed loadouts. Here's a summary of what's been changed:
  1. All weapons now deal slightly less damage: heroes were being eliminated too quickly with the addition of gadgets, so this reduction should allow for more tactical choices during combat. We’ve also removed headshots; they only applied to three weapons and created significant skill gaps that made it difficult to balance those weapons compared to the others.

  2. All weapon magazines now hold more bullets: weapons were reloading too often now that heroes use only one, especially in specific cases like the Blitz Gun or the Warmonger. Reload durations have also been adjusted; sometimes increased, sometimes decreased to move away from the most extreme values where times were either too short or too long.

  3. Previously, some of the characters' stats depended on their size: smaller characters (Sparky, Zed) had less health but moved faster, while larger characters (Tempest, Lump) had the opposite. We no longer use this factor to determine a character's stats.

  4. Now, it's their archetype that will affect their stats: Stalker characters have less health but are faster, Juggernauts have more health but deal slightly less damage, Runners are faster, etc.

The details below will give you a more complete picture of how each character was revised.


General

🔀 – Slowdown when firing weapons is slightly reduced


Widget

↔️ – Health unchanged: 200 → 200

↔️ – Speed unchanged: 6.5 → 6.5

📈 – Melee damage increased: 25 → 30

Burst Pistol (weapon)

📉 – Can no longer deal headshots

Damage has not been reduced, as the removal of headshots already affects its ability to deal damage.

↔️ – Damage unchanged: 8 → 8

📈 – Ammo increased: 30 → 35

📉 – Reload duration increased: 1.4s → 1.5s

📉 – Range decreased: 35 → 30

Double Barrel (talent 2)

This talent doubling the damage was way too powerful. Individual projectiles are now weaker so that the talent still increases damage per shot, but not as dramatically.

📉 – Damage per projectile: -40%


Mopz

↔️ – Health unchanged: 260 → 260

↔️ – Speed unchanged: 6.5 → 6.5

📈 – Melee damage increased: 33 → 39

Blackhole storm (weapon)

📉 – Can no longer deal headshots

Damage has not been reduced, as the removal of headshots already affects its ability to deal damage.

↔️ – Damage unchanged: 16 → 16

📈 – Ammo increased: 35 → 45

📈 – Reload duration decreased: 3.4s → 3s


Lil’ann

Lil'ann now has less health, but has received numerous buffs to bring her gameplay closer to that of a Stalker.

📉 – Health decreased: 260 → 208

📈 – Speed increased: 6.5 → 7

📈 – Melee damage increased: 33 → 39

Blitz Gun (weapon)

📈 – Damage based on distance increased: 104-21 → 111-22

📈 – Ammo increased: 3 → 5

📈 – Reload duration decreased: 1.8s → 1.5s

Whirling Blades (gadget)

📈 – Damage of the first hit increased: 39 → 46

📈 – Damage of the second hit increased: 78 → 91

Impact Chamber (talent 2)

This talent was clearly too weak compared to other similar talents.

📈 – Bonus damage after a dash increased: +125% → +150%


Celeste

↔️ – Health unchanged: 320 → 320

📈 – Speed increased: 6.5 → 7

📈 – Melee damage increased: 40 → 48

Buzz Blades (weapon)

📉 – Damage decreased: 13 → 10

📈 – Ammo increased: 13 → 20

📉 – Reload duration increased: 1.4s → 2s


Chip

↔️ – Health unchanged: 200 → 200

↔️ – Speed unchanged: 6.5 → 6.5

📈 – Melee damage increased: 25 → 30

Tesla Claw (weapon)

📉 – Damage decreased: 20 → 19

📈 – Ammo increased: 10 → 16

📉 – Reload duration increased: 1.3s → 2s


Sparky

📈 – Health increased: 208 → 260

📉 – Speed decreased: 7 → 6.5

📈 – Melee damage increased: 26 → 39

Pyrocitor (weapon)

📉 – Damage decreased: 33 → 26

📈 – Ammo increased: 12 → 16

📉 – Reload duration increased: 1.8s → 2s


Lump

Although he is a Juggernaut, Lump still has low starting health since his ultimate ability allows him to increase it.

↔️ – Health unchanged: 208 → 208

📈 – Speed increased: 6 → 6.5

📈 – Melee damage increased: 39 → 52

Lava Gun (weapon)

📉 – Damage decreased: 33 → 26

📈 – Ammo increased: 60 → 72

📈 – Reload duration decreased: 3s → 2.5s

Mutagenic Burst (ultimate)

The health bonus was unnecessarily high for an ultimate that already restores all of Lump's health.

📉 – Bonus health decreased: 156 → 104


Tempest

↔️ – Health unchanged: 312 → 312

📈 – Speed increased: 6 → 6.5

📈 – Melee damage increased: 39 → 52

Cold Snap (weapon)

📉 – Damage decreased: 85 → 68

📈 – Ammo increased: 5 → 8

📉 – Reload duration increased: 1.6s → 2.5s

Void Repulser (gadget)

Shields were a little too effective.

📉 – Shield health decreased: 260 → 208


Sprocket

↔️ – Health unchanged: 200 → 200

↔️ – Speed unchanged: 6.5 → 6.5

📈 – Melee damage increased: 25 → 30

Shatterbomb (weapon)

📉 – Damage decreased: 75 → 65

📈 – Ammo increased: 5 → 7

📉 – Reload duration increased: 1.8s → 2s


Zed

📈 – Health increased: 256 → 320

📉 – Speed decreased: 7 → 6.5

📈 – Melee damage increased: 32 → 48

Warmonger (weapon)

📉 – Damage decreased: 136 → 120

📈 – Ammo increased: 3 → 7

📈 – Reload duration decreased: 3s → 2.5s

The Warmonger's knockback could be very frustrating to play against, so we've reduced it.

🔀 – Projectiles push less

Bombardier (gadget)

The damage was a little too low given how difficult it was to place this gadget. Other changes to the Bombardier will come later.

📈 – Damage increased: 112 → 120

Tank Formation (ultimate)

📉 – Range decreased: 40 → 35

The projectile knockback could be very frustrating to play against, so we've reduced it.

🔀 – Projectiles push slightly less


Grimshot

Grimshot now has less health (but has received other buffs) as a result of his Deadeye archetype.

📉 – Health decreased: 320 → 256

↔️ – Speed unchanged: 6.5 → 6.5

📈 – Melee damage increased: 40 → 48

Headhunter (weapon)

This is the only weapon whose damage is increased rather than reduced, since the removal of headshots particularly affects it.

📉 – Can no longer deal headshots

📈 – Damage increased: 112 → 120

📈 – Ammo increased: 3 → 6

📈 – Reload duration decreased: 3s → 2s

The Headhunter's knockback could be very frustrating to play against, so we've reduced it.

🔀 – Projectiles push less

Holoshield Glove (gadget)

Shields were a little too effective.

📉 – Shield health decreased: 256 → 192

Smoke Leap (ultimate)

His ultimate ability provided slightly too much health for the survivability that was already granted through the rest of the ability.

📉 – Bonus health decreased: 64 → 48


➡️All values are expressed at level 1.


Mobs

🔀 – As weapons deal slightly less damage, all mobs also have a bit less health, making sure the Mob Rush mode is still beatable.

Bug fix:

  • Stability and fixes for crashes related to the end of the battle.

  • Fixed an issue where Zed could damage himself while using his ultimate ability.

  • Resolved a bug preventing users from skipping the spectate screen in Last Stand when a controller was connected.

  • Fixed inconsistent Widget gadget behavior in Bolt Rush and Elimination modes.

  • Addressed an issue in Zone Control where the point capture would only trigger after exceeding 100%.

  • Fixed an audio glitch in Zone Control where weapon sounds would get stuck in an infinite loop during and after the battle.

  • Resolved an issue in Blast Ball where sound effects would repeatedly trigger when a goal was scored.

  • Fixed a critical progression blocker where the first FTUE (tutorial) battle could not be started.



 
 
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