0.10 Update Notes


The update is finally released! This one took a while to get done because my to-do list just mysteriously growing for some reason that I definitely had no control over. The update mostly focuses on new abilities, a new map, massive rebalancing and a few bug fixes.

Some Changes

Active Abilities Duration and Cooldown

Due to some changes in the system, some Active Abilities that has an 'active period' (e.g. TNTank explodes after 5s or Fighter dealing damage for 6s etc.) will now start their cooldown only after the period ended instead of immediately upon activation, so their cooldown will be shortened to compensate for this change

  • Compressor: 12s -> 6s
  • TNTank: 10s -> 5s
  • Recharger: 15s -> 10s
  • Barrier: 15s -> 10s
  • Fighter: 12s -> 6s

Tank Stats Configuration

Currently, the tank stats configuration allows you to crank up all the stats to their maximum possible (capped) value and the only time you don't need to do that is if extra stat bonuses are provided by abilities. This makes all tanks feels the same, any tank can be a master of all trades with fatal Damage & Piercing, tons of Armor, crazy Resistance & Repair all while running around at Mach 4. So the following balancing was made to allow tanks to have actual differentiable roles:

  • Max configurable Speed goes from 80 to 60
  • Max configurable Armor goes from 80 to 50, Repair Rate from 5 to 3 and Resistance from 80 to 60. Due to the now-limited defensive stats the HP range will be buffed to maintain the survivability of the tanks, from [10-210] to [100-300]
  • Max configurable Piercing goes from 100 to 70. With the buffed HP and limited Piercing, the configurable Damage range will be raised from [50-250] to [100-350] and Damage cap from 250 to 500
  • Shield Capacity configuration range will also be buffed to preserve their value after the increase of potential HP and Damage, from [5-15] to [15-45]

Some rebalances that would normally be in the Balancing Changes section will be included here since they're related to the changes above:

  • TNTank: Damage to opponents: 6 -> 10
  • Fighter: Total damage: 6.5 -> 9
  • Recharger: Shield provided: 5 -> 15
  • Precautious: Shield gained: 3 -> 9
  • Fortified: Shield gained: 5 -> 15
  • Snowballing: Damage requirement per stack: 20 -> 40
  • Damage goal in Property Damager gamemode: 500 -> 1000

Because of so many stats configuration being limited, tanks can now have up to 3 Passive Abilities to help re-enforce their role (multiple of the same Passive can be chosen)

Bots will also have their Passives changed (this includes some new Passives which will be mentioned later below):

  • Blitz: Quick Repairing, Shattering, Adaptive
  • Battle Roach: Precautious, Fortified, Reactive (new)
  • Classical: Stubborn, Snowballing, Ferocious
  • Steel: Hardened (new) x2, Antifragile

New Stuff

Gameplay Records

The gameplay statistics panel will now show your personal records in battles, including highest damage dealt/taken, most tanks destroyed, most items collected and highest score.


Status Effect Icons

There will be icons above tanks to signal what extra stats or effects they're having, if a damage icon shows up above an opponent you'll know they've gained extra damage from somewhere. Buffs will have a light blue-colored icons, debuffs are red, and effects like Ghost or Aegis will be yellow.


Invincible Effect

The effect basically makes the tank immune to damage. The only time a tank can have this effect is during the first 2 seconds after spawning, this is to decentivize some spawn raiding tactics and give respawning players a chance to reposition.

Active Abilities

Intercontinental Ballistic Missile

A simple ability that launches an infinite-range AoE damage missile that slows down opponents, pretty fun (although it doesn't provide any stat bonuses so some investments might be needed on that part).


Just remember that the tank will be slowed down and the weapon will be disabled during the launching process.

Teleporter


Gain some speed and mark the tank's position that you can teleport back to by a reactivation, good for performing trickery.

Controller


Deploy a turret that shoots at the closest opponent it sees. The range and damage of the turret allows for decent area control.

Mine Dropper


Drop mines that can damage and reduce Armor of opponents in an area when stepped on. There will be a delay before the mines detonate so faster tanks will have a higher chance of escaping trouble.

Annihilator


Constantly apply Fragile effect to nearby opponents, each stack of this debuff will increase the damage the victims receive by 10%, allowing for maximized damage output, be careful not to be annihilated yourself because this one won't give you any defensive bonuses

Passive Abilities

Defensive

The counterpart to Ferocious, grants Armor and Repair Rate when using the Active Ability, decent source for recovery.

Hardened

Similar to Antifragile, but instead of Repair Rate the tank gets an increase in it's Max HP when taking damage, up to a limit. Also provide some extra Resistance.

Reactive

Constantly gain Shield as you take damage, useful for holding off firepower

Models and bot items

Attacker


The new bot using this model will have Mine Dropper as it's Active Ability and Defensive + Fortified x2 as it's Passives.

Twin Cannon


The new bot weapon using this model will be a long-range sustained damage dealer with extremely high projectile speed.

Wasp Nest


The new bot weapon using this model will be a slow firing mid-range heavy damage dealer. It's projectiles are relatively easy to dodge though.

Map: The Origin

A brutal map with a bunch of environmental damage in the form of giant laser gun blasts, remember to avoid them if you're not a fan of dying.

It also came with a new soundtrack of course, give it a listen here if you haven't.


Note: Since the laser blasts and other stuff on the map needs to be in-synced with the music, at some point during battle corrections will be made to make sure everything is properly aligned, and might cause the music to be awkwardly cut at parts (unless you're playing on a beefy device that doesn't experience lags then the cuts might not be too noticeable).

Balancing Changes

  • Laser weapons can now ignore shields
  • The excessive damage when shutting down shields will now be passed on to the tank instead of being completely discarded
  • The damage penalty will no longer be applied to max HP-based damage
  • Item collecting time now depends on the tank's speed, the faster the tank, the quicker it can collect items
  • Compressor:
    • Radius: 300 -> 400
    • Damage bonus: 50 -> 100
  • Fighter: Removed the 30 Resistance bonus
  • Quick Repairing: Repair amount: 7.5% HP -> 10% HP
  • Ferocity:
    • Removed the 5s cooldown
    • Duration: 5s -> 10s
  • Stubborn:
    • Stat bonus below 75% HP: 25 Resistance -> 30 Armor
    • Stat bonus below 25% HP: 30 Armor -> 30% Speed
  • Snowballing: Added 15 Piercing bonus when reaching max stacks
  • Antifragile:
    • Repair Rate bonus per stack: 0.4 -> 0.2
    • Added 15 Armor bonus when reaching max stacks
  • Adaptive: HP threshold for buff switching: 50% -> 40%
  • Minor changes to bot weapons' stats

Other Changes

  • Info Dumpster now has a dedicated place instead of a small panel in the tank configuration screen, which you can visit with a new button in the hangar


  • Newly created tanks now use the Blitz model by default instead of Prototype
  • Newly created weapons will use the Swarm model
  • Empty tank and weapon name are now invalid
  • Added search function to tank and weapon inventory. The weapon inventory also shows the weapon model now
  • Players from different game versions can no longer join the same multiplayer room

Bug Fixes

  • Fixed a bug that causes renaming weapon to rename the tank instead
  • Fixed players getting different maps in multiplayer game when the map choice is set to Random (whoops)
  • Fixed broken hitboxes in Free For All gamemode that causes opponents' weapons to shoot and hit their own tanks
  • Fixed camera moving to the void when the tank its following destroys itself with the TNTank ability
  • Aim Assist (on Android) now works properly
  • Fix tanks running slower at low frame rate
  • Fix projectiles sometimes fail to spawn especially on fast firing weapons
  • Gameplay statistics from LAN games will now be counted correctly
  • Fixed Raycast and Laser weapons still being blocked by Barrier's walls for a few seconds after the ability supposedly ended
  • Fixed Ferocious decreasing the tank's Damage when the tank respawns after it had been triggered at least once


That's all for this one, I'm planning to add some kind of story/adventure mode next update so the game would have some sense of progression and to reveal some lore (as if I know anything about writing). As always, feel free to leave your feedback and suggestions so I have something to ignore, and enjoy the update!

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