Update 0.9.2.0

Hey fellow Fighters!

Big things are happening in the arena! We have some map updates, tutorial, hero and weapon balance adjustments, and more! Get ready to dive in and experience the excitement firsthand and see what’s in-store:

More map updates

The amazing Seaporch map is now playable in the matchmaking pool and not just for custom lobbies! Visually updated and ready for all-out battles.

Moonshine Run has returned to the game with a new flavor of King of the Hill Mode. It’s now available in the matchmaking pool, so once you hit level 7, go give a bash and let us know what you think!

Tutorial

For all you SquadBlast newcomers, we’ve got you covered with a brand-new tutorial level. It’s here to introduce you to the game’s main mechanics, fundamentals and get you up to speed with how the game works. And hey, long-time players, give it a whirl too! You can check it out for fun or lend us a hand by trying it out in the Settings menu.

New Default AR and RL

We’ve hooked you up with new default Assault Rifles and Rocket Launchers right from the start of the game. These babies are ready to pack a punch, so jump into the heat of battle and give ‘em a try.

Jäger - Assault Rifle

Assault rifles like this model from MullerWaffe are excellent in mobile combat situations that require a wide pattern of fire along with easily portable equipment. This weapon is a model of reliability and puts out a fire pattern that can push back the most determined defensive positions.

Kriegwerk - Rocket Launcher

Although this is a "basic" weapon produced for training purposes, a great many experienced combat veterans still choose this model for live action, appreciating the reliable action, accurate aiming controls, and ease of transportation.

Big Weapon Balance update

We took your valuable feedback, mixed it together with our own list of things to fix, and voila! These epic changes are the result. It’s all thanks to you, our amazing community! Keep the feedback coming! And yes, this will effect you Hive enjoyers out there.

Shotguns

Numb-R-Nine

  • Projectile count increased from 5 to 9 (to fit its name!)

  • Damage per projectile reduced from 15 to 8

  • Shock per projectile reduced from 0.5 to 0.2

  • Spread increased by about 20%

  • Fire rate changed from 1 to 1.05/sec

  • Reloading changed from sequential to full magazine reload

Tyrant

  • Damage per projectile increased from 6 to 7

Snipers

Kelvin

  • Damage increased from 50 to 65

  • Fire rate increased from 0.66 to 0.83 per sec

Swarog

  • Knockback reduced from 300 to 100

Zeus

  • Primary Damage reduced from 95 to 80Grenade Launchers

Grenade Launchers

Shardinator

  • Range of the initial explosion increased from 3 to 4 meters

  • Secondary projectile emission point moved from 3 to 2.5 meters

These two changes mean that there is a 1.5 meter sweet spot if you aim just in front of your enemy where you can deal both the explosive damage and deal some (or a LOT) damage with shards as well

  • Emission spread for secondary projectiles was halved (so they are emitted in a tighter cone)

  • Secondary projectile speed was increased from the avg 55 to 70

  • Secondary projectile range was increased from 20 to 30.

  • Added some new lines to the tooltip of the weapon about its recommended usage

Icelight

  • Removed weird behavior with hits and damage amounts. Now the projectiles consistently deal 40 damage each.

Rocket Launchers

Freeloader

  • Explosion radius reduced from 4 to 3

Trident

  • Added much wider spread for the rockets

  • Rocket turning speed changed from 40 to 80°/sec

  • Knockback force reduced from 325 to 50

  • Max speed reduced from 40 to 35

  • Removed slowing down

Grenades

All

  • Maximum ammo capacity reduced from 3 to 1

Hive

  • Secondary projectile damage reduced from 26 to 18

  • Damage drop-off over distance reduced from 50% to 30%

ARs

Generally all ranges have been reduced as ARs are supposed to be a mid range weapon option, they should be out ranged by rocket launchers and snipers which now is actually happening. Some additional changes were made to put each rifle into their own role. We’ll monitor how these changes work out and make adjustments in the future if needed.

Liberator

Role: Longer range skillful weapon

  • Reworked Spread (Wave pattern)

  • Range reduced from 37 to 27

  • Headshot multiplier increased to 1.8

Tugarin

Role: Mid range tactical weapon

  • Reworked Spread (much more accurate while stationary, really inaccurate when running/jumping)

  • Range reduced from 28 to 23

Gibraltar

Role: Short range annihilator-Mid range zoning weapon

  • Reworked spread (more likely to hit the enemy, I’d not call it more accurate overall)

  • Range reduced from 28 to 25 (maybe 23 would be better)

  • Damage reduced from 6 to 5

Logi

Role: Longer range poke weapon

  • Range reduced from 31 to 27

Twin Twelve

Role: Short-range burst annihilator

  • Range increased from 20 to 22

  • Damage per projectile increased from 8 to 9

Effects

Fire

  • An explosion has been removed after the fire has ended

  • Damage is dealt consistently while burning

  • Burning time has been increased from 4 seconds to 6 seconds

  • Low burning effect now does 7 damage per second, while high burning effect does 14 damage per second, instead of 6 and 10 damage per second respectively.

Hero Abilities Balance Changes

Hantu

To give our ninja more opportunities to shine (or the polar opposite I suppose) :

  • Ability Cooldown reduced from 20 to 10 seconds

Dash

To make her live up to her namesake

  • Ability Cooldown reduced from 10 to 7 seconds

Paavo

To make the big guy less of jack of all trades character

  • Ability Cooldown increased from 13 to 20 seconds

Sound Improvements

  • Updated the lobby music track to be more neutral instead of bombastic so you can leave it up in the background as beats to study to

  • New ambient sounds for Kitsune Den and ChowDown maps

  • Minor tweaks to announcer lines

  • Audio balance adjustments in battle

User interface changes

  • You can now customize the layout of buttons in the battle HUD on mobile devices. To do so, enter edit mode from the Settings menu and adjust the buttons as desired.

  • The lists for weapons and hats on mobile devices now feature bigger items, making them easier to tap, read, and scroll through.

  • Popup windows on mobile devices have been enlarged, with bigger text and buttons.

  • The weapon selection menu on the respawn screen for mobile devices has been slightly updated to simplify the layout.

  • The elimination weapon preview on the respawn screen now better fits the screen and features increased text size.

  • Tooltips on mobile devices are now wider and have bigger text.

  • For popups with input fields we returned cursor if you are playing with gamepad

Other changes

  • If you launch the game for the first time on a device, you can link your existing profile even before accessing the Main Menu after the initial loading is complete.

  • When playing with Full Auto mode on mobile, auto pick-up will only work once until you move away from the dropped weapon. This prevents you from constantly picking up the same two guns over and over again.

  • Cleaned up the list of possible names for bots to exclude the inappropriate one.

Bug Fixes

  • Fixed an error on Android devices that occurs when you do not log in with Google Play.

  • Camera zoom in Countdown on iOS zooms into the right place, not below your hero


We hope you’re gonna love this refreshing update and we’ll see you legends fragging it out like champions on the battlefield!

Previous
Previous

Update 0.9.3.0

Next
Next

Update 0.9.1.3