
It’s clear that gadgets is one system I’m still not happy with and trying to improve. This update aims to improve these things:
While cool in theory, I really didn’t like how unlocking blueprints, and then still having to upgrade/roll those blueprints in mission felt. This update solidifies the feel that unlocking a blueprint means you have the tech to use forever in the future (as long as you find said gadget).
Gadgets having a downside or cost is something I think fits the system well, but having to rely on other game systems to power some of them felt weird. I like that these perk rolls allow more ways for gadgets to be powered themselves.
While gadgets are meant to be the one system where perks aren’t always useful, I really like that because of the randomized bonuses, the chance that a gadget is completely useless is drastically reduced.
I’m still playing around with the cost and how gadgets are acquired, so expect further changes to that aspect of the balancing as well. I expect everyone to be a bit OP right now lol
New
Gadgets rework
Tier and rarity have been split into separate systems
Similar to previous, the tier is defined by the blueprints you have unlocked for that gadget
Once a blueprint has been unlocked, that perk is always active whenever that gadget is equipped
A new procedural system of perks has been created for gadgets
Rarity (what color the gadget dropped as) is now what defines how many extra perks the gadget has rolled on it
Many existing gadget tier perks have been rebalanced
Gadgets are no longer found randomly in maps (currently only found in vaults and stage transition shop, more to come)
New system coded to show actions inputs in tooltips for menu buttons. Expect these to be added throughout all game menus over time.
New system coded to toggle between basic/detailed versions of menus. This is intended to be used for future sub-menus I have planned and in places where the ‘show detailed information’ setting toggled on would overclutter menus. Expect to see more use of this throughout menus over time. For now I’ve mapped it to reload to avoid button conflicts on controller, but plan to make it mappable.
Updates
Gadgets that roll a rarity that you cannot afford at the transition shop have a chance to reduce rarity. (aside from common of course)
Enemies now get a health and damage increase per stage
Non-regen self healing is now included in stat tracking
Fixes
Fixed gadget sometimes not dropping when picking up another during mission