RIG Riot Demo · published
Hey folks, this update is the last content update planned for the demo and it adds RIG Riot's second leg type, Quad Legs. Quad Legs are much more focused on ground-based gameplay, and you will have a chance to receive a set anytime you receive a new Leg part. I'm very excited to hear what you all think about them!
In addition to Quad Legs, this update also includes an update to the starter weapon system. Namely, you can now start with multiple weapons- I've tried to keep some incentives to start with less predetermined gear, though, so let me know if you feel like more is needed. I think starting with less weapons is the best way to experience the game and I really want to make sure that doesn't go away.
Furthermore, this update includes a bunch of adjustments to game balance, as well as a significant optimization pass. Let me know how all of that feels.
Some things are likely to be broken so let me know if you run into any issues, I'll be very focused on this over the weekend! I really want to make sure things are in a great state going into Next Fest. Thanks for playing RIG Riot!
- Sage
Features/Content
- You can now equip multiple starting weapon from the garage.
Note: This is a big change so expect some balance adjustments to be needed
- Looted leg parts now have a chance to be Quad Legs
- Added a new Void Slot starter weapon which allows you to prevent a slot from being considered while generating upgrade options
- Added a setting that allows you to fire semi-automatic guns as if they were automatic
- Significant optimization pass
- Added a new missile drone enemy type
Changes
- Part Mods are now percentage based instead of being flat values. Effect values have also all been adjusted
- Fortified now provides an equal amount of Weight and Weight Load instead of flat Weapon Capacity
Note: Weapon Capacity is an incredibly powerful stat due to weapon damage being balanced relative to a weapon's weight requirement. Previously it was okay to allow RIGs to have a very high Weapon Capacity from only Part Mods due to there being no guarantee the player would be able to use all of their weapon slots to the fullest. However, the inclusion of multiple starting weapons means that there would be very little reason for any build to use anything except 4 heavy weapons. Because of this I am reigning in the general availability of Weapon Capacity so that it needs to be built around instead of added onto every build.
- Added world icon to improve visibility for repair pickups dropped when using the Scrapper backpack
- 0 roughness is now available again
- Dash Boosting while hovering now reactivates your hover upon completing the dash
- Slightly increased initial speed and homing delay for Plasma Pincer
- Kick damage now scales with overall upgrade level
- Base weapon damage now scales with overall upgrade level instead of weapon upgrade level
- Improved enemy RIG melee behavior
- Updated stat distribution for all outer part shells to reduce instances of identical or mostly identical parts
- Weapon stats can now be compared from the parts menu
- Parts can now be sorted alphabetically
- Enemy shot leading accuracy is now based on how unpredictably you are moving instead of how fast
- Increased size of jump pad player detection area
- Various updates to enemies to improve variety and increase challenge
Balance
- Slightly increased enemy base health
- Reduced damage dealt by Antsy Veteran's single missile
- Slight reduced mitigator and termite damage
- Numerous other updates to enemy projectiles
Bug Fixes
- Fixed part select menu not updating equipped parts upon changing loadout
- Fixed projectile lifetime not applying to missiles
- Fixed mitigator firing 5 projectiles per shot instead of the intended 10