If you hadn't heard already, James and I will be away at MAGFest for the rest of the week. There we'll be showing Defragmented at a snazzy neon booth. If you're going to the show, stop by and say hi! Before we left for MAGFest, I wanted to release another update with a number of significant changes. We've been closely reading every single review and watching every last gameplay video of Defragmented that we can find. If you have anything at all to ask about the game, please post in the forums or send us an email/tweet. We hear you! There has been some concern over RNG benefiting enemies (dodge and accuracy) and it feeling unsatisfying. Given that this is an RPG, we cannot do away with RNG altogether, but we can reduce cases where it produces less-interesting results. On the other hand, we are quite happy with the difficulty. So any changes we make are counterbalanced in one way or another. Of course, this isn't all that was changed in this update. Take a look below for full patch notes! Gameplay Changes: - Enemies can no longer dodge. This being a major change, other elements have been tweaked to balance things out. - Enemies have slightly more HP that will scale up more at higher levels. In the end, enemies should have nearly identical durability with dodge vs. without. - Enemies now have accuracy penalties (varied depending on enemy type). They can still target the player easily, but their bullet spread will be wider on average. - Enemy critical hit chance has been increased slightly (varied depending on enemy type). - Mesh Bomb damage scaling has been increased, especially at higher levels. Mesh bombs were previously on the weaker-end very late in the game. - Melee Damage damage has been increased proportionately with new enemy HP. Melee/skill based characters shouldn't notice much of a change. Fixes and Improvements - Mastery progress notifications will show up at certain points instead of only on level-up. (Ex: 50/100 points to level). - Tweaked barrel prop colors to better contrast with various levels. - Certain system setups showed colored text as very slightly darker then other systems. We've normalized the colors across all systems. This change is almost unnoticeable, but we still fixed it. -Dave
[ 2016-02-17 00:57:25 CET ] [ Original post ]
🎮 Full Controller Support
- Defragmented [2.91 G]
- New World, Bad Blood: Explore the neon city of Entropolis and uncover the conspiracies that lurk within its walls. Museum curators, rogue police agents and benevolent scientists struggle to enforce their world views... but who can you trust?
- RPG character progression: Play as three different classes as you shoot, loot, and repeat at lightning speed. Multiple skill trees let players craft personal characters for a challenging end game.
- Super fast-paced combat: Health points are precious in Defragmented! Players will need to plan their attacks ahead of time. Make use of unique class skills and item loadouts or meet certain death.
- Synthwave soundtrack: Pulse-pounding beats from a diverse group of electronic musicians. Includes artists from works like KUNG FURY, Far Cry 3: Blood Dragon, Hotline Miami 2 and original Defragmented music.
- Procedural loot and combat: Collect procedurally-generated futuristic guns and gadgets. Enemies change their weapons every time you replay a level, forcing players to switch up strategies.
- Destructible environments: Entropolis is not stationary. Tactical cover can be shot through, knocked over and blown apart - keeping players and enemies on the move.
- OS: Ubuntu 10
- Processor: Intel Core 2 DuoMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Intel Core HD 4000
- Storage: 3 GB available space
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