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Patch 1.9.3.9 is LIVE!

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Patch 1.9.3.9 is live on production and we’re excited to share all the changes with you!

Combat Math

We’ve updated our combat math calculations to handle asymptoting values correctly in addition to resolving a bug with the reversal of some attribute boosts. These changes impact Evasion and Critical Strike Chance.

We are constantly assessing skills, and in this case, how we need the underlying combat architecture to work in a work where we hand more and more power to the randomized agent engine and create more and more skills. We need combat to work if you roll an agent with 15 Evasion skills and the solution we like the best is to have certain attributes be affected by diminishing returns.

Previously skills for Evasion and Critical chance functioned as a simple flat benefit. For example a +10% skill would previously have gone from 5% %rarr; 15% and now that skill would as asymptote going from 5% → 14.5%. To better understand how this functions with compounding skills, see the example below that illustrates the change.

We will also be moving towards a non-percentage presentation of Evasion and Critical Strike Chance (i.e. 5% → 5) to avoid the ‘percent of percent’ problems that are a bit confusing today.

How Combat Math Works

Restricted Trials

We’ve launched a new set of features to add Agent Restrictions to trials. Agent Restriction allows for special trials that use an Agent’s Rank, its Species, the Elements it has access to, and/or its Agent Generation(when it was first created) which should lead to some fun new ways to use your agents. Look for more special trials on the calendar!

Restricted Trials

New Championship Season is Starting!

The Third World Championship season is officially underway! This means that the Second World Championship campaign pack has been retired and a new one has replaced it. All future World Championship Trials will give credit for these new missions. As always, congratulations to our World Champions: Cephalon9999, Gauldar, and Wildling!

As part of moving to the Third World Championship, we have expired old tickets, leaving you a maximum of each ticket type (4 Bronze, 3 Silver, 2 Gold). You’ll receive Brokerage Credits as compensation for your extra tickets (Iron: 25; Bronze: 50; Silver: 75; Gold; 100) and if you managed to accumulate 100 or more tickets you’ll be awarded the Ticket Master title, while those who have accumulated 10 tickets or more will receive the Ticket Collector title.

World Championship 3

Notification Inbox

You now have an Inbox which keeps a history of your past notifications, so if you accidentally clicked through too quickly you’ll be able to reference them again. To access the Inbox, click on the Bell icon or the Inbox navigation to head over. You’ll be able to review past notifications as well as refresh yourself on the tutorial notifications!

Notifications

In-match Experience

We made several improvements to the in-match experience. First, the Zone visuals now extend one grid further out to prevent shard and unit clipping for valid movement points. The “You’ve been KOed” sequence now is skipped when the last player is KOd, showing the victory animation immediately. The ordering of the Vault rewards has been changed to prioritize higher importance items first.

Lastly, we continue to work on improving the camera clarity. We’ve tweaked the various levels of camera settings and now have 4 distinct zoom levels, with Zoom level 2 as the new default. We improved mouse sensitivity for changing zoom levels and added new hotkeys for camera zoom and updated the hotkey reference screen accordingly. Additionally, enemy health bars are now hidden during camera zoom levels 1 or 2 (close up) when agents are beyond the default Vision Radius distance - no more bars showing up for Agents that are far far away.

Chaos Agents Real World Shop

We have a new Real World shop! If you’ve ever wanted some schwag with Chaos Agents and Popularium on it, now is your chance to order it. From posters to mugs to beanies(or as we learned from the Canadian on our team “toques”) you can now order through our Shop. We are always adding new items so if there’s something you’re excited about, please let us know and we can try to get it into the shop! Check it out now.

Real World Shop

Mission Log

We’ve heard the player feedback about always seeing Broker Missions in the Mission Log summary, and updated it to show only the top 3 non-level missions that are (percentagewise) closest to completion. We’re also testing a position swap of Trials and the Mission Log listing on the ‘Join’ screen, so please let us know if you prefer this ordering.

Other fixes and updates

  • Changed the format of the Join Trial button to be more clear about when the Trial is happening
  • Leaderboards for trials have been updated with clearer information about what prizes the winners have earned
  • Improved the Mission log summary to display the 3 closest missions to completion by percent and removed Broker Level missions from the display
  • Testing a swap of the Trial and Mission Log listings on the Play page - let us know what you think!
  • Fixed a bug related to the Rank you achieved in a match during the Victory screens and the KO screen
  • Adjusted the ordering of Notifications to give priority to more important notifications
  • Adjusted the ordering of Vault Items on the end-match screen to show the more important items first
  • Improved the end-game visuals for Agent Rank progression
  • The “You’ve been KOed” screen will no longer be displayed if you’re the second to last Agent
  • Fixed various stability issues around matches erroring out during play
  • Fixed a typo on the Hotkeys screen
  • Changed the sizing of Agents on the Agent Index page to better reflect their in-world size
  • Fixed a bug where your Agent wouldn’t display on the end-match screens
  • Fixed a bug related to earning credit for a higher tier of Trials than you actually participated in

Some skill names have changed:

  • We’ve changed some skill names to be less “Fire” based, as we’ll be including fire damage in the future and want to be able to reserve these flavorful skill names.
  • We’ve also changed our good friend Haste I-IV into independent thematic names because you don’t always get them all on a character. We don’t want the school prank problem of letting 3 pigs loose in a school and naming them 1,2, and 4.
  • Blister → Charged Ammo
  • Scorch → Barbed Ammo
  • Upgrade Ammo → Hyper Ammo
  • Flame Tongue → High Velocity Shell
  • School of Cuts → Fragmenting Ammo
  • Upgrade Scope → Hyper Propulsion
  • Haste I → Haste
  • Haste II → Nimble
  • Haste III → Boots of the Dervish
  • Haste IV → Speed Loader
  • Incinerate → Brute

Additionally, the following skills were changed:

  • All Critical Chance and Evasion skills and elements were updated to use Multiplicative combat math
  • Chaos Diver has changed from Boost CHAOS: +0.05x Critical Strike Multiplier → Boost CHAOS: +0.25x Critical Strike Multiplier (Temp)
  • Sharder Mk I has changed from +20% Shard Collection Range; -20% Shard Collection Time → +10% Shard Collection range; -5% Shard Collection cooldown
  • Fragmenting Ammo (formerly School of Cuts) has changed from +10% Critical Strike Multiplier; +5% Critical Chance → +.2x Critical Strike Multiplier; +5 Critical Chance

1.9.3.10 Speed Matters

Patch 1.9.3.10 is live on production and speed matters!

In what is a momentous occasion for Chaos Agents, we have a small but mighty patch for our players. We’ve implemented what we internally call “Speed Matters.”

“Speed Matters” ensures that every incremental +1 Speed now matters in a match. Previously, players needed larger speed increases (sometimes +5) to see a difference due to how we rounded movement (e.g., 3 squares vs. 3.25 squares). This was due to how we calculated and handled partial movement - e.g. 3 squares versus 3.25 squares.

Now, your Agent saves partial movement and carries it into the next “tick” of the game — meaning no movement is lost.

Simply put: Every bit of your movement is now utilized, not rounded away.

This is part of our continued effort to fix bugs and enhance the Agent AI. For those of you who are new, or need a refresher, we published a Developer Insights Blog about this topic called “Attack of the AI Agents” which discusses our philosophy around AI behavior - we highly recommend checking it out!

Circling back to the changes - with this update, we have altered the basic movement of your agent from 20 down to 12 to get closer to the speed we think feels good for the game and with this change we’ve also altered the attack radii to better match these movement changes and the recent camera adjustments. We think these new values will bring us much closer to the vision we have for how speed, attacks, and the camera should interact.

These changes are big but we are excited to get them into your hands! As always, let us know your feedback after you’ve played a few matches and acclimated to the new speed world.


Core System Updates

Attribute Old Value New Value
Base Speed2012
Melee Attack Radius160100
Ranged Attack Radius300200
Collect Range6030


Skill & Element Adjustments

Skill / Element Old Value New Value
Space+4 Speed+2 Speed
Dark+4 Evasion+5 Evasion
Fast FeetBoost Space: +5 SpeedBoost Space: +2 Speed
Haste+5 Speed+2 Speed
Nimble+5 Speed, +5 Evasion+2 Speed, +5 Evasion
Boots of the Dervish+5 Speed, -20% Melee Cooldown+2 Speed, -20% Melee Cooldown
Speed Loader+5 Speed, -20% Ranged Cooldown+2 Speed, -20% Ranged Cooldown
Dimension Shift+6 Speed; -20% Shard Collection Cooldown+2 Speed; -10% Shard Collection Cooldown
PicomedicsBoost Life: Regenerate 10 Health over 60sBoost Life: Regenerate 0.5 Health/sec Temporary
NanomedicsBoost Life: Regenerate 20 Health over 60sBoost Life: Regenerate 1.0 Health/sec Temporary
(Honor) Beef → Renamed to Resolute+20 Health, +20 Max HP+3 Melee Damage; +25 Health; +25 Max HP
(Shield) Nanomeds → Renamed to Beef


Bug Fixes and Feature Improvements

  • Improved the query for Mission completion at the end of Matches
  • Fixed “Current Championship” link