Awesomenauts Assemble! PS4 Update 1.6 is Live, Patch Notes Are Bloody Massive

5343. That’s the how many words are in the patch notes for Awesomenauts Assemble! version 1.6 that released on PS4/Xbox One today. That’s more than we even write for a lengthy review. Jeez…

For those who are still keeping the PS4 Awesomenauts community alive, these notes are for you. There’s some big changes being made across the game and its many characters. Some have received buffs, other have been nerfed, and others remain pretty much the same, though they may have had some visual tweaks.

The patch notes are down below, but remember that they’ll take the better part of an afternoon to read thoroughly. We recommend getting yourself a nice cup of tea and a few biscuits before you settle in for the read.

Awesomenauts Assemble! Update Version 1.6 Patch Notes

NEW character: Ix the Interloper
Ix was a courageous Luxuxi spirit who peacefully roamed the crystal moon of Luxor, until a disaster struck. Intergalactic megacorporations started to drill Luxor on a massive scale, as it housed unusually energetic crystals. At first Ix tried to ‘discourage’ the miners in various ways, which had no effect. In an outrage Ix merged its life force with some high-energy crystals; giving Ix a corporeal form. Harnessing the energies of this new crystalline body, Ix razed the facility to the ground. Blabl Zork got wind of this raw talent for drill destruction. He then convinced Ix to join the Awesomenauts by presenting the mercenary team as an environmental force for good.
This is a FREE new character!

NEW premium skin: Steel Seraph Ix
As angels are usually peaceful and quite focused on their herbal infusions, the Heavens did little more than weep as soulless robots and demonic mercenaries slowly spread across the galaxy. However, one of these angels could no longer stand idly by and decided that the time had come to intervene in the realm of mortals. Turning the weapons of the robotic overlords against themselves, this angel became an armored being of high-tech destruction. Now this fusion-powered, nano-enhanced, tungsten-plated angel is feared across the galaxy. In their frightened whispers its adversaries call this mysterious being ‘the Steel Seraph’.
This is a paid DLC and comes with a fully customized voice set!

NEW premium skin: Bravely Scoop IV: Eternal Fantasy
A hero’s journey is filled with many great challenges. Like saving the townsfolk from a mysterious invading army from another dimension, that’s headed up by a hooded figure who’s actually being manipulated by an otherworldly dragon who’ll morph into a demon when close to being defeated. It’s all in a day’s work for Bravely Scoop in Bravely Scoop IV: Eternal Fantasy!
This is a paid DLC and comes with a fully customized voice set!

-Changed how kills are credited by the game. Before when a turret or droid made the last hit against a naut it would be credited with the kill on the scoreboard. The solar reward for the kill would either be given to the last naut that did damage in the last second or else it was split among the entire enemy team. With this change the kill will now be credited to the last naut that did damage in the last second. This is purely a change in how the scoreboard counts kills.
-Added assist counters to the scoreboard. Whenever a naut dies it will give an assist to all enemy nauts that directly affected the killed naut in the last 5 seconds or supported an ally that directly affected the killed naut. All forms of damage or negative modifiers directly done against the naut will count towards an assist. All forms of healing or buffs to allies that directly affected the killed naut also count as an assist.

Playstation 4
-Fixed that some music didn’t loop.
-Fixed that Chucho’s motorcycle’s flying sound didn’t loop.
-Fixed that the Anniversary event didn’t coincide with the PS4 launch date
-Fixed that new users would appear in the leaderboards with 0 games played

-The indicators for the amplify damage, stun, speedup, snare, slow, silence, invulnerability, weakness, empower and blind status effects have been overhauled so these indicators no longer overlap and to make them easier to check during gameplay.
-Scaled down the reconnection symbol.
-Restored the dark background of the HUD’s healthbar at the bottom of the screen.

-Updated the visuals of the main menu.
-The scrollbar of the announcer select screen no longer appears over popups
-Increased the width of the left column in the configure controls screen to that it is wide enough for all languages.
-Removed the duplicate “Confirm” in the legend at the bottom of the screen in the announcer select screen while in-game.
-Increased the font size in character select for better readability.
-Aligned all Russian text properly.
-Moved the loading circle in character select when locking in a character further down.

-Tutorial map, fixed collision near enemy base
-Made the enemy merc in the tutorial intro cutscene visible.
-Made sure the tutorial popups would no longer fall behind HUD elements.
-Replaced all Lonestar visuals in the tutorial with the new Lonestar visual.
-Removed character level from the character name in the tutorial messages.

General gameplay
-Changed the visual appearance of the Blind status effect.
-Fixed issue between enemy and allied droids. Previously when opposing droids would move up or down a ledge at the same time they would jump over each other and idle until one of the droids was destroyed. Now droids that jump over each other will turn back and fight each other instead of idling.
-Removed bots for Ted McPain and Skolldir from the game since they were doing way worse than all other bots. If someone makes a better version of these bots we’d be happy to bring them back at a later point.
-Fixed that certain effects would partially update while reconnecting. This would cause bugs like Nibbs being able to move during Flame Breath when she was reconnecting at some point during the Flame Breath.
-Fixed a lot of rounding errors in tooltip percentages
-Sawblade droids will now walk back and drop down when getting stuck on top of the enemy base.
-Fixed that in very rare cases turrets could start with almost no health, or regain their health on host migration.
-Fixed an issue where health generated by Wraithstone would not be accurately displayed in the tooltip
-The “Awesomenauts, roll out!” achievement will now unlock properly after three characters are unlocked, instead of at the end of your first match. Players who have already unlocked this achievement won’t lose it again.

Custom Games
-Added two more custom game options: a multiplier for passive health regen (which can also be negative) and shop healing.
-Increased the size of the randomnauts item popup – it should fit all of the item descriptions now.
-Fixed issue where damage after the original naut died would always be base damage. This was only the case when playing a game mode with “random naut on death” active.
-Made shop available anywhere by default in the Randomnauts and Random Team Deathmatch modes so it is easier for players to check which upgrades they have received.
-The number of active droids per team is now limited to 48 to prevent performance problems in some special cases. Normally, if the limit is exceeded, no new droids will spawn, but if ‘enable base’ is unchecked in custom game settings, the oldest droids will be blown up to make room for the new ones (since they’re probably just hacking away at the enemy base to no avail, having fulfilled their goal in life).

General balance
-Increased starting solar from 235 to 270
-Reduced added Solar of Piggy Bank from 130 to 100
-Solar Krab Burgers, heal per coin reduced from 70 to 65
-Droids give 4% more XP per level, making it easier for the team that’s behind to catch up

AI station 404 map
-Creeps can now jump a little bit higher.

Sorona map
-Moved the glass platforms directly behind the front turrets up a bit so some characters can make the jump now from the glass platforms to the jungle area.
-Fixed an instance where the droppod’s glow would be in front of the asteroids while falling down on the Sorona map.
-Fixed depths on both Sorona and Starstorm Station, making all foreground elements consistent with the other maps.

Starstorm map
-Fixed a visual bug near the bottom lane turrets on the starstorm map that caused them to clip through the level art.
-Adjusted the platforms in the middle of the bottom lane to make fights in the area more dynamic.
-Fixed the starstorm minimap visual to now correctly represent the map.
-Fixed depths on both Sorona and Starstorm Station, making all foreground elements consistent with the other maps.
-Fixed an issue where on the Starstorm map some characters acted glitchy on the glass platform in front of the bottom front turret.

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