{"id":729700,"date":"2021-09-26T11:00:10","date_gmt":"2021-09-26T15:00:10","guid":{"rendered":"https:\/\/nintendoeverything.com\/?p=729700"},"modified":"2021-09-26T10:28:19","modified_gmt":"2021-09-26T14:28:19","slug":"hypercharge-unboxed-is-receiving-its-biggest-update-yet-on-switch-next-week","status":"publish","type":"post","link":"https:\/\/nintendoeverything.com\/hypercharge-unboxed-is-receiving-its-biggest-update-yet-on-switch-next-week\/","title":{"rendered":"Hypercharge: Unboxed is receiving its biggest update yet on Switch next week"},"content":{"rendered":"

A massive update is inbound for Digital Cybercherries’ Switch shooter Hypercharge: Unboxed<\/strong><\/a>, which will put the game at version 0.1.2341.233. It contains a ton of free content, fixes, and improvements based on player feedback. Among the highlights include new enemies, weapons, maps, attachments, updated plague mode, vastly improved player movement, and performance\/balance improvements.<\/p>\n

Below are the full patch notes for the Hypercharge: Unboxed version 0.1.2341.233 update:<\/p>\n

<\/p>\n

ADDED<\/strong><\/p>\n

Added new DLC Characters Mightus and Breaker.
\nAdded new Play Menu layout to improve game functionality and consistency between game modes.
\nAdded new enemy type NinjaJoe.
\nAdded new enemy type Tiny Trotters.
\nAdded new enemy type Drone.
\nAdded new enemy type Space Men.
\nAdded new boss enemy type bRoBot.
\nAdded new weapon Freeze Ray.
\nAdded new weapon Plasma Cannon.
\nAdded new unlockable Nebulon character on Shed map.
\nAdded new Stat-Based unlocks for new Nebulon character skins.
\nAdded new secret Bobble heads in various maps for Nebulon heads.
\nAdded new Radar weapon attachment to help get a sense of incoming danger.
\nAdded new Multiplayer Map The Lost Aisle – The tutorial level has now been reworked and expanded for use in Deathmatch, Team Deathmatch and Plague.
\nAdded new Cooperative and Multiplayer map Shed of the Dead – The claustrophobic level from part of the new bonus level series we\u2019re building.
\nAdded HYPERCORE Shield Effect (Can now see if the shield is active)
\nAdded 2 new Cyberfury heads \u201cSamuri\u201d and \u201cPsyClone\u201d
\nAdded 2 new Insectoid heads \u201cCharlotte\u201d and \u201cSquirm\u201d
\nAdded 2 new Cyberfury skins \u201cDungeons\u201d and \u201cThe King\u201d
\nAdded 2 new Insectoid skins \u201cJacket\u201d and \u201cRitual\u201d
\nAdded new Music Track for Shed map.
\nAdded local multiplayer options to the singleplayer menu, so you can play PvP against bots.
\nAdded missing GameRules for customising Weapons and Attachments in Multiplayer.
\nAdded more feedback particles to enemies and varius game events.
\nAdded menu option for players who only want the Radar on the HUD and not physical
\nAdded Namepack icons and unlock page to better represent what packs are collected.
\nAdded new name stickers end of round UI element to replace text version.
\nAdded Boss\u2019 health bar to the top of the screen when fighting a particular boss enemy.
\nAdded new icons to the Play menu that better represent their function.
\nAdded new VFX to weapons and enemies.
\nAdded new VFX to the enemy-breaking system. Springs, screws and sounds are emitted when enemies (even destroyed ones) break apart when damaged.
\nAdded crosshair-scale option to the menu for players who wish to change the scale of the crosshair elements for different resolutions.
\nAdded icon for \u2018bonus\u2019 maps in map selection that can\u2019t have buildables constructed.
\nAdded many improved footstep SFX materials to the environments. (Keyboard in the first level, for example)
\nAdded new menu garden map.
\nAdded change Camera prompt to Tutorial – automatically changes camera to demonstrate.
\nAdded listing the number of bots in a server.
\nAdded menu background darkness to help readability on sub-menus.
\nAdded new menu game-mode sound FX to separate each game mode.
\nAdded HUD message if the player has not sprinted in a while.<\/p>\n

IMPROVEMENTS<\/strong><\/p>\n

Vastly improved player movement responsiveness. This includes reduced motion sickness for some players and better air control to feel much less sluggish when jumping.
\nImproved gameplay for KidsBedroom, Bathroom, Hallway, Garage, Kitchen
\nImproved gameplay for Plague game mode to now be zone-based instead of \u2018who can find the best camp spot\u2019
\nImproved pathfinding and navigation jump areas in many levels to improve bots and new enemies.
\nImproved ArmyMen enemies with fun new character identifier sound.
\nImproved performance of many background tasks that the game runs, to help reduce stutters.
\nImproved performance of many VFX in the game without affecting visual quality.
\nImproved performance of the VFX system by doing more aggressive pre-culling of quick-offscreen particles.
\nImproved performance of animations of off-screen players and NPCs.
\nImproved Chopper SFX when idle and fixed the bomb trail cleanup.
\nImproved Lightmap optimization in multiple levels to decrease load times.
\nImproved Bot pathfinding and decision making in some areas.
\nImproved UI flow by moving the Max Bots option to the Game Rules menu.
\nImproved Difficulty icons.
\nImproved tutorial loading screen image and map preview image.
\nImproved animation system by using better animation compression settings on various complex animation assets.
\nImproved server browser layout to show more servers.
\nImproved menu focus functionality and snappiness of animations.
\nImproved Thirdperson to Firstperson camera change, keeps rotation relative to last aiming target.
\nImproved overall loading system of the game, results in much faster load times, less stuttering and overall better memory usage.
\nImproved many NPCs\u2019 AI and Animation performance.
\nImproved gameplay on all levels, including new weapons and NPCs in base levels.
\nImproved bot navigation on all levels.
\nImproved wave balance in earlier waves to have better pacing on all maps with Bots.
\nImproved PvP spawnpoints in a number of levels.
\nImproved reload and firing animations for players in third person.
\nImproved Garden pond rocks for AI navigation.
\nImproved performance in several areas related to texture resource usage.
\nImproved performance of zombie blood FX and brick-break FX.
\nImproved Attic and Toy Palace lighting.
\nImproved Airhockey Shuffle and Shed of the Dead should now have more time between waves.
\nOptimised dust particles on a few maps to improve performance.<\/p>\n

FIXES<\/strong><\/p>\n

Fixed a Null Texture crash involving the Ice Gun.
\nFixed a rare crash relating to some UI components.
\nFixed an errant statically spawned battery from Operation Alley.
\nFixed SimpleAI controllers binding to expensive pathfinding event calls with the potential to crash on cleanup of enemies like Tanks.
\nFixed potential crash in Garden with bots trying to pick up collectibles.
\nFixed crash issue related to enemy ragdolls.
\nFixed meatbag physics crash issues when travelling to the lobby.
\nFixed flashlight attachment not updating if socket has changed.
\nFixed crashing issue related to pickup cleanup.
\nFixed crash related to small tanks falling out of the world and being destroyed.
\nFixes for BroBot and Ninja pathfinding.
\nFixed some game stats not being cleared out for bots when changing levels.
\nFixed lots of reported player-stuck areas in many levels.
\nFixed lots of pathfinding issues and areas where bots became trapped.
\nFixed bots using Prize Machine too much on some levels.
\nFixed bots disappearing in Plague mode.
\nFixed flashlight attachment not updating if socket has changed.
\nFixed soldiers missing weapons and\/or improperly firing.
\nFixed break particles and breaking system bugs for experiments and Meanbots.
\nFixed glitch with players\u2019 first person weapon sometimes being invisible.
\nFixed dead cores sometimes counting incorrectly for stat tracking.
\nFixed missing footstep sounds on Soldiers and Experiments.
\nFixed muzzle-flash angle on Grenade launcher and Minigun.
\nFixed missing Point of Interest locations on maps so bots want to travel to new areas more often.
\nFixed missing move-target points so that some AI can better navigate some areas.
\nFixed camera shake and animations happening to Spectators or EndOfRound cameras.
\nFixed falling radial blur FX affecting the Weapon and Player.
\nFixed broken tutorial achievement.
\nFixed certain sounds happening after enemies are dissolved or frozen.
\nFixed power node particles not clearing up properly after battery insert.
\nFixed Radar, Build Cards and FirstPerson weapon offset when playing in different split-screen modes.
\nFixed TryMe button being able to be activated on locked stat pages when using a controller.
\nFixed bots stealing certain pickups if players are too nearby.
\nFixed bots teleporting randomly back to the spawn area in Airhockey Shuffle.
\nFixed potential crash related to generating a suitable spawn point in PvP.
\nFixed chopper getting too many perfect headshots on players.
\nFixed matchmaking errors dialogs not returning focus for players using controllers.
\nFixed it so that when a Boss enemy is killed, the kill-stat is given to all players in the game.
\nFixed Shed not having Bonus Map text in its description. (No buildables allowed, similar to AirHockey Shuffle)
\nFixed missing physical material FX on certain meshes in the world.
\nFixed hard Meanbots spawning on levels in lower difficulties.
\nFixed issues with plague timers and logic when lots of network players join at once.
\nFixed Lawnmower collision and associated nav proxies on Garden, Garage, and Shed
\nFixed collision issues with experiments.
\nFixed decals and VFX being created after the game has ended.
\nFixed HUD indicators being on-screen during death and scoreboard.
\nFixed tutorial, missing props and broken lighting.
\nFixed tutorial localization issues.
\nFixed Map Selection screen showing incorrect text\/icons for Charger and Slot machine.
\nFixed incorrect UI bind button when being told how to build.
\nFixed collectable and secret power node location in Tutorial.
\nFixed \u2018A\u2019 Key being displayed for Walk Forward in tutorial.
\nFixed missing pickup event function that could result in a double-battery pickup.
\nFixed server List not listing servers by player count.
\nFixed lobby showing incorrect server player counts.
\nFixed cargo plane diorama missing frame holder meshes.
\nFixed stuck spots in shed and broken collision boundaries.
\nChanged Singleplayer to Offline in non-coop modes.
\nDisabled weapon choice in online Plague servers.
\nFixed gliderplanes being able to have their AI disabled on damage.
\nFixed players getting hit markers for enemies that died later than their last damage.
\nFixed impact particles blinding the players\u2019 view.
\nFixed server list using full players count to give incorrect server version.
\nFixed missing materials in first level.
\nFixed Demolisher getting stuck in the Garden and Kitchen levels.
\nFixed missing Shed powernode cables on some levels.
\nFixed some formatting issues at the end of round UI.
\nFixed PvP ranks going black at end of the round.
\nFixed Meanbot pathing on Tutorial map.
\nFixed Dust particle not being removed on Low\/Med.
\nFixed lighting issues when running the game on Low in Kitchen and Garden.
\nFixed UFO blast and collision physics.
\nFixed ArmyMan parachute issues.
\nFixed Tanks not turning properly sometimes.
\nFixed Chungus animations and missing morph targets on Switch.
\nFixed UFO bullet impact damage events.
\nFixed LODs for ArmyMen and Soldiers dioramas.
\nFixed holes in the wall in Airhockey_Shuffle.
\nFixed airhockey pathing to try help bots not fall off the edge as much.
\nFixed turning wobble in low FPS situations.
\nFixed not being able to build on Turret Bases when in a server.
\nFixed ghost buildable outline bug after a turret is destroyed bu the build tool
\nFixed invisible jump-vents on Kitchenn map when in a server.
\nFixed DK mode cheat not working anymore.
\nFixed new cheat code not working on some difficulties.
\nFixed some UI spelling mistakes and escaped quotes.
\nFixed lighting in Kitchen, Garden and Garage when shadow setting is on low (no more glowing actors)
\nFixed pathfinding issues on Attic, Operation Alley, Garden and Tutorial.
\nFixed jeeps getting stuck in the Garden bin.
\nBots navigate around cores and traps slighty better.
\nFixed floating grass in Garden map.
\nFixed flickering tree in Garden map.
\nRemoved a few local player effects that should not be emitted from Bots.
\nFixed jump-pad paths and coins on a few levels.
\nFixed it so Bots try not to build and repair at dead cores.
\nFixed some attachments and particles not showing when in Third Person properly.
\nFixed Claw attachment in Plague mode.
\nFixed Bots not being able to take batteries from the Charger.
\nFixed bots sometimes not being removed from the game when a player joins. Now they leave behind their weapons and credits.
\nFixed rare crash bug related to the UFO shield shader being invalid on some GPUs.
\nFixed invincible chopper bug finally…
\nFixed Bot scores not being transferred over rounds in Plague.
\nFixed weapon sometimes swapping to the previously dropped weapon.
\nFixed zombies sometimes being too far away to hit.
\nFixed zombies not hitting some actor buildables types.
\nFixed footstep particle system creating particles if the parent mesh is not visible.
\nFixed bots sticking around in a server when a player leaves.
\nFixed players using expensive camera checks when not the local player.
\nAdded interpolated movement to Tanks, Big Tanks and UFOs to fix networking snappiness in online games.<\/p>\n

And much, more more!<\/p><\/blockquote>\n

We have a closer look at what’s new in the upcoming Hypercharge Unboxed update below.<\/p>\n\n\n \t\t\n\t\t\t\t