Beacon cover
Beacon screenshot
Genre: Shooter, Indie

Beacon

Beacon Release Announcement

Hello everyone,

After our extended development of Patch 3.0 we're finally able to announce the release date! Beacon will be releasing out of Early Access on December 15th, 2021.

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We've still got some final touches to put on the game during this last month of development, but Patch 3.0 is already full of more content than any previous patch including Boss Mutations, Minibosses, and the new Scrap Currency system. If you'd like to read more about what's coming in Patch 3.0 we posted a blog about more of the upcoming features at the link below.

https://store.steampowered.com/news/app/856610/view/5525343639480598494

If you enjoyed the Early Access please leave us a review leading up to release and politely ask your friends to Wishlist! Any support we can get to spread the word about the final version of Beacon would be greatly appreciated.

Thank you to everyone who's been a part of our journey from First Access 4 years ago up to the final release today! We hope you're as satisfied with the final game as we are and we're looking forward to seeing what everyone thinks of the final version of the game.

Beacon 3.0 Pre-Release Update

Hello everyone!

We wanted to post an update on Beacon since it's been quiet for a few months while we are finishing up the big 3.0 patch. Things have taken a bit longer than planned as usual, but we're in the final stretch of development now and are still planning to release it on PC before the end of the year. We aren’t quite ready to announce a final release date, but development is nearly completed and we’re almost ready to leave Early Access with the release of 3.0.

Patch 3.0 will be the largest patch released so far out of Beacon's 20 Early Access content patches! Along with new enemies, items, final bosses, and endings there are a few new major features we have been working on that we have been waiting to share with everyone. Some of those new features are detailed a bit below as a preview of what will be in the patch!

Boss Mutations



The final piece of the Reconstitution system, Boss Mutations have a chance to spawn when the player has 3 or more of the same faction's DNA in their genome. Boss Mutations give the player a major head/torso transformation and charge up in game as DNA is collected, allowing the player to activate a powerful ability once charged.



Boss Mutation abilities have a few different variations including major buffs and transformations that completely change the player for a short duration. There will be 16 boss mutations available, including 4 from each faction using their main abilities and representing their ultimate lifeforms.

Scrap Currency



After years of denying that a currency system was appropriate for Beacon, we've figured out a way to add it that feels fitting and improves mechanics already in the game. Scrap is a new currency that has a chance to drop off of enemies and out of crates along with being rewarded for recycling items. Once collected it can be used on various machines like the Nanomed Console and 3D Printer, as well as in the new Master Scavenger's Shop that spawns in each level.



Along with old machines being converted to use Scrap as payment, new machines have been added as well like the Shoraiteku Employee Slot Machine and the Tinkering Station. Scrap resets with each life, so make sure you spend it all before you die!



Minibosses



Minibosses are new hybrid enemies that take a standard enemy and merge it with the abilities of another faction. When killed each miniboss drops a Passive Item and a bunch of Scrap as a reward. Patch 3.0 will include 32 different miniboss fights, mixing nearly every ability type in the game in new combinations that will give a challenging 1 on 1 fight.



Bosses and Endings



Expanding the final bosses and the endings for the game has been one of our main focuses of developing Patch 3.0. There will be 4 new Act 2 Bosses included in the patch including the Solus Apex and a boss many players have been waiting for since the first access build, another clone of Freja.



Freja was one of those bosses we put off adding for a while to make sure it could be done without taking months to develop, even though it seemed like an obvious boss with cloning being the core of the game. After a few tests it was not as difficult as anticipated to add, and includes over 60 different weapons/attacks that will be randomly selected each time you fight her.

New endings will be introduced in Patch 3.0 as well, giving closure to each faction’s story. Endings will be selected based on which faction is currently dominant in Freja’s genome, and once viewed can be seen again any time through the Main Menu codex.



Secrets and Easter Eggs



Since Beacon is leaving early access, for a roguelike we definitely want to add a bit more content for long-time players to seek out and collect. Final secrets and easter eggs will be added giving players new meta goals to reach for and secret content to unlock over multiple runs. An example is a new time based secret called the Swampspore Island. Every generation of Level 2 will now include a Swampspore Island somewhere in the landmark area, and if reached before 10 minutes into the run a special passive item is rewarded to the player.



There are multiple new time based secrets that will be added in 3.0 along with a new set of secrets that span over multiple levels. We don't want to spoil too much of this content, but hopefully it will give experienced players new meta goals to reach for each run.

Balance and Tweaks



On top of all the new content, we have been focusing on a final chunk of balance tweaks and quality of life improvements to the game to make sure the game feels finalized with the release of Patch 3.0 as we leave Early Access. Some of the notable tweaks include a final pass on Ammo Mods to adjust them after recent Recycling changes, tweaks to Act 1 and Act 2 Bosses to make them more challenging, and an update to Resistance, Critical Hit, and Luck to display them as percentages to make them easier to understand their effect.



We’ve been working on a final optimization pass as well to improve the performance of the game on all hardware types. A large audio pass has been done to reduce CPU and Memory usage as well as fix important audio not playing when too many sounds were active. Many large levels have had edits done as well to simplify overly dense zones and reduce the height of the navmesh generation.

The full patch notes including all of the tweaks, optimizations, new features, new content, and everything else changed since patch 2.93 will be released when Patch 3.0 is out!



Currently Patch 3.0 is planned to be the final major patch for the game. Depending on how successful our transition out of Early Access is we have considered doing additional content patches in the future, but after over 7 years working on Beacon we've surpassed what our initial vision of the game was and it might be time to move onto new projects. We’ll of course be watching the release closely and will release a few minor patches with any important bug fixes and balance tweaks, but 3.0 will include nearly all of the content we ever planned for the game and more.

We’ll keep everyone updated when we have a more specific release date. Thank you to all of our players who have helped guide the development of the game over our lengthy Early Access, and we hope you’ll enjoy Patch 3.0 when it releases!

Beacon 2.93



Patch 2.93 is out including another big chunk of fixes and balance tweaks!

A big focus of the balance tweaks this patch was to balance Pickup items that use charges to make them more desirable to pick up compared to Passive Pickups. All Active Pickups have more charges now and abilities have been rebalanced when they felt underwhelming in combat.

Many Weapons have had balance tweaks as well with Heavy Weapons getting the most focus. Reload times on almost all heavy weapons have been reduced along with some other buffs to make them feel more rewarding to use. Weapons that use a per shot reload have also been buffed to reload 2 shots per reload instead of 1, making them much quicker to reload and more viable compared to single clip weapons. A lot of grenade mods have been buffed as well to both make them more useful when you choose to use them in combat and make choosing a grenade other than the standard Fragment Grenade more appealing.

Along with the balance changes a few UI tweaks have been made to the Map Screen in this patch including a new Grid background and a Level Title displayed above the map. Please let us know if you like or dislike the visual changes to the Map Screen!



With this patch release we are finally going to begin the process of implementing and testing the content we have been working on for 3.0, so this will almost certainly be our final patch before the 3.0 release. One of the major features being added in Patch 3.0 is Boss Mutations, giving the player a chance to gain a rare Head Mutation when altering their DNA that will grant them a new ability to activate in game. Here's a peek at a couple of Transformation Boss Mutations being added in 3.0, allowing the player to transform into a completely new being for a short amount of time!





We'll keep everyone updated as we work towards the release of Patch 3.0, but it will still be a few months until we're prepared to fully release the game. Patch 3.0 will bring more large features than any previous patch though and we're excited for everyone to see what we've been working on for the completed version of the game!

Patch 2.93


Balance

  • Enemy: Fortification Drone - Fortification drones can no longer heal eachother
  • Enemy: Flydrop - Removed Boid Swarm enemy setup and replaced with a generic Critter setup. Flydrops should move more commonly now and look less jittery.
  • Flauros Friendly Summons - Increased health, increased speed and range of Charge, and increased homing. Player missiles are much more effective now at damaging enemies.
  • Remote Mines (Trap and Pickup Item) - Increased size of mine spike projectiles and fixed hitbox of spike projectile being too small
  • Reloading - Reduced reload speeds on dozens of weapons
  • Per Shot Reload - Weapons that use Per Shot Reload now reload 2 shots per reload instead of 1
  • Weapon: Remote Crossbow and Quiverer (Variant) - Explosive bolts can now be blown up in mid air instead of only after sticking in an enemy
  • Weapon: Rotspore Repeater and Seeker (Variant) - Increased Needle burst damage, increased accuracy, and increased magazine size
  • Weapon: Magrail Revolver and Droid Dropper (Variant) - Increased damage of base shot impact, improved accuracy
  • Weapon: Tesla Rifle and Super Spreader (Variant) - Decreased base damage of both weapons
  • Weapon: Tesla SFG and Mjolnir (Variant) - Increased damage of Tesla Explosion
  • Weapon: Laser Engine and Ace in the Hole (Variant) - Increased max ammo, and increased damage of Ace in the Hole
  • Weapon: Rapid Rockets and Liberator (Variant) - Increased max ammo, increased burst fire rate on base weapon, fixed having no Accuracy curve
  • Weapon: Chaingun and Death's Door (Variant) - Increased max ammo
  • Weapon: Energy Revolver and Sparky (Variant) - Reduced Accuracy
  • Weapon: Ball Blaster (Magrail Shotgun Variant) - Decreased Max Ammo to 2
  • Light Globule Projectiles - Increased damage of most Globule explosion types
  • Passive: Osseous Parchment - Converted from Pickup to permanent Passive Item. Summons a single bone shield that orbits around the player and reflects projectiles, unable to be broken.
  • Added New Passive: Golden Osseous Parchment - Summons a Golden Bone Shield twice the size of the standard
  • Greanade: Fragment Grenade - Increased Explosion Damage
  • Grenade: Mini-Myce - Increased Explosion Damage
  • Grenade: Cluster - Increased damage of base explosion and of cluster gibs
  • Grenade: Nematode - Increased base explosion damage
  • Grenade: Hailshard - Increased base explosion damage, increased amount of Hailshard clusters released on explosion
  • Grenade: Lumens - Increased base explosion damage and increased stun time
  • Grenade: Globule - Increased base explosion damage and increased amount of cluster globules released
  • Grenade: Tesla - Increased base explosion damage
  • Grenade: Sonic - Increased damage of base explosion and repeated explosions
  • Grenade: Pyro - Increased base explosion damage
  • Auxiliary: Bola - Increased base explosion damage
  • Auxiliary: Detonator MK2 - Increased base explosion damage
  • Pickup: Remote Mines - Increased to 20 Charges
  • Pickup: Remote Hack - Increased to 10 Charges, increased hack radius, decreased to 1 enemy hacked instead of 2, updated hacked effect
  • Pickup: Emergency Override - Increased to 10 Charges, increased damage to 250, and updated effects
  • Pickup: Mega Satellite Strike - Increased to 5 Charges, increased damage per second
  • Pickup: Bonerangs - Increased to 20 charges and increased bounces per bonerang
  • Pickup: Rotspore Booster - Increased to 10 Charges
  • Pickup: Rotneedle Bombs - Increased to 5 Charges, increased damage of needles, reduced amount of needles released slightly
  • Pickup: Wild Feast - Reduced to 1 charge, still fully replenishes Health and Stamina
  • Pickup: Tritoraptor Egg - Reduced to 1 charge, increased heal to 50
  • Pickup: Crab Legs - Reduced to 1 charge, increased Heal to 100 and Stamina replenish to 300
  • Pickup: Quill spears - Increased to 20 Charges
  • Pickup: Hive Swarm - Increased to 10 Charges, increased health of Friendly Fireflies
  • Pickup: Flydrop Core - Improved Stamina Regen Speed more, making it begin to regenerate immediately
  • Pickup: Hatchling Halo - Increased to 10 Charges, set half of the Hatchlings to randomly spawn each time a halo is summoned, increased explosion damage, and increased health of hatchlings
  • Pickup: Flare - Increased charges to 20
  • Pickup: Slomo - Increased to 10 Charges
  • Pickup: Barrage - Increased to 10 Charges
  • Pickup: Magrail Meteor - Increased to 5 Charges
  • Pickup: MYCE - Increased to 5 Charges, increased explosion damage
  • Pickup: Repentant Daggers - Increased damage of daggers, decreased lifesteal per shot to 25%
  • Pickup: Starborn Flare - Increased to 20 Charges
  • Pickup: Telemite Juice - Increased to 20 Charges
  • Pickup: Invertor - Increased charges to 5, decreased Duration to 10 Seconds where damage heals, updated effects with better indicator of duration left and the buff ending


Misc

  • Level Title now shows on the Map screen
  • Added background to Map screen
  • Camera now lerps when zipline is jumped onto
  • Added Bonus Loot waypoints to more Cap variants and increased their loot to make them more rewarding to travel to
  • Level 2 Flauros Landmark - Moved the main Flauros pocket world into the main level, connecting it with the terrain and allowing all waypoints to show on the map screen
  • Replaced Death Variant spawns in many levels with a new Spawner prefab, giving them more variety when spawned and optimizing levels that have a lot of death variants present
  • Added dot markers to Onyx Emanator traps to make it easier to position when using it as a booster, and re-enabled Emanator damage on enemies

Fixes

  • Attempted fix for using a non European Calendar on Windows causing the game to break
  • Fixed waypoint hovers on map screen sticking and not reverting title colors properly
  • Fixed FPS lowering by 30-40 when Notifiers were expanded
  • Fixed a few item Rarity icons being rotated/scaled incorrectly
  • Fixed Uncharted Memento canisters spawning DNA when broken

Beacon 2.92



Patch 2.92 is released, bringing Beacon closer to the final 3.0 release! This update includes major Act 1 Level improvements, a big chunk of balance tweaks, and dozens of fixes.

Over 20 of the Level 1 and 2 Landmarks have had improvements made to them for this patch, with some getting major overhauls. Similar to the other recent level updates, terrain is thicker and combat areas should be more free to move around in. Many awkward or uninteresting areas have been redone which will hopefully give Levels 1 and 2 a fresh feel for long time players. Loot balance has been improved as well making it more likely to find extra weapons in the early levels, along with additional secret spawns giving more variation over multiple runs.



With this update the levels in the game are nearing their final iterations, and only a handful of final edits remain that will be saved for 3.0. We've been working on the final 3.0 content and features while finishing 2.92 and with this patch's release it's time for us to start adding them to the game and testing them. While we only have a couple of months left to finish developing 3.0's content, it will likely take another few months after that for us to finish other necessary launch tasks such as adding achievements, finalizing controller support, doing any final fixes/optimizations, and creating a new Trailer.

We'll keep everyone updated of our progress as we get closer to the 3.0 release, but we're still not quite ready to give a final release date yet. Until then read the full 2.92 patch notes below!

Patch 2.92


Levels

  • Updated many Level 1 Landmark levels with improved terrain and additional secrets
  • Updated many Level 2 Landmark levels with improved terrain and additional secrets
  • Updated many Act 1 Cap tiles, improving their layouts and optimizing details
  • Updated Level 4 Start terrain
  • Balanced loot spawns in many levels to make stockpiles more consistently common in earlier levels
  • Added new background details to some Solus and Prism levels
  • Added new mini water pools to many Swamp landmarks
  • Optimized dozens of levels by reducing their overall height and balancing details
  • Optimized many Cache pocket world zones and updated layouts of a few
  • Replaced thin light bridges in many levels with thick light bridges
  • Updated Level 2 End/Level 3 Start slightly and simplified in levels where you can't climb the fortress (Like the Telemite pocket world level skip zones)
  • Added Fall Triggers to sides and tops of dozens of pocket worlds, preventing the player from floating past the edge of the level bounds in many levels when using floating dodge mutations




Balance

  • Player - Removed movement slow while using a charging weapon
  • Player - Removed movement slow while firing a heavy weapon
  • Reconstitute - Mutation Lives limit decreased from 10 to 5
  • Reconstitute - Removed x2 Mutation Life DNA Mod
  • Reconstitute - Increased chance for x2 Random Stat mod to spawn
  • Reduced health to break open many breakable crates and traps
  • Reduced chance for Swamp Ferns to spawn a fruit pack on them slightly
  • Trap: Dislodged Engine - Reduced push force and damage of engine discharge
  • Enemies - Removed Scavenger enemy spawn from Uncharted basic enemy spawner, making them more rare in later levels
  • Enemy: Fortification Drone - Decreased max health, increased movement speed, added a chance for the drone to zap the player when damaged
  • Enemy: Pyro Turret - Increased range of flamethrower, increased duration and size of flames it leaves on the floor
  • Enemy: Tritoraptor Dad - Reduced stun on pounce from 1 second to .1 second, increased melee cooldown
  • Enemy: Solus Warden - Increased max health
  • Enemy: Solus Soldier - Increased max health, decreased time between Burrow attacks, increased speed of both types of burrow attacks, increased AoE of Acid Pool, increased AoE of Spikes, and added new melee swipe effects
  • Enemy: Nematode - Reduced chance for cyst to spawn when damaged from 50% to 20%
  • Pickup: Mega Barrage - Increased missiles released from 16 to 24
  • Pickup: Hive Swarm - Increased hatchlings released from 12 to 21, doubled speed of hatchlings released
  • Passive: Tesla Drone - Increased power of tesla shot and added charge effect, increased stun from rare large tesla shots, and increased cooldown between shots
  • Auxiliary: Scrap Printer - Removed cooldown after printing an item, added Grenade Pack and Rations to the item spawn list
  • Auxiliary: Detonator MK2 - Increased explosion damage, updated blinking effects
  • Auxiliary: Quill Bladder - Replaced with new Quill Spear wave that doesn't require charging.
  • Auxiliary: Swarm - Increased hatchlings released from 6 to 9, doubled speed of hatchlings released
  • Auxiliary: Barrage - Increased missiles released from 5 to 8
  • Weapon: Laser Carbine and Last Word (Variant) - Reduced time to charge explosive shot, raised damage of both shot types.
  • Weapon: Tesla Rifle and Super Spreader (Variant) - Increased bounces of charged shots, increased damage per shot slightly
  • Grenade: Sonic Grenades (Enemy and Player) - Reduced radius of explosions, decreased amount of player launch from explosions, and updated effects to make it more obvious it has repeated explosions
  • Grenade: Mini-Myce - Increased radius to match explosion effect better, decreased damage slightly
  • Mutation: Gas Bladder - Increased globules released each dodge, fixed globules sticking to the player often, and updated description
  • Mutation: Springy Claws - Increased speed of dodge, added new Fast Dodge Roll animations, and updated effects to better match dodge timing to make it feel more natural




Misc

  • Set Waypoints on map legend to change their color when moused over on the map screen
  • Moved Keybindings on HUD on right side elements to the right side
  • Grenade Area Effects (Like fire or acid) now inherit their faction from the grenade, making it ignore its own faction
  • Removed outer walls on Light Bridge pieces, allowing the player to walk off the edge
  • Removed Nightshroud Bouncers Grenade Mod from Giant Palier Mound loot crate (Only drops from small mushroom crate now)
  • Updated Rarity particles slightly
  • Updated Droid Pod crater models and added a new trail effect


Fixes

  • Multiple fixes attempted for players falling through Prism elevators when performance is low
  • Fixed Ending Screen not allowing Spacebar to be used to continue through the ending slides if it has been rebound (Now always allows Space or your Dodge bind)
  • Fixed Continue being overlapped and broken if Options is opened before a save file is created.
  • Fixed being able to hold down dodge after the level has begun transitioning and the player is locked
  • Fixed Containment Droid enemies having a chance to slip through cracks in the floor occasionally when run over
  • Attempted fix for 3D Printer loot sometimes falling through the floor when landing on the octogonal ship platform
  • Fixed Remote Mine Prism trap blocking bullets in a radius around it
  • Fixed incorrect rarity on a few items
  • Fixed a few weapons having the Accuracy Bonus on their clip that shouldn't
  • Fixed Basalt delivery drones dropping basalts before the player is near them, causing them to pile up sometimes or spawn in the wrong level variants
  • Fixed some Prism Ramp prefabs not being marked as Metal, allowing certain burrow dodges to be used on them that shouldn't work
  • Fixed Rattleslugs not being ignored by enemy counters
  • Fixed certain basalts and waterfall forms not blocking bullets correctly
  • Fixed bones and certain other models showing up on the map screen
  • Fixed many Freja Gibs not being pushed by explosions
  • Fixed incorrect materials on a few models that appeared from a recent optimization pass
  • Fixed some Level 2 trap arenas having 2 waves of enemies
  • Fixed Arena Spotlights using white glows instead of red
  • Fixed some Level 2 trap arenas having 2 waves of enemies

Beacon 2.91



Beacon Patch 2.91 is released including improved End Game progression, a new Accuracy Bonus for the first 25% of your clip, and many other fixes!

Patch 2.92 should release in a few weeks with more level updates and other new features and fixes. After that we’ll be fully focused on finishing version 3.0 of the game and releasing out of Early Access! We’ll give more news on that when our plans are closer to being finalized, along with a few peeks at what will be added in 3.0.

Patch 2.91


Misc

  • Game End Progression - Completing the game now continues to the Reconstitution screen, allowing you to continue with your genome and DNA looted from the winning run
  • Base Accuracy - Many weapons will now have improved accuracy for the first 25% of shots in their clip after reloading. Accuracy gradually reduces with each shot to your normal accuracy stat.
  • Arena Monitors - Updated visual of monitor slightly
  • Weather: Clear - Replaced extra rare Shipwreck Meteor with a more common Magrail Meteor strike, spawning 3-5 magrail meteors during the Stormcell
  • Weather: Act 1 - Added chance for Shipwreck Meteor to spawn rarely in all Act 1 weather types, giving a chance for free ship loot to drop on the player very rarely
  • Onyx Pulse Boosters - Improved floor markings with a line directly to the booster to make it easier to position, and added glow effect to make it more noticeable
  • Level 5 Final Laser Redirector - Updated to have a unique particle when the laser redirector is ready to be activated, and added Useable Item glow when it is ready to be powered

Music

  • Combat Music - Reduced stress level required to trigger combat music slightly, so fewer enemies will trigger it and it will cut out less near the end of small fights

Balance

  • Act 1 Bosses - Updated Act 1 bosses to have Boss health bars above their heads and updated their armor settings
  • Boss: Flauros Aphelion - Fixed Flame projectiles not correctly leaving fire trails, fixed Flame Barrage attack not always triggering correctly when available, added armor to main health, and increased Bloat projectile speed.
  • Enemy: Flauros Evoker - Fixed Flame projectile not correctly leaving a fire trail after explosion
  • Enemy: Mirage - Mirage Illusions now explode 30 seconds after spawning, preventing more than 6-8 illusions spawning from a single Mirage.
  • Mutation: Pyro Boltfeet - Updated to use standard dash dodge type, with flame trail always dropped underneath the dodge without charging
  • Mutation: Defensive Coils - Reduced damage to trigger Tesla Zap, increased zap range, increased zap chance when damage is taken, and updated zap effects
  • Passive: Sporeling Hive - Changed to +80 Critical Hit and +40 Speed (Previously +100 Critical Hit)
  • Passive: Hailshard Drone - Changed to fire a medium Hailshard chunk instead of explode on contact
  • Enemy: Void Entity - Updated Armor Shell ability to have a better shell effect indicating when it is armored
  • Shield Pickup and Passive - Updated shield break and damage effects
  • Auxiliary: Laser Calldown - Increased laser damage, set laser to damage more often, and increased speed of laser
  • Auxiliary: Lumens Bola - Renamed from Snot Bola, updated Bola to more reliably stick and explode on enemies, buffed explosion damage and range, added explosion range notifier, and updated model
  • Pickup: Magrail Meteor - Increased initial spread of magrail balls, but reduced total number of balls
  • Grenade: Globules - Added more secondary mini globule projectiles to the cluster explosion, and increased the range the second wave spreads out
  • Weapon: Flak Revolver and Crowd Pleaser (Variant) - Increased amount of projectiles per burst, reduced accuracy
  • Weapon: Globule Lobber - Increased magazine size, increased speed of globule projectiles, reduced explosion range
  • Weapon: Leviathan (Sonic Cannon Variant) - Reduced burst time, reduced rate of fire, removed Critical Hits with it being Hotshot projectiles

Fixes

  • Fixed many enemy Melee attacks not being applied as Physical damage
  • Fixed Level 5 Shipping Landmark secret shipping conveyor jump puzzles having the wrong timing on the shipping conveyors making it difficult to complete.
  • Fixed some items having the wrong Rarity or Manufacturer icon
  • Fixed Tesla SMG having incorrect muzzle particle
  • Fixed some UI icons being blurry when graphics settings are on low
  • Fixed Shipwreck Meteor having wrong materials on the crate gibs
  • Fixed some sticky explosive types still being able to be reflected
  • Attempted fix for Level 5 Core Barrier reflecting debuffs and attacks it shouldn't (Caused you to be damaged randomly when near the core and debuffs were applied)

Beacon 2.9 - Last Vestiges



Beacon's final major Early Access patch is here including Freja’s final batch of mutations, dozens of arena and enemy improvements, and various UI and gameplay tweaks!

The new mutations added fill out mutation sets that were missing a slot before, as well as adding a couple new full sets and miscellaneous mutations. Many mutations have had their abilities and effects improved as well, making the mutations more visually noticeable in game and more fun to use.



A handful of new enemies and champion mods to pair with them have been added as well! Uncharted has a new set of 3 champion mods that allow them to reach Tier 3 champions, giving more variation and challenge over multiple runs. Other faction's champions have been updated as well including a new type of champion mod that has a chance to release an explosive cluster with each hit, making high fire rate weapons more unfavorable to use against them.

Another main feature of this patch is improved arenas. Dozens of Act 1 levels have been edited to improve the combat spaces and add more strict arenas that require nearby enemies to be killed to proceed. New monitors have been added to many arenas as well, displaying the amount of enemies left before the arenas unlock. This is something we’re testing this patch, so if you dislike the monitors or enjoy having the enemies left displayed let us know!



Many new UI improvements have been made as well, including a brand new Item Notification that appears when new items, mementos, and enemy logs are discovered. The new notification should be much more noticeable and informative of what you've been collecting. All items have been updated as well to display new Rarity particles that make items much more noticeable and exciting when rarer items are looted.

With this being our final major Early Access patch, we're transitioning our focus to the final release patch now. A few minor patches will release before Patch 3.0 is ready, but we're planning to save most additional content for 3.0 to make it an appropriately exciting release patch. If you have any final suggestions or requests for Patch 3.0 let us know on the message boards or Discord!

Last Vestiges


UI

  • Added new Notification system that pops up on the bottom of the screen when Items, Mementos, and Bestiary entries are collected. The new Notification displays the Icon of the item as well as the rarity, and fixes the bug with the text disappearing from the old Notification.
  • Added new Rarity effects to all items and weapons, making it easier to tell what rarity of item is dropped and making them more appealing to acquire.
  • Updated Heal and Lifesteal effects
  • Added Rarity and Faction to the Item codex screen
  • Added Level Titles - New Titles have been added for all 6 levels, displayed on the Beacon Locator loading screen and when the level is loaded.
  • Updated Level Transition Screen to pause when the level is loaded, allowing you to choose Continue or Save & Quit
  • Level Transition now mutes ambient sounds in the background while loading
  • Added new improved screen fades to Level Transitions and at game end
  • Improved performance when switching between Codex tabs




Mutations

  • New Mutation: Holo Head - The player's skull is replaced with a Droid Holo Head, giving them increased Accuracy and Resistance for each 5 HP lost.
  • New Mutation: Nerve Cluster - The player grows a Nematode head, giving them a chance to release a burst of Nematode Cysts when they land a Critical Hit.
  • New Mutation: Ethereal Shell - The player grows a Telemite shell, giving them a low chance to teleport and gib an enemy when damaged.
  • New Mutation: Shard Cluster - The player grows an Effigy crystal cluster on their back, giving them a chance to release a cluster of freezing crystals when damaged.
  • New Mutation: Shard Flinger - The player grows an Effigy crystal arm, allowing them to quickly toss out a freezing crystal with each melee for a low Stamina cost.
  • New Mutation: Crystallized Skull - The player's head is replaced with an Effigy's Skull, giving them a chance to release a cluster of freezing crystals with each Critical Hit.
  • New Mutation: Crystal Heels - The player's legs are replaced with a large crystal chunk, giving them low gravity and replacing their dodge with a Crystal Dash that spits out freezing crystals behind it.
  • New Mutation: Infernal Touch - The player's hand is replaced with a Flauros Bloat sack, giving them the ability to release a giant Flame Wave with their melee attack every 8 seconds.
  • New Mutation: Ashen Chalice - The player grows giant Flauros cysts on their hips, giving them the ability to regenerate stamina while on fire.
  • New Mutation: Hexagoth Tentacle - The player's arm is replaced with a Hexagoth Tentacle, giving them the ability to fling enemies back with their melee hit.
  • New Mutation: Meaty Cranium - The player grows Crab Head, giving them a chance to release a cluster of Crab Meat every time they land a critical hit.
  • New Mutation: Acidic Mandibles - The player's skull merges with Solus Alpha DNA, giving them a chance with each Critical Hit to gain an Acidic Surge buff granting them 100% acid bullets and max resistance for 8 seconds.
  • New Mutation: Gas Bladder - The player grows a Solus Prime's Gas Bladder in place of their legs, giving them a swooping dodge that leaves Globules behind.

Bosses

  • Added Act 2 Uncharted Ultra Icosatron Boss Fight - The largest evolution of the Icosatron, its energy projectiles leave energy trails on the ground after exploding denying more of the arena every time it attacks.




Enemies

  • Added Enemy: Solus Ultraprime - A new tankier evolution of the Solus Prime, globules grow off of its body and are released when it attacks and is damaged.
  • Added Enemy: Void Entity - A mysterious Uncharted lifeform, the Void Entity is a sentient black hole that can suck nearby body parts in to give it a temporary armor. When its armor shell is broken, it explodes off and attempts to regenerate with nearby gibs after a few seconds.
  • Added Enemy: King Crab - The largest crab on Kovus-18, meat and baby crabs continually fling off of it when damaged.
  • Added Uncharted Champion Mod: Flauros Inscription - The enemy is put under a Flauros spell giving them a repeating heatwave and causing them to burst into a group of Flauros on death.
  • Added Uncharted Champion Mod: Nematode Cysts - The enemy is infested with Nematode Cysts, giving each attack against it a chance to spawn 1-2 Nematode Cyst grenades
  • Added Uncharted Champion Mod: Energy Overload - The enemy is overloaded with Icosatron energy, exploding into a large sphere on death that leaves a circular energy discharge on the ground.
  • Added Native Champion Mod: Nightshroud Cluster - The enemy has nightshroud clusters growing off of them, giving them the chance to toss off a bouncing Nightshroud grenade with each hit on them.

Levels

  • Level 5 - Set final Laser Node to require the player to activate it one time, giving it permanent power.
  • Act 1 - Updated all Level 1 and Level 2 intro tiles with improved arenas and layouts
  • Act 1 - Updated all Level 1 and 2 middle level tiles with improved arenas and layouts
  • Act 1 - Updated all Level 1 and 2 end trap level tiles with improved arenas and layouts
  • Act 1 - Added Crab Nest Cap Tiles
  • Act 1 - Added Chilopod Nest middle arena tile
  • Level 1 - Added Solus Trap Field trap tile
  • Level 1 - Added Prism Mine Pit trap tile
  • Level 1 - Set to spawn a trap tile 100% of the time
  • Level 3 - Updated and improved layouts of Level 3 Intro tiles
  • Act 1 - Added new secret spawns and more secret variants
  • Act 1 - Added more Solus loot and stockpile spawns to secrets and other loot areas
  • Act 1 - Updated and cleaned up Secret Cavern bonus loot pocket worlds

Items

  • New Grenade: Sonic Mod - Replaces your grenades with Sonic Grenades, exploding on impact and releasing 3 consecutive Sonic Waves that will force the player outwards.




Misc

  • Added new Arena Monitors to most Level 1 and 2 Arenas. When an arena is active, the monitor activates and displays the amount of enemies remaining before the arena ends.
  • Added new Mega Tritoraptor Egg equipment cache, giving a more reliable loot spawn for Tritoraptor items. Passives and Auxiliary items removed from Giant Tritoraptor Egg crate.
  • Added new Mega Rotspore Mound equipment cache, giving more reliable spawns for Rotspore loot. Passives and Auxiliary items removed from Engorged Rotspore Mound.
  • Added new Mega Palier Mound equipment cache, giving more reliable spawns for Fungi items. Passives and Auxiliary items removed from Palier Mound crate.
  • Added Scavenger, Void Entity, and Crab King enemies to Containment Chamber trap spawns
  • Updated challenges to include new mutations if they fit into a mutation set

Balance

  • Falling now removes debuffs when the drop drone resets you.
  • Champion Mod: Solus Egg Sack - Updated Egg Sack champion mod to more consistently spawn hatchlings when the enemy is damaged
  • Champion Mod: Solus Globules - Updated Globule champion mod to give a chance to spawn 1-2 globules when the enemy is damaged.
  • Champion Mod: Prism Tesla - Increased lightning interval to every 1 second, improved effects and added radius to make it clear when you're near enough to the enemy to be zapped.
  • Champion Mod: Prism Pyro - Added explosion ring notifier when enemy is at low health, showing the range of the Pyro explosion on death.
  • Removed Uncharted Alpha champion mod (Only increased health, new champion mods replace it)
  • Drones - Player and Enemy orbiting drones are now immune to debuffs
  • Enemy: Containment Droids - Replaced grenade with Sonic Grenades now that they are added. Increased Holoshield health slightly, and gave Holoshield an Energy weakness so it will instantly break from Energy damage.
  • Enemy: Tesla Droid MK3 - Removed Tesla Dome's reflect ability to prevent weapons bouncing from inside unnecessarily. The dome now traps the player in and zaps continuously as before.
  • Enemy: Solus Warden - Removed Shell Fragments that needed to be killed to damage the main enemy. Fragments now disappear at low health, and hatchlings have a chance to spawn every time the Warden is damaged.
  • Enemy: Chilopodrae - Decreased Max Health by 40
  • Mutation: Rotspore Heels - Updated the Rotspore Jump to be more vertically focused, allowing free movement of the player instead of being locked into a curve.
  • Mutation: Spore Mound - Increased chance to spawn rotspore cloud when hit, added ambient particle, updated spore cloud effects.
  • Mutation: Engorged Palier - Increased chance to restore stamina when hit, added ambient particle.
  • Mutation; Pyro Boltfeet - Updated so dash follows the movement direction instead of the aim direction, as most other dodges do.
  • Mutation: Floating Abyss - Fixed camera jerking when transitioning to floating.
  • Mutation: Reactive Flesh - Changes in size caused by the mutation now change Resistance and Speed by 300 instead of 50.
  • Mutation: Overcharged Circuits - Fixed not reliably releasing energy wave when stamina is emptied and updated effects
  • Weapon: Riot Shotgun and Brass Beast (Variant) - Increased amount of projectiles on both weapons, reduced pellet damage slightly, updated muzzle effects
  • Passive: Nourishing Yolk - Increased Speed and Resistance stats to +20 each from +10
  • Passive: Developed Yolk - Increased Speed and Resistance stats to +40 from +30
  • Passive: Midgut - Decreased Health and Stamina stats to +20 each from +25
  • Passive: Rotspore Heart - Increased Health stat to +40 from +20
  • Passive: Vascular Midgut - Decreased Health stat from +80 to +60. Stamina and Resistance remain at +40
  • Passive: Heart of the Forest - Increased Health and Stamina stats to +60 from +50
  • Passive: Speed Boots - Decreased stat to +60 from +80
  • Passive: Laser Sight MK-1 - Decreased stat to +20 from +25
  • Passive: Laser Sight MK-2 - Decreased Accuracy and Critical Hit from +40 each from +50
  • Pickup: Focus Injector - Decreased Accuracy and Reload Speed to +20 each from +25
  • Auxiliary: Deployable Turret - Increased turret attack range for both variants, increased bullets per burst and spread of Assault variant

Fixes

  • Set Map screen to generate during the level load, preventing a stutter when the level is entered
  • Reduced amount of lights and fog planes in the background of many levels to improve performance
  • Fixed many explosions using the incorrect Sphere model, making them more performant when many explosions spawn at the same time
  • Improved garbage collection with Base Shot script (Used on most projectiles)
  • Set enemy Wake Up to use a new layer, improving physics overlap performance
  • Fixed a handful of Dodge mutations not correctly extinguishing fire after dodging
  • Fixed Mainframe Mining Beam attack hurt trigger being active before the ability is activated
  • Fixed Level 6 camera zoom not always correctly zooming out at level start
  • Removed Swamp Ferns from spawning on lower water spires in Level 2, fixing fruit being unreachable
  • Fixed Ammo Ring displaying after death
  • Fixed tab navigation being reversed
  • Fixed player model being shown on the New Game screen after a Challenge Run is completed
  • Fixed Mirage and a handful of Droid enemies having an incorrect chance to drop a Holoshield item on death
  • Fixed Hexagoth spin effect not working correctly when the enemy went off screen and back on
  • Fixed Pyro SFG trap not correctly activating floor warning marker
  • Added explosion notifier ring to Crystal Prism
  • Fixed Prism Stockpile crate not having a collision
  • Fixed Level 3 Reactor Prongs being offset slightly
  • Fixed large/heavy enemies with rigidbodies being flung by launching explosives (Sonic Grenade, Onyx Emanators, etc)


2.9 Extra Fixes

  • Fixed Challenge Runs failing to return to the menu on death
  • Fixed Tutorial having no map generated
  • Fixed Assault Rifle muzzle being offset


Patch 2.9A
Controller

  • Controller detection is now fully automatic and will switch more accurately between Mouse/Keyboard and Controller
  • Cursor now snaps to first menu item when switching to a controller
  • Added Scroll Cursor icon for codex scrolls when using a controller
  • Removed legacy controller check for virtual cursor
  • Removed Use Gamepad setting in options

Balance

  • MK-R Player Friendlies (Drone, Turret, and Barrage) - Set micro-missiles to not damage the player
  • Trap: Onyx Emanator - Increased time between Onyx pulses to prevent drop drone being too difficult to recover from when thrown off

Fixes

  • Fixed Mutations not loading correctly if they had been loaded in a previous life during that game session (For example playing a Daily, then Continuing after)
  • Fixed Daily/Weekly runs being stuck on an incorrect Game End screen if game is fully completed in the challenge run
  • Fixed cursor missing from Level Transition screen if a controller is plugged in
  • Fixed Tab navigation hints showing when using a controller
  • Fixed Tooltip Issue when Tab is opened using the Map
  • Fixed codex scrolling being too slow
  • Fixed codex tab not being selected first on the Main Menu
  • Fixed collisions on bones in Native zones causing the player to get stuck from falls where they are near vertical cliff edges

Beacon 2.81



Patch 2.81 includes a handful of fixes and tweaks following feedback from the latest content patch, as well as dozens of particle effect improvements!

The big focus of this update was improving the effects of many attacks and items, making them more readable and overall fancier to make them more satisfying to use. Explosion blasts should be much more visible now, enemy and player dashes will leave visible trails behind them, and many bullet types have been improved to be more readable in combat.



While testing improvements to the effects many enemies and items also received balance tweaks. The most noticeable are a few new enemy updates such as the Nematode and Effigy, giving them secondary attacks to make them more dangerous in combat rather than just floating in the background.

Patch 2.9 will be the next update in a few weeks, including more particle and balance improvements, combat and arena improvements, many new mutations, and a few other new features!



Patch 2.81


Misc

  • Added new Melee Swipe particles to applicable Prism and Solus enemies
  • Added Sonic MK-X Droid to Prism faction enemy list, allowing it to spawn in levels 3-6 in places other than the boss fight
  • Added new boost pads to Level 5 Excavation and Hydro landmarks allowing the middle of the level to be traversed more easily
  • Prism Shipping Trap and Loot containers - Set to occlude the top of the container when opened or burst, not only after the player enters
  • Set Level 3 music to fade out as you cross the boss platform light bridges


Balance

  • Player: Added particles for basic dodge, footsteps, and landing
  • Plasma Projectiles - Updated plasma bullet and plasma impact effects for all applicable Ship Weapons
  • Magrail Projectiles - Improved magrail explosion effects on all magrail projectiles. Adjusted magrail explosion radius and damage settings, giving them an overall buff
  • Tesla Pulse and SFG Projectiles - Increased visibility of Tesla Pulse and Tesla SFG projectile and explosion particles used by many player weapons and Tesla Droids
  • Sonic Projectiles - Updated Sonic projectile particles and explosions to be more readable and updated all Sonic Enemies and Weapons to use the same standard sonic particles
  • Quill Projectiles - Updated Quill projectile and impact particles to be more readable and updated all Quill Enemies and Weapons to use the same quill particles
  • Rotneedle Projectiles - Improved rotspore needle projectile explosion effects.
  • Flare Projectiles - Improved trail and explosion effects. Adjusted flare damage values to give all 3 flare types the chance to deal higher damage.
  • Mini Rocket Projectiles - Updated trail and explosion effects for all mini rocket weapons and items.
  • Weapon: Tesla SMG and Livewire - Updated trail effects to match recent other tesla beam updates. Tesla SMG now bounces 2 times, and Livewire 8 times.
  • Weapon: Rotspore Blaster and Siamese Twins (Variant) - Increased max magazine size, increased radius of needle explosions, and increased shots per burst on Variant.
  • Grenades - Improved explosion particles for all grenade types. Individual grenade balance changes listed below if they had any.
  • Grenade: Fragment - Improved explosion effects, increased detonation time slightly to prevent not being able to reach farther enemies
  • Grenade: Incendiary - Increased base explosion damage, increased radius of flame pool
  • Grenade: Tesla -Reduced radius of explosion slightly
  • Grenade: Pyro - Reduced radius of explosion slightly
  • Grenade: Quill - Increased amount of quills per explosion
  • Grenade: Sludge - Improved particles, increased radius of sludge explosion and sludge pool.
  • Grenade: Nematode - Increased max damage, reduced radius slightly, increased detonation time and randomization. Updated model and effects to match new Nematode Cyst ability.
  • Grenade: Hailshard - Increased amount of clusters released on explosion and fixed clusters getting stuck together often.
  • Solus Quill Subfaction Armor - Changed Wardling, Ward, and Warden armor values so they are resistant to Physical damage instead of Explosive. Explosives will be more effective at killing them while burrowed now.
  • Enemy: Nematode - Added new Nematode Cyst ability, releasing 1-2 nematode cyst explosives every time the Nematode is damaged.
  • Enemy: Effigy - Added Crystal Cluster ability, causing the effigy to release explosive freezing crystals very few seconds.
  • Enemy: Solus Warden - Fixed quill projectiles not always releasing correctly during the rapid fire quill wave scuttle, adjusted quill damage and speed
  • Mining Blast Projectiles - Improved mining laser blast explosion effects for player weapons and Prism enemies.
  • Enemy: Solus Wardling - Changed quill projectiles to be lobbed, decreased cooldown so it attacks more often
  • Enemy: Tesla Droid MK1 - Updated Tesla Dash particles to match new player Tesla Dash updates, improved Tesla Smash particles and adjusted dash settings
  • Enemy: Pyro MK2 - Updated Pyro Dash particles. Improved pyro grenade ability so it will less often light itself on fire.
  • Enemy: Pyro Droid MK3 - Improved dash and death explosion effects. Increased cooldown on Pyro Pod Calldown attack to prevent arenas with multiple MK3 droids getting filled with pods.
  • Enemy: Flauros Evoker and Flauros - Updated flauros ability explosion effects.
  • Mutation: Tesla Dash - Improved Tesla Dash particles with a more pronounced trail behind the dash and other readability improvements
  • Mutation: Pyro Dash - Improved Pyro Dash particles with a more pronounced trail
  • Auxiliary: Crystal Matrix - Improved particles, reduced Effigy Debuff shatter value to 40% of health
  • Auxiliary: Flame Pod - Improved flame pod explosion effects and added explosion notifier rings for enemy and player versions.
  • Pickup: Telemite Serum - Improved particles, added sound to teleport
  • Tesla, Pyro, and Steam Wall Traps - Added floor hologram notifiers similar to the mainframe to telegraph wall trap firing
  • Trap: Rotspore Mounds - Updated rotspore mound burst and cloud effects.
  • Travel: Nightshroud Bouncers - Updated nightshroud bouncer effects.


Fixes

  • Fixed Gravity Boots and floating mutations causing the player to fall before they land on the Level 6 start elevator, breaking the level
  • Fixed global shipping container smash sound that would often appear on Levels 4 and 5
  • Fixed the Crystal Prism crate causing items to get stuck if they landed on the rotating platform, and increased size of collider that will trigger the energy damage.
  • Fixed incorrect wall color on Level 4 Ending variants
  • Fixed Level 5 Hydro Landmark lower platform angled pipes not moving correctly with the floating platform in the middle
  • Fixed Level 6 lower Onyx Memento platform not spinning
  • Fixed Level 6 lower Onyx Memento sometimes spawning incorrect memento
  • Fixed a few Bestiary model previews being incorrect or mispositioned

Beacon 2.8 - Silent Sanctum



Beacon Patch 2.8 is ready for release adding the long awaited Level 6, the Prism Mainframe Act 2 Boss, and the first Ending! Descend through a hollow chasm down a series of randomized catwalks and load up with some final loot before facing off against the most challenging boss fight in the game, the Prism Mainframe. Thanks to all of our players for their patience as we finished development of this patch and for sticking around through the early access development as we figured out how to design the final chapter.

Level 6 thrusts Freja into the heart of Prism's facility, the Omega Vault. Built around the subsurface remnants of the unknown Onyx faction, Prism seems to have an extreme interest in protecting whatever they've been researching. If you survive to the deepest section of the vault, the only thing stopping you from activating your Beacon is Prism's Mainframe.



Along with all of the new Level 6 content many other random additions and tweaks have been made such as the new Death/Run End screen, new Level 4 and 6 music, and new Onyx themed landmark levels for Act 1. Many players will be happy to see that platforming mechanics have been improved as well in many areas. Prism vents are now much wider, vertical shipping containers move more slowly, and the Flauros floating island jumps have been removed entirely. A few other important quality of life changes were made in this patch as well such as being able to speed up the DNA Research process, controller input being automatically detected and switched, and optimizations to dozens of models in the game giving another performance increase. We also implemented a Unity upgrade that should fix the game hanging often on close which a few players have mentioned recently.



With the release of Patch 2.8, the game is now able to be completed from start to finish. We aren't quite done with our Early Access phase though and are planning 2 more content patches. Patch 2.9 will release in November and will include polish and final additions to the Mutations, along with a few other additions. After that we'll be focusing on the final release of the game, Patch 3.0! Patch 3.0 will be the final currently planned content patch for the game and will include more final bosses, more game endings, and a new Boss Mutations system.

We're unsure exactly how long it will take to develop the final patch, but we want to make sure it includes enough improvements to make it worth the wait. To make sure we have time to finish the game to our creative satisfaction we will be pushing the release out of Early Access to early 2021. While we are very eager to release after 6+ years of development, we want to make sure the game is fully ready to be called complete and make the best attempt at fulfilling our complete vision of the game that we began cultivating years ago.

We'll have more news about the 3.0 version of the game after the release of patch 2.9. Until then read the full Patch 2.8 patch notes below and let us know if you have any feedback about Level 6 and the first Act 2 boss fight!

Silent Sanctum


Level 6

  • Level 6 Added - Descend down 3 randomized series of catwalks, collecting a few final bits of loot before facing off against the first final Act 2 Boss
  • Base Game Ending Added - Discover the first ending to Freja's death loop on Kovus-18, displayed in a series of animated illustrations. Multiple additional endings will be added in patch 3.0 giving new endings based on Freja's mutations.

Bosses

  • Prism Mainframe Act 2 Boss Fight Added - Face off against 5 tiers of the Prism Mainframe, increasing in difficulty each tier that's destroyed with additional MK-X and Spider Droids spawning to protect each tier.
  • Boss Health Bars - Divides are now placed on the Boss Health where it will transition to its second stage if it has one




Enemies

  • Enemy: Prism MK-X Droid - The highest tier of Sonic Droid, the MK-X model fires Sonic Gatlings from its dual arms and repositions itself with a Sonic Jump that explodes on impact
  • Enemy: Mega Icosatron - The next evolution of the Icosatron enemy, the Mega Icosatron fires giant energy balls instead of lasers and occasionally will smash down leaving an energy trail beneath it. On death it will burst into 3 normal Icosatrons.

UI

  • Run End screen added, giving an overview of your run stats, mutations, and items from your run after death or game complete.
  • DNA Research - Pressing Escape while researching now more quickly adds each DNA to your bar
  • Added Mutations tab to the Codex screen, allowing all mutations in the game to be viewed and read one by one

Levels

  • Level 1 Onyx Landmark added - Navigate through a series of Onyx islands and light bridges to reach the exit of Level 1
  • Level 2 Onyx Landmark tile added - Navigate the mega cluster of Onyx islands using the Onyx Pulsers
  • Act 1 Onyx Cap, Trap, and Middle tiles added
  • Act 2 Onyx Caps added
  • Level 2 Sonic MK-X Trap Arena Added
  • Level 2 Mega Icosatron Trap Arena Added
  • Level 3 Start Randomizations - Added 15+ new climb variants to the Level 3 start tile, including new Secret randomizers




Traps and Boosters

  • Holo Radar Projector Trap Added - Found in late game Prism zones, the Radar Projector disrupts the players ability to aim, reducing accuracy to 0 while inside the radius of the dish.
  • Onyx Emanator Trap Added - Fallen from its position floating in the depths below the planet surface, the Onyx Orb repeatedly releases waves of Onyx energy that push the player back.2
  • Onyx Pulser Boost Added - Repeatedly releases high powered Onyx energy waves that will boost you in the direction you position yourself in near the sphere
  • Increased visibility of Broken Shipping Conveyor falling container trap notifier. Conveyors with bright red flickering triangles signify the falling containers.
  • Jammed Shipping Conveyor - Reduced damage of Shipping Container smash so it doesn't instant kill anymore and added smash FX/Sounds
  • Bonespikes - Reduced damage of Bonespike stab so it doesn't instant kill anymore. Also added a new push upwards if stabbed to prevent being stuck in the bones
  • Enormous Tritoraptor Eggs - Added a random chance for the egg to break open when neared by the player, not only when damaged.

Balance

  • Difficulty Settings - Adjusted difficulty settings. Base armor is reduced on all difficulties, enemy spawns increased, and weather event spawns increased.
  • DNA Skill: Reload Speed - Reduced Reload Speed decrease per Paramount piece from 20% to 10%
  • Mutation: Jolted Veins - Increased radius of tesla arcs that are released on melee and increased arc damage.
  • Enemy: Icosatron - Shortened laser radius to a visible range around the Icosatron and fixed the Impact hurt trigger only enabling for the first laser attack. Laser attacks from the Icosatron should hit the player more often now and perform better since the lasers don't stretch across the entire level.
  • Passive: Nanomed Overcharger - Decreased overheal amount from 50 to 25
  • Auxiliary: Pyro Pod - Removed delay before Pyro Pod lands, making it begin to emit flamewaves much more quickly
  • Auxiliary: Bonespike - Reduced delay after activation, making it easier to land on quick moving enemies
  • Auxiliary: Regenerative Stalks - Decreased cooldown from 40 seconds to 20 seconds
  • Auxiliary: Deployable Turret - Converted Assault turret to use an SMG attack with more bullets but less damage, with a reduced cooldown time between bursts. Increased damage of rocket attack slightly.
  • Auxiliary: Rotvine Whip - Increased speed and length of whip, decreased health drain per second slightly, increased heal duration, and increased cooldown from 20 seconds to 40 seconds
  • Rotneedle Projectiles - Decreased homing and speed on Rotneedle projectiles. Enemy rotneedles should be able to be outrun or dodged more easily now, and player rotneedles are slightly less powerful.
  • Weapon: Remote Crossbow and Quiverer (Variant) - Greatly reduced automatic detonation time for bolts after impact
  • Pickup: Focus Injector - Reduced accuracy bonus from 50 to 25. Reload speed remains at 25%.




Audio

  • Level 4 Combat Music added
  • Level 6 Ambient Music added
  • Ending Ambient Music added
  • Set Tab Screen to lower in-game volume when opened
  • Added new sounds to the Codex item list

Misc

  • Input is now automatically switched based on the last use, no longer requiring it to be changed in options since the new Input System
  • Added Solus and Native random spawns to the enemy spawners used in Level 5 and 6 allowing those enemies to spawn more often in the later levels.
  • Updated Prism Vent jumps to be wider and adjusted placement in all levels. Vent jumps should be easier to complete with all dodge types now and be more forgiving if the jump is slightly off
  • Removed Flauros island jumps from Act 1 Loot level tiles and from Blood Shrine cap tiles.
  • Reduced speed of a few vertical Shipping Conveyors, giving more time to complete the jumps between chains of containers on the Level 5 secrets

Optimization

  • Reduced amount of materials used on dozens of models that are repeated often, reducing CPU and GPU usage
  • Reduced triangle count on dozens of models that are repeated often to improve static batching

Fixes

  • Upgraded Unity to 2019.4.12
  • Attempted fix for game freezing often on shutdown (Should be fixed after Unity update)
  • Fixed Minimap displaying offset on non 16:9 aspect ratio resolutions
  • Fixed Main Menu codex being accessible on first game open with no items discovered causing the menu to break
  • Added trigger for Level 3 Beacon above the exit to prevent the exit fort being able to be explored with floating items and mutations
  • Fixed Level 4, 5, and 6 elevators not re-placing the player onto the elevator if teleport off of with Telemite Hooves
  • Fixed Level 5 exit elevator not correctly holding the player on the platform always
  • Fixed position of many Flux power floor beams, optimized them, and fixed beam idle sound having incorrect settings
  • Sped up light bridge flicker sequences to prevent the player falling off if running over a revealing bridge with high speed
  • Fixed champions not counting towards Kills stat
  • Fixed total kills for Tab and End Run statistics not being saved
  • Fixed a few incorrect keybind hints in the Tutorial
  • Fixed tutorial camera starting in the wrong position
  • Fixed a few incorrect Item descriptions and names
  • Fixed occasional sorting issues on Reconstitute Screen DNA lists
  • Attempted fix for enemy droids walking on the side of Watchtower walls
  • Fixed Prism vent jumps allowing drop drone to respawn the player on it
  • Fixed Level 4 Exit elevator arrive announcement playing twice
  • Fixed bad collision on the burst version of the Solus mound sometimes causing enemies to get stuck
  • Fixed Flauros flags spinning around their anchor point when they first enter the camera view
  • Removed notifiers from a few loot prefabs to prevent overlap with Item notifiers spawned
  • Removed random Prism crates bursting open from explosives to prevent a few bugs caused by them
  • Reduced strength of screen flashes from Tesla Storm weather events
  • Fixed Karnak enemy being undamageable after it reaches its watering hole

Beacon 2.72



Beacon Patch 2.72 is uploaded making some tweaks and fixes to Challenges, as well as fixing issues with the Flauros Teleport Pads.

Challenges

  • Added items from Patch 2.2-2.7 into challenges
  • Added more Weapon Variants into Extreme challenges
  • Added Energy Soldier and Energy Specialist Weekly Challenges, giving the player a loadout of Ship Energy weapons
  • Updated balance of a few challenges and enabled Weapon Swapping for more weekly challenges
  • Fixed items missing from a few challenges causing them to break the Menu when chosen. This often happened with challenges that had Passive items that were converted to Pickups.
  • Fixed a few challenges not having the correct ID, causing them to never be chosen
  • Fixed Champion Swarm challenge not spawning bonus champions

Fixes

  • Fixed Flauros Teleporters not allowing the player to re-use them if the teleport breaks (Now resets after 2 seconds)
  • Fixed attempted for Flauros Teleports sometimes mis-placing the player especially when FPS is low
  • Fixed Tesla and Pyro vests displaying wrong armor amount on descriptions
  • Fixed incorrect stats on a few mutations

Beacon 2.71



Beacon Patch 2.71 is released adding new Audio sliders, fixing the Map keybind, and improving fall damage not registering often! Unless any other major bugs appear, 2.71 will likely be the last patch before patch 2.8 containing Level 6.

Miscellaneous

  • Added new Audio sliders, located on the new Audio tab in options
  • Adjusted Player collisions to improve Fall Damage not triggering often from long drops. Sometimes it will still fail to trigger, but it is more reliable overall now.

Fixes

  • Fixed Map Keybind not working since 2.7
  • Fixed some options not saving correctly
  • Fixed rotation of Heavy Weapons on the Tab Screen player preview
  • Fixed Tesla Spider Death Variant using the wrong attack
  • Fixed Chilopodrae enemy not charging correctly
  • Fixed Tesla SMG and Livewire Shock debuffs being able to reflect onto the player (The base lightning shot can still bounce back)
  • Fixed Solus Eggsack Champion Mod spawning friendly hatchlings instead of enemies
  • Fixed Hailshard Generator and Permafrost fully charged projectiles getting stuck in the ground too quickly after firing
  • Fixed Mushroom platforms being able to trigger the Drop Drone, causing you to get stuck sometimes if the mushroom has broken
  • Fixed Nightshroud Bouncer on Irradiated Sanctuary landmark not bouncing to the right location