The Lance Variant tree has been reworked so that it is a continuous progression through the Tiers. To support this, many adjustments have been made to Lance Variant prerequisites and their mod slots (only increased). This will make the Lance Variant more of a tech tree.
Variant Blueprint Drops
Also the way in which Lance Variant Blueprints are awarded after a match has been updated to help with a smooth progress through the Lance Variant tree: Not only will Lance Variant blueprints drop in order of your current progress through the tree, but the Lance class you have selected at the end of the game will increase the probability of getting a blueprint of that Lance class.
For our current users who have already progressed “out of order”, you will still have access to any variants you currently have unlocked. You will not lose anything from these changes to Lance Variants.
Improvements
* We’ve multiplied the amount of coins in the game by 10 for awards and costs and your current coin balance. This allows us finer control for pricing things in the future, but has no direct impact on anything currently. * There is now an option to turn off HUD Target Marker scaling in the options.
Variant changes
Hydra (Light)
* Hydra Mk I requires Cobra Mk II or Draco Mk II * Added a utility mod slot * Hydra Mk III Revenge prerequisite decreased from 10 to 5
Talos (Light)
* Talos Mk I requires Hydra Mk II and level 20 * Added a utility mod slot * Added a sensor mod slot
Serpent (Light)
* Serpent Mk I requires Hydra Mk II and level 20 * Added an offense mod slot * Added a defense mod slot
Zephyr (Light)
* Transported prerequisite changed to Death From Above
Tecton (Light)
* Close Call prerequisite changed to Overcharged
Falcon (Light)
* Requires level 30
Meteor (Medium)
* Meteor Mk I requires Comet Mk II or Twister Mk II * Meteor Mk III Revenge prerequisite decreased from 10 to 5 * Added a defense mod slot
Cyclone (Medium)
* Cyclone Mk I requires Meteor Mk II and level 20 * Added a mobility mod slot
Tsunami (Medium)
* Tsunami Mk I requires Meteor Mk II and level 20 * Added a mobility mod slot
Technician (Medium)
* Technician Mk I prerequisites changed to Medic and Assists * Technician Mk III prerequisites changed to Mechanic and Close Call
Solstice (Medium)
* Solstice requires level 30
Ironside (Heavy)
* Ironside Mk I requires Nemesis Mk II or Fortress Mk II * Ironside Mk III Revenge prerequisite decreased from 10 to 5 * Added a utility mod slot
Invictus (Heavy)
* Invictus Mk I requires Ironside Mk II and level 20 * Added a utility mod slot * Increased the tier of the second mobility mod slot from 1 to 2
Aegis (Heavy)
* Aegis Mk I requires Ironside MK II and level 20 * Added a utility mod slot
Citadel (Heavy)
* Citadel Mk I Destroy Deployable prerequisite changed to Capture Point
Diligence (Heavy)
* Diligence Mk I Transported prerequisite changed to Overcharge
Razor (Heavy)
* Razor requires level 30
Obsidian (Super Heavy)
* Obsidian Mk I requires Pyre Mk II or Avarice Mk II * Obsidian Mk III Revenge prerequisite decreased from 10 to 5
Umbra (Super Heavy)
* Umbra Mk I requires Obsidian Mk II and level 20 * Added a mobility mod slot
Titan (Super Heavy)
* Titan Mk I requires Obsidian Mk II and level 20
Wildfire (Super Heavy)
* Wildfire Mk III Phalanx prerequisite changed to Inferno
Zenith (Super Heavy)
* Zenith Mk II Transported prerequisite changed to Point Defense
Spitfire (Super Heavy)
* Spitfire requires level 30
Bug Fixes
* The Red X to close the deploy map should now work as intended * Shield Booster and Armor Booster should no longer have 1 less shield in-game than displayed in the Armory * Comet explosion debris will no longer penetrate the home spawn shield
Halloween Havoc 2022!
The spirits of battles past are restless and roaming amongst the worlds of GALAHAD 3093. They bring with them unique and limited-time items, some creepy additions and changes to the game itself, and heaps of bonuses for the Halloween season!
Halloween Havoc runs from October 21st through November 1st.
Special Halloween Havoc 2022 Limited Items! , including Spooky Skins, Creepy Nose Art designs and Horrifying Knight Banners!
10% XP boost for match score and 25% more gold rewarded per match!
The armory has been bewitched by malign ghosts and ghouls. Choose your loadouts carefully and quietly, or risk their eternal wrath!
In the dark and stormy levels, there are evil jack-o'-lanterns to destroy! Shoot 'em or stomp 'em…as long as those creepy things get demolished!
The Supply Cache drops have been possessed! Capture them to banish the dark spirits back to their spectral planes and enjoy 50% bonus loot in the process!
Update 6
Improvements
Framerate drops in association with Draconids has been improved
Framerate drops caused by the comet impact on Europa have been improved
The 3rd Person Camera view has been improved by offsetting higher such that the Lance no longer is in the way of aiming
Community Suggestions
The Variant Technician MK3 now has a new Scraper Tier 5 Intrinsic module --The T5 version of this module will scrap from all valid Lance debris that is within range and does not require facing the debris like the T4 version.
The Scraper Tier 4 Intrinsic module has been added to the Flare Lance Variant.
HUD Target markers now scale based on distance to give a better sense of distance
Lurid and Draconid secondary weapons now fire full auto
Bug Fixes
A Pike bug pertaining to shots being ‘buffered’ during reload animation have been addressed
Spartan Facing shield should now consistently drop on the ground after second press
Spartan Facing shield now correctly limits the number of simultaneous deployables to 1
Asphalt debris no longer hinders player mobility
Random bits of terrain no longer show up on the death screen
Early Access Update 5
Update 5 is out! Some Quality of Life to start off the weekend!
Improvements
*Added max deployable count to deployable weapon stat lists *Updated HUD for Aura icons *Quitting and rejoining a match now carries an increasing time penalty for multiple attempts in a short period of time
Community Suggestions
* Players are now able to see all mods available by using a toggle at the top of the mod list * Updated HUD for Deployables
Balance Changes
*Brimstone (Minigun) --Decreased damage per projectile from 110 to 100 *Corvus (Repair Drone) --Increased deploy rate from 3 to 4 per minute --Decreased max health from 1000 to 800 --Decreased repair rate from 600 to 500 per second *Falcon (Attack Drone) --Increased deploy rate from 3 to 4 per minute *Pike (Shotgun) --Increased projectile count from 6 to 8 for Light, Medium, and Heavy lances --Increased projectile count from 9 to 12 for Super Heavy lances --Decreased fire rate from 75 to 40 rounds per minute --Increased reload time from 1.75 to 2.25 seconds for Light, Medium, and Heavy lances --Increased reload time from 2.5 to 3 seconds for Super Heavy lances *Shelldrake (Light) --Decreased second offense mod slot from T3 to T2 --Decreased secondary weapon mod slots from T5 to T4 *Leviathan (Light) --Decreased armor from 4500 to 4250 *Moonlight (Medium) --Decreased second offense mod slot tier from 3 to 2 *Rampart (Heavy) --Removed third offense mod slot *Fireshower (Super Heavy) --Decreased secondary weapon mod slots from T5 to T4 *Wildfire (Super Heavy) --Decreased armor from 7500 to 7000 --Removed 4th offense mod slot
Bug Fixes
*Second Wind module now resets your weapons' cooldown/reload progress bars correctly and allows you to fire immediately upon kill/assist *Fixed a bug where jumping on the corner of a surface would send you in the direction the corner was facing *When inside Gwen’s Royal Dome, you can now see Arthur’s X-Calibur Beams *Kay’s passive ability icon now disappears when the effect was no longer active *Continuous Reloader module no longer causes weapons to reload at the wrong time upon firing initially *Fixed some dark textures around base C of Bayesian Canyons *Auto-fill has been tweaked and should work as intended *Visual effects of X-Calibur should no longer go through Royal Dome *Fixed a bug where non-hacked Active Deployables would sometimes show with the hacked Active Deployable HUD color *Fixed a bug where ping trails would occasionally stay for the duration of the match. *The Super Heavy Lance no longer occasionally tornados around the loadout screen
Early Access Update 4
Update 4 is here! You once again have asked, and we once again have listened!
Improvements
* Geometry fixes and improvements for the Reticulated Gulch and Bayesian Canyons maps.
Community Suggestions
* Repair Beam has been changed to be more responsive in searching for repairable targets * Deployables HUD now shows icons for items deployed (you must have the setting 'Ammo Icons Visible' to see them) * There now a flashing HUD indicator for when friendly Bases or Capture Points are being captured by the enemy, or your owned generators are taking damage * Catapult (Grenade Launcher) changes to make the weapon more distinct - slower firing, more powerful, more rounds per burst. * Increased impact damage from 30 to 40 * Increased explosive damage from 180 to 210 * Increased rounds per burst from 3 to 4 on Light, Medium, and Heavy lances * Increased rounds per burst from 6 to 8 on Super Heavy lances * Decreased fire rate from 75 to 48 burst rounds per minute on Light, Medium, and Heavy lances * Decreased fire rate from 50 to 32 burst rounds per minute on Super Heavy lances * Increased magazine size from 15 to 20 on Light, Medium, and Heavy lances * Increased magazine size from 24 to 32 on Super Heavy lances * Big Boom weapon module for Catapult * Increased bonus damage from 100 / 110 / 120 / 130 / 140 to 160 / 170 / 180 / 190 / 200 percent * Reduces magazine size by 50% at all tiers * Razor Lance Variant * Increased shields from 3000 to 3500 * Added a T3 mobility Lance module slot * Saturn Lance Variant * Increased shield regeneration from 700 to 725 / 750 / 775 at Mk I, Mk II, Mk III * Eclipse, Moonlight, Rampart, and Wildfire Lance Variants have had their weapon kill prerequisites changed to match the flavor of each Lance Variant’s intrinsic module * Transported Accolade * Decreased number of required teleport pads from 6 to 5 * Medic Accolade * Decreased repair amount required from 25000 to 20000 * Lance Variants Zephyr Mk II, Technician Mk II, Diligence Mk II, Zenith Mk II * Decreased Bonk and Transported requirements from 50 to 25 * Lance Variants Tecton Mk III, Saturn Mk III, Reaper Mk III, Fulmination Mk III * Requires MVP OR Capture point prerequisites instead of both
Bug Fixes
* Fixed a bug where some sounds (shield hits, most noticeably) would spike to full volume when they were supposed to be ducked for voice chat * Fixed a problem with Active Voice Channel setting not working * Fixed some terrain visual issues on Europa Base map
Early Access Update 3
Improvements
* The map graphics and lighting for Bayesian Canyons and Reticulated Gulch have been given a makeover. Also, some structural changes have been made to base buildings. * The Auto Fill button will now make sure the highest tier of a module is equipped. So if reslotting the Lance Module within a category allows for a higher tier lance Module, it will rearrange to do so. * You can now preview Banners when hovering over a Banner End Match Award * Live Practice and Novice players have now been combined into one matchmaking pool. New players will still be introduced more gradually to concepts, but within the novice player matchmaking pool (since the new player area would cycle people out so fast, there was never anyone to fight against) * Netcode improvements have been made to better synchronize certain weapon shots when moving quickly. This affects weapons like the Javelin and the Pike. * Made a few UI improvements to Lobby and Armory tabs and the Settings UI. * Made small change to Incendiary Rounds Module fire effects that may help performance on certain video cards
Community Suggestions
* Self Detonator - Explosion ranges have been added to the mod description * Coordinated Offense - Will now additionally reduce self damage by 12 / 15 / 18 / 21 / 24 percent * Added an option to lock HUD radar to north-facing * When the enemy is capturing a base or spawn point or attacking a friendly generator, they will have a warning indicator on the HUD
Balance Changes
* Battle Momentum - Increased damage reduction after a kill from 8 / 10 / 12 / 14 / 16 to 12 / 14 / 16 / 18 / 20 percent * United Skim Refuel - Increased skim refuel bonus from 4 / 5 / 6 / 7 / 8 to 6 / 7 / 8 / 9 / 10 percent * United Jet Refuel - Increased jet refuel bonus from 4 / 5 / 6 / 7 / 8 to 6 / 7 / 8 / 9 / 10 percent * United Speedloader - Increased reload bonus from 10 / 15 / 20 / 25 / 30 to 16 / 20 / 24 / 28 / 32 percent * United Shield Energizer - Increased shield recharge bonus from 8 / 10 / 12 / 14 / 16 to 12 / 14 / 16 / 18 / 20 percent * Kinetic Driver - Increase kinetic damage bonus from 5 to 15 percent * Energy Amplifier - Increased energy damage bonus from 5 to 15 percent * Explosive Intensifier - Increased explosive damage bonus from 5 to 15 percent
Bug Fixes
* Fixed an issue where ammo displays would sometimes be temporarily inaccurate * Fixed issues with some modules not working with Auto Fill * Fixed application executable icon to match the Steam install icon
Early Access Update 2
Hello everyone, we’ve got a whole host of changes for our Early Access Update #2!
We really wanted to start tackling some quality of life suggestions that came from community feedback and were voted on by our partners. It’s important to us that while we’re working on new developments that we make the current state of the game better and we appreciate those of you who are supplying feedback.
A particularly exciting change coming is the ability to select the map for practice mode! Not only will this allow players to familiarize themselves with each map but also for guides and content to be made without having to do them in the middle of a game.
Several bugs were reported (thank you) but maybe the most important one being the discovery that certain damage reduction / amplifiers weren’t working as intended. That has been addressed as well!
For more details and other changes read below, have a great day!
Community suggestion changes
* You may now select the map for practice games * HUD Indicator showing Kay’s Passive ‘Incendiary Damage’ is applied to you * HUD Indicator showing Arthur’s Passive ‘Mark of the King’ is applied to you * Radar last zoom setting is now remembered per map * Lance’s base stats are now displayed in Parentheses for easier comparison with how they change due to modules * The Autofill button will select Lance modules more accurately and make sure the highest unlocked Tier of a Lance module is used
Balance Changes
Laser Minigun * Increased ammo count from 50 / 75(Super Heavy) to 60 / 90(Super Heavy) * Improved Round Strength (Brimstone) * Decreased magazine size from -30 to -40 percent Emergency Shields * Increased cooldown from 70 / 65 / 60 / 55 / 50 to 74 / 70 / 66 / 62 / 58 seconds Shield Energizer * Increased bonus recharge speed from 18 / 21 / 24 / 27 / 30 to 23 / 26 / 29 / 32 / 35 percent * Increased faster recharge delay from 18 / 21 / 24 / 27 / 30 to 23 / 26 / 29 / 32 / 35 percent Shield Booster * Increased bonus shields from 20 / 25 / 30 / 35 / 40 to 25 / 30 / 35 / 40 / 45 Reactive fuel generator * Increased skim fuel units from 20 / 25 / 30 / 35 / 40 to 30 / 35 / 40 / 45 / 50 * Increase jump jet fuel units from 12 / 14 / 16 / 18 / 20 to 16 / 17 / 18 / 19 / 20 Upgraded combat repair * Increase bonus range from 20 to 40 percent Upgraded Defensive repair * Increase bonus range from 20 to 40 percent Capture converter * Increased duration from 15 / 20 / 25 / 30 / 35 to 24 / 27 / 30 / 33 / 36 Incendiary Rounds * Decreased damage per second of fire from 400 / 500 / 600 / 700 / 800 to 300 / 375 / 450 / 525 / 600 Residual Rounds * Decreased damage per second of electrical patch from 900 / 1050 / 1200 / 1350 / 1500 to 750 / 875 / 1000 / 1125 / 1250 Kay's Afterburn * Decreased damage per second of fire from 600 to 500
Bug Fixes
* Spawn Map now displays correct level name * Addressed the situation where less than 4 awards show up at the end of the match * Tier 5 Double Agent should now work as intended for spawning at enemy spawn locations * Removed redundant static range from Radar Scrambler module description * Torchlight deployable (Spawn Beacon) description now displays modified uses at different tiers * Removed past death icon after loading into new game * Core Dump Pit S3 Spawn should now work as intended * Unfinished and unequipable mods no longer awarded at the end of a match * Clicking away in the armory to remove the current pop-up has been improved * Concord and Razor Lance Variants unlock cost swapped * Kinetic damage modifiers now correctly adjust damage from the Hounds deployable * Slug damage type is affected by kinetic modifiers again * EMP and Laser damage types are affected by energy modifiers again * Residual Rounds and Incendiary Rounds descriptions now reflect the correct damage done per second * Residual Rounds electrical patches and Incendiary Rounds fire patches are no longer affected by other mod effects * Squad chat not working has been addressed * Our predictive shooting system has been improved
Update 1
Economy Changes
Unlock Points (UP) are now awarded every match - 1 for a Tie/Loss, 2 for a Win
The Unlock Point (UP) bulk purchase bundle award option will now show more frequently, and at least every 4 matches
Increased the chances to get a free Unlock Point award at the end of match
Supply Caches now always drop at least 1 Unlock Point
Reduced the Unlock Point (UP) cost of every Lance Variant
Early Lance Variants have had their costs reduced the most, some are as low as 1-3 UP
This makes experimentation with different Lance Variants more viable
You will be refunded the difference if you have already purchased Variants that have been reduced in cost.
Other Changes
There is now a novice player matchmaking pool for those finished with live practice but are still under level 12
Knight voice over now has its own volume slider
Deploy button in Armory much more prominent
Deploy and in-game map icons maintain scale when zooming in/out
The number of players has been removed as a criteria for a Qualified Match
A qualified match now only has the requirement that you've played over 50% of the match based on total match time
Balance Changes
Lance Variants
MVP prerequisite reduced or given an alternative prerequisite on early Lance Variants
Draco Mk III (Light)
Added T2 universal mod slot
Hydra Mk III (Light)
Increased armor from 4500 to 4750
Twister Mk III (Medium)
Added T2 universal mod slot
Meteor Mk II (Medium)
Increased armor from 7000 to 7250
Meteor Mk III (Medium)
Increased armor from 7000 to 7500
Fortress Mk III (Heavy)
Added T2 universal mod slot
Ironside Mk III (Heavy)
Increased armor from 9000 to 9500
Thunderwall (Heavy)
Increasing shield recharge speed from 100 to 125
Avarice Mk III (Super Heavy)
Added T2 universal mod slot
Obsidian Mk III (Super Heavy)
Increased armor from 7500 to 8000
Flare (Super Heavy)
Added T5 universal mod slot
Weapons
Pikes
Decreased projectile damage from 140 to 130
Increased projectile spread from uncharged shot by about 30%
Decreased projectile spread from fully charged shot by about 25%
Corvus (Repair Drone)
Decreasing time between deploys from 30 to 20 seconds
Increasing reload time from 60 to 75 seconds
Falcon (Machine Gun Drone)
Decreasing time between deploys from 30 to 20 seconds
Increasing reload time from 60 to 75 seconds
Bug Fixes
Fixed some usability issues with Lance Variant list pop up in Armory
Fixed some usability issues with Module/Variant purchase popup
Fixed a bug where you sometimes didn't leave voice channels when disconnecting from a match
Continual Power System description text updated to match actual behavior
Fixed a bug with Spawn map zooming/panning correctly on some maps
Fixed a bug where "Read More" button needed to be clicked twice to view full news items
Fixed comet debris to have the correct landing field
GALAHAD 3093 Early Access now live!
Thank you to all who have helped us hone this game during our extended beta period. So much more to come!
GALAHAD 3093 FINAL BETA now LIVE!
Today marks the beginning of 11 full days of smashing steel, lightning storms, and giant sandworms as we gear up for our Steam EARLY ACCESS launch September 1st!
Additionally, join the Beta tonight and go Lance-to-Lance with the developers, as well as a lineup of streamers from both Twitch and TikTok! It's the FINAL BETA BASH!