While we’re gearing up for a major shake-up in the coming season, we’ll be having a few fixes and adjustments here and there in preparation for it! For today, we have a few fixes to the Store and Maps, as well as an adjustment to the matchmaking system. Now, when there aren’t enough players in your region, you’ll automatically be joined in with players from other servers. With this, we hope to alleviate the long queue times and have more games for everyone.
Check out the full patch details below:
Fixes
[Store] Adjusted Store Thumbnails for some items
[Store] Fixed color gradients on mouse overs
[Store] Name changes to Dusk/Dawn color scheme series
[Appearance] Fixed "Novice Blue" color scheme not being awarded to players who have maximized the Novice Gunner Helmet's level
If you already have the helmet maxed out but do not yet have the “Novice Blue” Color Scheme, you’ll automatically receive it after finishing one match
[Map] Patched some sneaky snow holes in Site Agalon
[Gameplay] Fixed certain skills not triggering when the owner dies (Take that enemy Xandat down with you!)
[SFX] Fixed Marksman Melee sounds not triggering when not hitting (Your pew-pew now pew-pews again.)
[Matchmaking] Fixes to inter-region matching so that players can successfully enter a match (If you have been queueing for a long period of time (5 minutes), the game will now automatically search other regions for players and games that you can join)
Thank you for joining last week's PXD Nights, Xandats! Due to the unforeseen downtime last Friday, the Most Wanted event happens tomorrow, June 22, for our next PXD Night!
We received intel that a group of Xandats has been causing mayhem in the different modes and maps of Project Xandata! 🌪️
The Alliance issued BOUNTY REWARDS (300 X-DIAMONDS) for those who can catch them in the game and kill them! 🤑
👉 Here's what you have to do:
Join PXD Nights on June 22, 8:00 PM GMT+8 (12:00 PM UTC)(5:00 AM PST).
It has been a whirlwind couple of months. Thank you for supporting Project Xandata’s first three months in Early Access!
We’ve been getting helpful feedback from all of you. So, here’s a rundown of key changes we’ve done since we launched the game last March, along with a couple of things we’re currently working on.
Topics Covered:
<*> Marksman: Special Melee And Mobility Improvements <*> Agent: Tactical Management Of Armor And Movement <*> Juggernaut: Heavy Slam Damage And Upcoming Improvements <*> What’s Next: Overcharge, Matchmaking, Queues <*> Season 1 Updates
Marksman: Special Melee And Mobility Improvements
We’ve made many improvements to the Marksman to amplify its strengths. One of which is buffing some of its many abilities that support weapon efficiency, giving you better mileage if you have good aim.
For example, using the Askal SMG with the Brawl Power perk increases weapon damage after hitting an enemy with any melee attack. In our recent patch, we buffed the bonus headshot damage that Arc Painter gives. This easy to proc combo synergizes well with the Brawl Power perk as it gives you additional bonus damage on both, and headshots for tagging someone with Arc Painter before using your SMG on them.
Arc Painter and Hard Light Pistol now have improved tracking and range. This makes the melee attacks more reliable when Agents and Juggernauts try to rush you down with a shotgun/SMG or melee attacks. Plus, you can now auto fire with Hard Light Pistol and Arc Painter by holding the special melee key. You can wither enemies down with these Special Melee Skills as they approach, and finish them off with a point blank melee attack (Hard Light Burst) much easier than before.
We also optimized Storm Run’s cooldown and duration to make it easier to outmaneuver your opponents for better mobility. We wanted to make it just as easy for the Lightning Marksman to gain speed as the Ice Agent without fumbling too much with the Advanced Movement button.
Ice Agent: Tactical Management Of Armor And Movement
Mobility is one of the strongest gameplay elements in PXD. Hence, Ice Agent’s great passive movement was something we wanted to keep.
We didn’t want to nerf the speed or add a cooldown to it because that would be taking away from the fun of the class. To balance it out, we instead made adjustments to the mechanics of the Agent’s armor.
With the Frost Armor passive skill that grants you additional armor when using Ice skills, Ice Slide advance movement now drains your armor (You can still Ice Slide even when your armor is 0). Also, disengaging from an encounter no longer gives you both armor and speed. This gives enemies a better chance to deal with Ice Agents.
Some tips & tricks:
Head into combat with a skill or two ready so you don’t dive into a fight without any armor.
Be smart about disengaging from fights – you still have your speed, but at the cost of losing armor as you go, dodging becomes a lot more important if you don’t have any skills ready to gain armor.
Expect to pick up more armor boxes
Ice Agents can choose to hold one or two skills to produce armor for emergencies. This decision-making element adds a layer of tactics that doesn’t take away from the fun.
Juggernaut: Heavy Slam Damage And Upcoming Improvements
Juggernaut is the class most associated with heavy armor. They also rely on Overshields to roll over enemies and compensate for their relatively lower mobility.
To increase the interaction between your Juggernaut’s skills and the amount of armor you have, we increased the damage of the Heavy Slam based on your armor. This way, you feel the mass destruction that Juggernauts were intended for by using the skill.
We’re also working to improve the class’ supportive abilities with the Defender Mine. Right now, fast enemies can just charge in, detonate your mine, and leave without being damaged. In further iterations, we’ll be looking into enabling the mine to create small safe zones for the Water Juggernaut and his allies more consistently.
What’s Next: Queues, Matchmaking and Overcharge
Here are the things we’ve been actively working to fix and updates on how they’re coming along.
Long Queues And Unbalanced Matchmaking
Our player base is still growing and queues have been a challenge in recent weeks. Apart from long wait times, this issue also brought in problems with matchmaking.
Because of the lack of a big enough pool, new players are made to go against seasoned ones despite algorithms that should group players with the same skill level together. This resulted in unbalanced matches which made the experience unenjoyable for newbies.
To address this, we’re currently working on a new major feature: bots.
The bots will fill in games to improve queue times. It’s no fun being pummeled by experienced players when you’re just starting in the game. Bots should help mitigate this issue to make the game more welcoming to new players.
For more advanced players, the first bot iteration may not be challenging enough. But rest assured that we’ll continue to improve the bots to accommodate players of all skill levels.
In addition to this, we started a bi-weekly community play time where queues are guaranteed. Join us for PXD Nights!
On Wednesdays and Fridays at 8:00PM GMT+8, play with the PXD team and community together with awesome content creators! You can also join our Discord server to watch our devs livestream as they play, bounce meta ideas with the community, and build friendships (and rivalries)! Everyone is welcome to join!
Overcharge Fixes
We created Overcharge as one of the game modes that promote team coordination, so it’s important to us that the experience it offers is intense and rewarding. That said, we prioritized fixing the bug where the battery stops responding, and we’re happy to share that it’s something you should no longer encounter.
As you know, though, there’s still a lot of work to be done. We know that having the battery stolen at 90% is very frustrating. We’re looking at ways to rework this and test them out soon.
Improvement will continue to rollout for Overcharge alongside bigger changes we’re planning for the game mode. This includes balancing spawning locations, adjusting values for battery progress and resetting windows, and maybe even adding more mechanics.
As we refine the game further, expect us to rework systems to continuously improve your games with Project Xandata.
Season 1 Updates
We initially scheduled Season 1 to be released on June 13 with an exciting list of features. But as our game is now out in the wild, we learned more about the game’s strengths and weaknesses and received your valuable feedback. We found that we had to add, pivot, and tweak a few more things on this list to make Season 1 successful.
Because of this, we had to make the hard decision of moving the Season 1 release to July 27, 2022.
We hope for your patience and understanding, Xandats. Delaying a season is never an easy decision to make. Rest assured that we’ve thoroughly evaluated this decision and we wholeheartedly feel that this is the best way to ensure that Season 1 will bring about changes that address the game’s most crucial issues.
Wrapping it Up
Many thanks again for your support, Xandats! With new things coming, we’re incredibly excited to share the game with you very soon.
Stay tuned for more updates on what’s to come for Season 1!
Make sure to follow us on our socials to keep updated!
🎞️ For this Friday's PXD Night, share your best backstab clips on social media, tag us and use the hashtags #ProjectXandata #PXDNights The best backstab will be featured on our socials!
‼ To join PXD Nights, QUEUE in every Wed & Fri @8:00PM GMT+8!
Join our official Discord server Prepare for backstabbing madness, Xandats! 🔪🔪
Season 0 Hotfix v0.8.13.51a
Fixes
[Corruption] The Obelisk now comes with some new, stylish VFX. Check it out!
[Appearance] Previews no longer show frozen character models.
[Store] Previews now show correctly if the player's class matches the item.
[Store] Previewing an armor set and unequipping the armor will show the class you are currently using.
[Tutorial] Fixed an issue that caused Marksmen to be unable to finish the melee tutorial. It counts as a Melee Attack, game.
[Weapons] DMR Bolt Capacitor description has been updated to include the added knockback. Yes, it’s real.
[Skills] Shadow Agent: Shadow Territory - Fixed an issue that prevented Armor and Heavy Ammo boxes from being collected if the box was within the area. Way too territorial.
[Skills] Water Juggernaut: Defender Mine - Fixed an issue where its detection area was a hitbox that could block shots. That would’ve been a neat skill though, an actual Defending Mine.
[Skills] Some skill changes from the last patch didn’t seem to have made it into the build. We’re adding them back in within the next few patches.
You didn’t see anything*
Neutral Agent - Smoke Bomb changes have been properly applied this patch
Wind Marksman - Hurricane Step changes have been properly applied this patch
Water Juggernaut - More Defender Mine changes in the following patches
[Maps] High Suludlan lighting has been fixed. The bills have been paid but you’ll notice that the lighting in some areas is different than they were before.
Known Issues
[Skills] Wind Marksman: Hurricane Step - There are some rare cases where the Hurricane Step will keep you in place instead of moving you in your intended direction, especially in high latency situations
[Appearance] The “Facepalm” and “Taunt” emotes have a noticeable animation snap/change when they finish
[Gameplay] Activating your Ultimate skill at the very last second of a round can rarely cause a crash
Season 0 Patch v0.8.13.45a
As promised, we’re delivering a big patch with some meaty material. This patch includes quite a number of reworks and quality of life changes to bring to you the best Project Xandata Experience.
Class Balancing
Neutral Marksman
We’ve seen the clips and felt the whiffs. We’ve done some tinkering and improved the overall tracking and mechanics of the Marksman’s regular melee attack, so you should find it more reliable than ever. Talk about never outgunned.
Special Melee - Hard Light Pistol
PEW PEW - Hard Light Pistol now fires full auto when holding down the button
Aim assist has been reworked to reduce awkward interactions when in melee range
Others - Melee Rework
Actually Usable - Marksman melee now tracks better to hit more consistently
Wind Marksman
Utility - Hurricane Step
Hurricane step has been resized to fit the visuals and also tracks better
Lightning Marksman
Special Melee - Arc Painter
Did you know that the Arc Painter reveals enemies in a small area? Now, you do!
Arc Paintballs - AOE Radius increased from 1.7m to 3.5m
BOOM HEADSHOT - Headshot damage buff increased from 15% to 20%
PEW PEW - Arc Painter now fires full auto when holding down the button
Neutral Agent
Power - Smoke Bomb
Not much of a distraction when you can see people inside it, amirite?
Smoke In Your Eyes - Characters are no longer highlighted inside the smoke
Shadow Agent
Movement - Shadow Step
It’s in a Xandat’s DNA to double jump, and it felt kind of awkward to use your Advanced Movement ONLY on single jumps.
Always Wanted To Triple Jump - Shadow Step is now usable after double jumping
Melee - Dark Warp Blade
Flashy And Snazzy - Visual Effects improvement
Ice Agent
Movement - Ice Slide
Ice Agents shouldn’t be both mobile and tanky. You can’t have the best of both worlds.
Global Warming - Ice Slide now consumes armor while sliding. You may still Ice slide without armor.
Ultimate - Suimuran Edge
What makes the Suimuran Edge scary is the range. Now you need to set it up before unleashing havoc. Bonus: You get to look cool too!
Swords Are Melee Weapons - Slashes have been reworked to be a 3-part slash combo
Initial slash has reduced range but increases as you combo your slashes
The 3rd Slash in the combo has a wide AoE slash
Neutral Juggernaut
Special Melee - Heavy Slam
As the name implies: it’s a HEAVY slam
Heavy Package - Deals increased damage based on current armor
Utility - Rocket Volley
Ever seen a Juggernaut go zooooom? Well, now you can
The Classic - Self knockback is now enabled for Rocket Jumping
Fire Juggernaut
Utility - Solar Claymore
As a utility skill, it should be available more often
Total damage increased from 144 to 180
Set This Particular Map On Fire - Cooldown reduced to 25 secs
One-Time Use - Claymores now expire on contact
Water Juggernaut
Utility - Defender Mine
It’s not much of a DEFENDER mine, when you can literally just jump over it. We’re adding a vertical component to the mine that stops you in your tracks.
Geyser - Added a vertical torrential blast to the Defender Mine
Weapon Balancing
DMR - Ironbark
What’s a Designated Marksman Rifle if you can’t hit the broad side of a barn with it?
Base
Bullet algorithm has been reworked for a better feel
Sniper - Favorhouse
Honestly… a sniper with a blind… that’s pretty OP
Perks
Peeker’s Scope: Strafing speed increases while aiming down sights
Eye Care - Replaces Illuminating Mind
Buster - Birang
Sometimes… you have to learn to let go. Now buster shots will automatically fire when you don’t have ammo for the next charge level
Base
Premature Expulsion - Level 1 and 2 Buster shots are now auto released when charging with insufficient ammo for the next level.
Others
And a little sprinkling of general improvements
[Challenges] Repeat Challenges now correctly show up in the Challenges screen
[Overcharge] Battery pickup zone has been tweaked so Xandats need to actually step inside the circle.
[Weapon] Debt Unpaid - Tenra Militia Green scope has been fixed
[Audio] Enemy footsteps have been tuned for easier recognition
[Visual] More FPS Options have been added. Witness the power of UNLIMITED FRAMES
Known Issues
[Maps] High Suludlan has been temporarily disabled due to map issues
[Store] Some Intro and Emote previews will freeze when viewing them