Far Far West — FROSTBURN IS OUT NOW! - v0.2.0.2

FROSTBURN IS OUT NOW! - v0.2.0.2

Added 7
  • Blueprints system introduced to simplify item progression by making item fragments a universal currency collected during missions
  • Lighthouses spawn in every mission and reveal unique locations on the map when their minigame is completed
  • Uranium currency introduced for in-mission transactions, replacing gold for buying, copying, and refining jokers
  • Players can break jokers by hitting them with their fists to obtain Uranium
  • Leftover Uranium at the end of a mission is converted into XP for heroes and weapons
  • Uranium can be earned by killing elite enemies, completing secondary objectives, quests, secrets, lighthouses, and unique uranium objectives
  • Melee weapons introduced as a new weapon category including Knuckles, Lasso, and Banjo that replace either primary or secondary weapon slots
Changed 2
  • Item Fragments are now called Blueprints
  • Unlocking weapons with blueprints now directly purchases them without requiring additional gold payment
Removed 1
  • Tracking items to earn their blueprints is no longer required

From Far Far West

Howdy y’all!

Frostburn is officially out now!

Before we get into everything that’s packed into this update, we wanted to quickly follow up on something we mentioned in our last post.

We know it’s been a little quiet from us for a while, and we said we’d start opening the curtains a bit more on what’s happening behind the scenes. The truth is, the last few months absolutely knocked us sideways. The release was a huge moment for our small team, and after everything that came with it, we needed some time to rest and recover. From here on out, we’ll be sharing more regular progress updates and dev blogs, so you can follow along with how Far Far West is coming together.

We’ve also put together a roadmap for Far Far West, giving you a rough idea of what we’re planning to add to the game and when you can expect to see it. Obviously, things can change at any time as development continues, but we wanted to give you a better idea of where we’re heading.

-> ROADMAP <-

FFW ON DISCOUNT!

ALSO! For the next TWO WEEKS Far Far West will be discounted by 20%! So if you or your pals have been waiting for some new content or a sweet discount to ride into the west, FROSTBURN is for y’all!

(Discount asset?)

Alright, enough talk. Let’s get into the…

FROSTBURN UPDATE!

DISCLAIMER!!

Last final small disclaimer:

There have been some issues with AMD Frame Generation across multiple titles. If you encounter any kind of performance issues or crashes, please make sure to try turning AMD FSR ON or OFF. AMD is looking to release a patch to resolve this issue soon, so please bear with us! <3

FEATURES/CONTENT

⚔️**ITEM FRAGMENTS **

The way item fragments worked was complicated, and not many people understood it until they had a few games under their belt. It was also a big hassle to remember to start tracking another item every time you were done with one. This new system simplifies everything by making them a universal currency.

  • Item Fragments are now called Blueprints

  • Tracking items to earn their blueprints is gone. You now collect blueprints during missions like you do any currency, and can then use them at the lobby

  • You no longer need to pay gold to buy a weapon after unlocking it. Spending blueprints to unlock them will directly purchase them

  • 🚨 All your accumulated blueprints on each weapon have been aggregated and converted to the unique blueprint currency 🚨

**🚨 LIGHTHOUSES **

We figured that most of the time, people almost never stumbled upon the Copy Press, the Refiner, or any other unique location, even though they did spawn in the mission. The main way to find them was to recognize their shape on the mini-map. Well, we’re adding a proper way of discovering what spawned on your map through lighthouses!

  • Lighthouses spawn in every mission and are indicated on your mini-map

  • Reaching the top of a lighthouse (we know you’ll use spells to cheat your way up) and completing its minigame reveals the map and its unique locations

☢️ URANIUM

You previously had to spend Gold to buy, copy or refine jokers during your games, which was annoying since Gold is also the money used to unlock long-term things in the lobby. We’re adding a new currency that only exists in-mission, so that using the tools available in-game never feels like a waste anymore. You also earn Uranium by completing quests & secrets, making sure replaying either of those is never useless. Finally, as the joker list keeps expanding, so does the chance of stumbling upon jokers you don’t like. You’ll now be able to break those jokers and get Uranium instead, then spend it on whatever you want.

  • Anything that costs currency during a mission now uses Uranium instead of Gold

  • Leftover Uranium at the end of a mission is converted into XP for your hero and your weapons

  • Uranium can be collected in different ways:

  • Break a Joker [NEW: hit a Joker with your fists to break it]

  • The amount of Uranium depends on the rarity of the broken joker

  • Dropped jokers do not give Uranium

  • Kill an Elite enemy

  • Complete a secondary objective

  • Complete a quest

  • Complete a secret

  • Complete a lighthouse

  • Unique Uranium objectives

  • Flying balloons

🥊 MELEE WEAPONS

MELEE WEAPOOOOOOOOOOONS! You’ve asked for them A LOT, and here they are! Melee weapons bring a new way of playing Far Far West, each with its own playstyle, just like the ranged weapons. They don’t use a dedicated slot and will replace either your primary or your secondary weapon, so make sure you can still kill every enemy with your setup before going into missions! This is only the first batch of melee weapons, more will come along the way :)

PRIMARY SLOT MELEE WEAPONS:

  • Knuckles: _Short range, big impact. Requires no ammo, no aim, and no thoughts. _

  • Right-click: send out a damaging burst in a wide cone

  • ** [⚪⚪⚪] FIST RO DAH: The charged attack propels you backwards and has a 20% chance to apply Frost to enemies

  • ** [⚪⚪⚪] FIST RAGE: Taking damage generates charge and grants +30% attack speed for 2 sec.

Lasso: Whips enemies fast at a decent reach. Some of them come back for more, and not out of spite.

  • Right-click: deal damage to all enemies in front of you for a few seconds

  • ** [⚪⚪⚪⚪] SKY LASH: The charged attack grants +50% move speed and lets you fly

  • ** [⚪⚪⚪] SPELL LASH: Casting a spell instantly fills your charge bar

**SECONDARY SLOT MELEE WEAPON: **

  • Banjo: Slow and weak attacks, some healing power. Perfect for healing your allies while destroying their eardrums.

  • **Right-click: **heal yourself and your allies in a zone around you

  • \ [⚪⚪⚪⚪⚪] LULLABARD: Gain an extra chord per hit and a wider healing zone, but lose the slam attack

  • **\ [⚪⚪⚪⚪⚪] BARDBARIAN: **Hold the slam attack longer to release a more powerful blow

🛡️ SHIELD POINTS

Losing HP happens a lot in Far Far West. We’re also adding melee weapons, which means being in melee range, and even more occasions to lose HP. To keep your screen from constantly going red while unlocking a new playstyle, we’re introducing a shield system!

  • Shield Points can be gained in different ways, such as using specific jokers, weapons or Frost spells

  • Shield Points are shown above your HP bar and take damage first, protecting your HP

  • Shield Points automatically decay over time when you stop gaining them for a few seconds or aren’t taking damage

  • Shield Points have a maximum capacity of 100

📈 UPGRADES

WEAPONS:

  • RANGE: Increases the range of your melee weapons

  • CHARGING SPEED: Increases the rate at which your melee weapons charge

  • CHORD CAPACITY: Increases the maximum amount of chords you can have (Banjo exclusive)

🃏 JOKERS - WEAPONS

A LOTTA BUNCH OF JOKERS! Some of them are pretty standard and only slightly buff statistics, but that also means they work for your build most of the time. With the amount of jokers constantly growing, the amount of jokers you don’t want grows just as fast, so having basic jokers around makes sure you have more chances of stumbling upon something useful. Another bunch of jokers was added to support melee weapons, as none of the base jokers were designed with melee in mind. This should make sure that melee is a fully playable playstyle! Obviously, the joker list will keep on growing in the future, always focused on providing new playstyles and balancing them.

  • ** BRACING: +5% attack and reload speed

  • ** FREE COCKTAIL: When you reload an empty clip, heal for 2 HP

  • ** HEAVY WEAPON: +10% damage, but +30% gravity while the weapon is active

  • ** PANIC ATTACK: When you take HP damage, gain +20% damage for 3 sec.

  • \ QUICKDRAW: +40% swap speed

  • ** CRACKSHOT: +7% damage

  • ** SWITCHSHOT: Your first shot after equipping a weapon deals 30% more damage

  • ** FAST HANDS: +20% reload speed

  • ** FROST BITE: Melee kills on frozen enemies grant 2 shield points

  • ** LUNGE: +15% melee range and hitbox size

  • ** PRECIOUS RUSH: +10% chance for a speed-boosting ring to spawn when an enemy dies

  • ** SLOW AND STEADY: Gain +25% accuracy, but -10% attack speed

  • ** AVALANCHE: +15% damage while shielded

  • ** BERSERKER: Gain up to +50% melee damage as your HP gets lower

  • ** BLOODLUST: Melee kills grant a stacking +5% melee speed for 5 sec., up to +50%

  • ** PEW PEW PEW: +20% attack speed

  • ** SCRUB HIT: Your primary weapon removes elements from enemies to instantly deal 10 damage

  • ** SHARP SHOOTER: +20% weakspot damage

  • ** EAT-A-PUNCH: Melee kills heal you for 2 HP

  • ** EXECUTE: Your hits instantly kill enemies below 20% HP, except elites and bosses

  • ** RIPOSTE: After your shield absorbs a hit, your next attack deals +100% damage

  • ** SNACK-A-PUNCH: Melee kills grant you 1 shield point

  • ** ALL MIGHTY: Gain +1% damage per 1 shield point, up to 80%

  • \ JOKER TRICK: Gain +7% damage and attack speed for every distinct joker rarity equipped on the weapon

  • \ VAMPIRE: The weapon gains 4% lifesteal

🃏 JOKERS - CHARACTER
  • ** KNUCKLE DOWN: +10% melee damage

  • ** LIGHTWEIGHT: 5% lower gravity

  • ** MAGIC RELOAD: Automatically reload your weapon after casting a spell

  • ** SPARE BULLETS: +10% ammo bag

  • ** FIGHT OR FLIGHT: Taking HP damage grants +20% melee speed for 3 sec.

  • ** HOP: +20% jump height

  • \ PRICKLY PEAR: When hit, deal the same damage plus 15 back to the attacker

  • \ SCOUT'S HONOR: After 10 seconds without taking damage, your shield is set to a minimum of 10 shield points

  • ** WELL FED: +5 HP

  • ** APPRENTICE: -10% spell cooldown

  • ** GREAT WALL: Reduce all damage taken by 10% when shielded

  • ** LAST BASTION: Upon reaching 25% HP, gain +50 shield (cooldown: 60 sec.)

  • \ DEATH’S DANCE: Your shield decreases 30% less quickly

  • ** COLD BLOODED: Your melee attacks freeze enemies, consuming 3 shield points per enemy

  • ** LAST STAND: While at or below 30% HP, reduce all damage taken by -30% and gain 10% melee lifesteal

  • \ TIN MAN: Excess healing converts into shield points, up to +15 SP

  • \ THICK SKIN: Reduce all damage taken by 20%, but receive -30% healing

  • \ CAST AWAY: Casting a spell decreases the spell cooldown of other spells by 3 sec. to a minimum of 4 sec.

  • \ COINFLIP: Flip a coin every 10 sec. You either deal +100% or -50% weapon damage

  • ** DOUBLE DOWN: Gain +30% shield points from all sources

  • ** GOLIATH: You are bigger. Gain +25% HP

  • \ SPELL ROULETTE: -20% spell cooldown, but spells are randomized on each cast

🧊 FROST ELEMENT

With melee weapons and the new shield system coming in, we needed a new element to support these new playstyles. The Frost element is here to provide spells that fit well with melee weapons, but it can also stand on its own and provide utility to your allies!

Defensive - Freeze enemies and reinforce your shield

  • The Frost element can be selected on your secondary weapons!

  • Frost’s special ability is the power to completely freeze enemies

  • Applying Frost to an enemy gives you +1 shield point

SPELLS:

  • CUBE: Turn yourself or an ally into an invulnerable ice cube

  • BRIDGE: Summon a bridge that shields allies who cross it

  • BREEZE: Summon a breeze that freezes enemies in a wide cone

  • GLAZE: Release a burst that damages nearby enemies and shields nearby allies

  • BLIZZARD: Summon a blizzard that follows you, dealing damage to all enemies and shielding allies

🌴 JUNGLE MAP
  • 3 quests have been added to the Jungle map! Team up with Arizona Jones to uncover the secrets of the jungle temples, she knows how to make it worth your while!

  • A secret has been added to the map! And pyramids. Well, it has definitely been sitting there for a looong, looong time, so let’s just say it has been uncovered

🌋 HELLFIRE MAP
  • A brand new map with a very fiery atmosphere and an extremely dangerous volcano

  • The very very evil Ronsau needs your help to end the world, so he has 3 quests for you. Will you serve him well?

  • A secret is hidden somewhere on the map. Probably has something to do with that big volcano.

✨ OTHER
  • Unique Jokers no longer cost a mandatory 5 slots. They now take any amount of slots based on how powerful they are, and the number of slots a joker uses is displayed on its card

  • Changed how HP bonuses and penalties are calculated. We previously had different calculations for different jokers affecting HP, which was a mess both for you and for us. All jokers that affect HP now follow the same formula: [Max. HP = (base + sum of flat bonuses) × product of multipliers]. In other words, your max HP is your base HP plus all flat bonuses, then multiplied by every multiplier that affects you.

VISUAL

  • New Lobby! Summer never ends, and it’s 🔥 HOT_ _🔥

  • New Skins!

  • Bullet Bob / Arizona Jones / Ronsau / Nemo / Amnesia Headhart / Nuker

  • New Emotes!

  • Juggling / Plane

  • New Titles for the Frost element

  • Ice Queen / Absolute Zero

  • Weapon impact VFX have been improved

  • The hero customization background screen color now matches your equipped skin

  • Added per-player colors to chat messages

BALANCE

WEAPONS
  • 🔼 Dual Revolvers:

  • Explosions from reloading no longer deal damage to the player

  • 🔼 Leveredge: Default reserve ammo increased from 80 to 90

  • 🔼 Revolver:

  • Default reserve ammo increased from 48 to 60

  • Removed attack speed decreasing when aiming

  • 🔼 Bow:

  • Base arrow damage increased from 2 to 8 (no bend)

  • Max arrow damage increased from 15 to 30 (max bend)

  • 🔼 Sheriff Star: Base damage increased from 18 to 20

  • ↔️ Boomerang:

  • Lifesteal upgrade from 1.25% per upgrade, max 8, to 1% per upgrade, max 5 (aligned with other weapons)

  • Base damage increased from 5 to 6

UTILITY
  • 🔼 Healing Area:

  • Duration reduced from 40 sec. to 30 sec.

  • Area of effect increased from 600 to 850

  • 🔼 Impulse Grenade:

  • Number of impulsions increased from 7 to 8

  • Impulsion strength increased from 512 to 1024, launching players faster and further

UPGRADES
  • 🔽 Lifesteal:

  • Lifesteal now properly calculates all damage modifiers present on a weapon

  • Reduced statistics from 3% per upgrade, max 8, to 1% per upgrade, max 5 (from 24% cap to 5% cap)

  • Previously, lifesteal was fixed and calculated using a weapon’s base damage, making it unintuitive. Now, lifesteal will take modifiers into account, gaining more health as you do more damage. To compensate, the base lifesteal value of all weapons is being lowered overall. As always, we’ll be closely monitoring the feedback on this change, as we understand lifesteal plays a vital role in the game’s ecosystem.

**JOK
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