Update 2.53.0: Dash Efficiency and Heavy Boost Legs
This week's update makes some minor adjustments to multiple small mechanics throughout the game.
Firing bloom is being rounded out with a small mass-based scaling so heavier builds experience less bloom while light builds experience more. Side mounted cannons have had their overall accuracy (which includes firing bloom) improved so they net gain accuracy due to their inclusion in lighter arm-less builds. The beam weapon loophole has also been closed as they now apply firing bloom. A custom difficulty setting to scale firing bloom up and down has also been added.
Dash Cost Reduction has also been replaced with Dash Efficiency. Dash Efficiency converts to Dash Cost Reduction non-linearly so a larger impact can be felt for a smaller investment and a heavy investment doesn't completely negate dash heat application. Various torsos with dash activated boosters that previously weren't reducing dash cost have received a small amount of Dash Efficiency to make the stat more accessible. The final reduction value is displayed in the modify mech menu.
Heat generation from melee attacks has also been adjusted. Heat generation per swing is now more closely related to the amount of damage dealt by the swing. Overall, most weapons generate far less heat per swing while high tier, high damage weapons generate slightly more. Since heat generation is now a per-damage stat, two weapons with the same heat generation should generate roughly the same amount of heat per enemy destroyed.
2.53.0
Major Features
- Reworked Dash Heat Generation to be derived from the total of a new Dash Efficiency stat. Existing Dash Heat Generation stats have been converted to Dash Efficiency. Total Dash Efficiency of 50 will convert to -50% Dash Heat Generation but values greater than 50 will convert to less and values less than 50 will convert to more. A total Dash Efficiency of 100 will convert to -66% Dash Heat Generation.
- Add the PG02 Xerush legs, a tier 4 mobility platform with extreme durability and a fast but inefficient continuous boost.
Minor Features
- Added the WF02 Last Surprise armature, a tier 4 armature with well rounded capabilities and a concealed light cannon capable of firing without reloading.
- Added Dash Heat Generation to the Modify Granvir stat displays.
- Added 10 Dash Efficiency to the WV03 Fighting Frog torso and RNN02 Ogre torso.
- Added 5 Dash Efficiency to the BK01 Bodai Roo and BK02 Bodai Roo.
- Added 5 Dash Efficiency to most agile continuous boost legs.
- Added targeting wobble to firing beam weapons. Targeting wobble is modified by armature recoil control and grip style for handheld beam weapons and recoil control boosts for all weapons.
- Added a custom difficulty setting for firing bloom. This setting can adjust the amount of targeting bloom caused by firing weapons to 0%, 25%, 50%, 75%, 100%, 125% and 150%.
- Added a small mass-based firing bloom scaling factor. Firing bloom is smoothly reduced by ~5% for every 50 mass over 250 mass and increased by ~5% for every 50 mass below 250 mass.
- Increased the accuracy and decreased the firing bloom of side weapons by 15%.
- Rebalanced heat generation from melee attacks. It is generally lower and far more consistent at a heat per damage level. Weapons fall into one of three heat generation categories, no heat per damage (0x), moderate heat per damage (1x) and high heat per damage (2x).
- Improved Super Weapon 0's ability to aim and fire its tail spear.
- Improved Super Weapon 01's ability to aim and fire its chest beam. This attack is now extremely difficult to evade.
- Reduced Super Weapon 0's final phase durability by 30%.
- Increase Super Weapon 0's dash cooldown by 50%.
- Increased the durability of the Zero Front finale allies so they can survive a bit longer against all the new Millennium Company Granvir variants.
- Added targeting disruption to hits with the Rocket Mace launch attack.
- Added project cost scaling to Millennium Eclipse difficulties. Projects cost 50% more on Hard and 100% more on Extreme.
- Added spacers between item groups in loadout menus.
- Increased the mass of all reactors to 10 from 5.
- Increased the mass of various extremely light legs.
- Reduced the mass of Cooling Fin back modules.
- Reduced the mass of the Module Pod back module.
- Reduced the mass of higher tier Oracle back modules.
- Reduced the mass of higher tier External Feed back modules.
Fixes
- Fixed Super Weapon 0 walking at an awkward angle when very far away.
- Fixed projects being half cost in Millennium Eclipse custom difficulty.
- Fixed missing project cost setting in Millennium Eclipse custom difficulty.
- Fixed the controls menu sometimes not opening at the top of the scrolling window.
- Fixed sometimes losing the active selection on controller after exiting the action report.
- Fixed the crosshair not returning to the center of the screen when deactivating overhead camera with manual aim active.
- Fixed beam weapons incorrectly leading targets with lock on targeting enabled.
This announcement was originally published by Airborne Games on Steam on Oct 17, 2026.
Open the original on Steam