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DEVLOG 11 / Buildcraft

Augments: Make Skills Behave Differently

Augments are one of the main ways to take a Skill you already like and push it somewhere new.

Augments: Provide Skills with unique Behaviours

Augments are one of the main ways to take a Skill you already like and push it somewhere new.

Some improve output. Others change how the Skill moves, spreads, repeats or interacts with the battlefield.

The fun ones can make a familiar attack feel completely different.

Projectile Augments change how a Skill travels and spreads

Change the projectile

Projectile Skills have some of the most visible Augment options.

Piercing Payload lets a projectile continue through additional enemies.

Chained Vector lets it jump between nearby targets.

Forked Discharge creates additional branches.

Scatter Pattern adds extra projectiles across a wider spread.

Returning Arc sends a projectile back toward its source after it reaches the end of its path.

Bounce and Rebound projectile behaviours

Then there are Bounce and Rebound.

Bounce can create another forward projectile when the original reaches its endpoint.

Rebound reflects a projectile away from blocking terrain.

That means a projectile-focused build can start producing some fairly chaotic rooms.

Shots can punch through one enemy, ricochet around cover, split into additional paths or chain through a group.

The Skill still has its original identity, but the way it fills the battlefield can change dramatically.

Field Augments alter the size and behaviour of area Skills

Change the area

Area Skills have their own options.

Expanded Field makes existing shapes larger.

Field Compression tightens the area and increases its output.

Charged Field lets the area grow when the Skill is held before activation.

Tracking Field can guide compatible projectiles toward a target and leave Fields along the path they travel.

Expanding Field begins smaller and grows over its lifetime.

These are meaningful choices because size, positioning and concentration all affect how a Skill feels to use.

A huge Field can control a room.

A compressed Field can focus damage into a tighter space.

A growing area can change where enemies are safe as the effect develops.

Augments for timing, charges and Skill combinations

Change the timing

Augments can also reshape duration and recovery.

Extended Duration keeps compatible effects active for longer.

Rapid Resolution shortens the lifetime while increasing linked output.

Rapid Ticks condenses periodic effects into a shorter window.

Residual Effect creates another effect when the original one ends.

Rapid Recovery helps a Skill regain its charges sooner.

Stored Charges gives you more uses available before recovery becomes important.

Build combinations

There are also Augments that connect Skills together.

Combo Builder generates Combo through accepted activations.

Combo Spender consumes those points to increase output and area.

Others can add defence, Shield support, Evasion, Reactive Damping or a Damping Field to compatible Skills.

The socket limits mean every useful behaviour cannot be stacked onto one Skill.

You choose which parts matter.

A Rifle shot might become a piercing line attack.

Another player may turn a projectile into something that forks, rebounds and fills a room with moving threats.

An area Skill might become larger and safer to place.

The same Skill can end up supporting very different builds depending on what you add to it.

That is the purpose of Augments.

Take a Skill you already enjoy and give it another reason to be yours.