Hey folks, lots of balance changes and polish things in this one. Let me know what you think!
Changes
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Augment selection now uses the same input as upgrade selection
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Added a short, skippable animation that plays when you level up
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Objective icons now appear in the world in addition to on the compass
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The package dropoff icon now appears in the world in addition to on the compass
Note: Technically it did before but it was very hard to see. The new version appears through geometry and does a better job of indicating if its elevation is different from the player’s
- Photo mode now has a small UI to communicate how to get out of it in case players use it accidentally
Balance
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Fireballs from Infernal Cycle now apply the Burning status
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Reduced the base energy restored by Vic…
Hey folks, lots of balance changes and polish things in this one. Let me know what you think!
Changes
-
Augment selection now uses the same input as upgrade selection
-
Added a short, skippable animation that plays when you level up
-
Objective icons now appear in the world in addition to on the compass
-
The package dropoff icon now appears in the world in addition to on the compass
Note: Technically it did before but it was very hard to see. The new version appears through geometry and does a better job of indicating if its elevation is different from the player’s
- Photo mode now has a small UI to communicate how to get out of it in case players use it accidentally
Balance
-
Fireballs from Infernal Cycle now apply the Burning status
-
Reduced the base energy restored by Vicious Circuit (1x -> 0.1x)
Note: Previously vicious circuit would almost always result in any electric damage instantly filling up your energy bar, even at a low level. This change is meant to make the mod’s scaling more gradual so you have a reason to upgrade it.
- Reduced the base power of Enthusiastic Infestation (1x -> 0.25x)
Note: Enthusiastic Infestation is meant to make Nanite, an already strong status, even stronger. Unfortunately, the current state is that it effectively removes all sense of danger in the game. The goal here is to make sure this kind of scaling doesn’t happen too early into your runs.
- Reduced damage dealt by Superhero Landing (1x -> 0.25x)
Note: Superhero landing is the king of boss one-shots. It’s a bit of an "if you know, you know" mod. This adjustment lets it stay plenty powerful without entirely trivializing the game.
- Reduced rarity scaling for A Little Something
Note: A little something’s performance early-game is totally fine, it just overperforms a bit late-game. This change reduces that maximum power without affecting its initial efficacy too much.
- Added an internal cooldown to Burning Exhaust, Residual Discharge, and Retaliation Clause
Bug Fixes
- Fixed events spawning enemies from other event enemy pools
Note: Events are meant to have specific enemies to help differentiate them from one another. Important fix since the upcoming launch of the demo will also come with additional events.
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Fixed a typo in the effect description of Vicious Circuit
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Fixed Shotgun Fiend duel not activating correctly
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Fixed various duelist health bar labels