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Ein Übersetzungsproblem melden
- Fire damage increased (now does 25% of the total fire stacks per tick up from 20% of the total fire stacks previously)
- Poison stacks are now reduced with a new method that keeps lower stacks relevant for longer but makes higher stacks fall off a bit faster making it harder to stay at the cap
- A wider variety of enemies can now spawn when destroying crystals
- Challenge crystals can now spawn on elite and boss islands but doubled the health of these crystals to make them harder to accidentally break
- An arena island is now guaranteed on islands that previously only offered horde portal choices (this will make speedrunning much less luck based)
- Harvest areas radius halved but timer halved also so they are less tedious to complete. Also less harvest areas spawn in general
- Improved visibility while in Harvest areas
- Enemies now spawn constantly on Harvest islands (similar spawns to Horde islands) and far less ranged enemies spawn, reducing the frustration of getting hit by a ranged attack while in a harvest area
WEAPON BALANCE CHANGES- Reduced recoil on most weapons- I did a lot of A/B tests and the game just feels better with less external forces moving the camera since you are already moving around and turning the camera constantly. This also reduces motion sickness and makes aiming feel more consistent
- Dual Shotguns damage increased from 6 to 7 and base spread reduced by 40% and projectile range increased by 25%
- Rocket Launcher damage increased from 50 to 75 but radius reduced by 10%. This should make it more consistent in the early game especially against tanky single targets
- Blade Launcher fire rate reduced by 15% to start at a more natural feeling cadence but damage increased to compensate (the damage buff ended up increasing the DPS from about 75 to 100 DPS overall)
WEAPON MOD BALANCE CHANGES- Link Shot, Drill Shot, Targeting Shot, Proximity Barrage and Homing Blades can now trigger even if no other enemies are nearby as this mechanic was confusing before. It also makes Homing Blades feel way better as they homed to the original enemy anyway so it didn’t make sense to require multiple enemies to be nearby for them to trigger
- Ice Shot, Fire Shot, Lightning Shot, Poison Shot and Arcane Shot now all have the same chance to trigger (previously they all had different trigger chances which made some weaker than intended)
- Firework Shot / Firework Explosion fireworks now home towards enemies making them finally useful
- Increased Pumpkin Shot projectile lifetime and added slight homing to make it much more consistent
- Improved Homing Blade,Thorn Shot, Spinning Blade and Torpedo Shot homing logic to be much more reliable
- Health Shot cooldown reduced from 2 to 1 second
- Money Shot reworked: Now gives 10% of damage dealt as crystals which greatly improves usability for high damage weapons. Note that damage is always rounded up to at least 1 crystal so it’s still just as powerful in the early game on low damage high fire rate weapons as before
- Spike Strike weapon mod damage increased from 200 to 500 but cooldown increased from 1 to 3 seconds (this is a buff to the Spike Strike ability mod which uses the same spikes as the weapon mod but has no cooldown)
- Ice Strike damage increased from 200 to 250 and ice stacks increased from 75 to 150
- Proximity Barrage projectile pattern reworked and damage increased from 50 to 75
ABILITY BALANCE CHANGES- Rebalanced Laser Beam to be more competitive with the other abilities (much faster damage tick rate of the laser bubble but shorter duration)
- Black Hole damage tick rate doubled
ABILITY MOD BALANCE CHANGES- Turrets have been pretty overpowered but I haven’t changed much about them other than adding spread to their attacks so they are naturally more effective closer to enemies- just rewards good placement a bit more rather than being able to throw them out of danger with no downside
- Crystal Strike damage increased from 300 to 400
- Energy Ring damage increased from 10 to 20
MELEE BALANCE CHANGES- Dagger damage range increased by 20%
- Pickaxe cooldown increased from 5 to 6 seconds
PERK BALANCE CHANGES- Ice Claws, Fire Claws, Lightning Claws and Poison Claws now scaled their debuff stacks differently depending on the melee weapon used. For example the Dagger is unchanged but the Hammer now deals 5 times more debuff stacks than before to compensate for the longer cooldown
- Scavenger health pickups healing increased from 25 to 40 but the pickup lifetime has been decreased by 40% as there was little reason to play aggressively to get the pickups previously
- Removed Second Wind (increased damage when at low health). It’s not fun to have to be at low health for something to activate and it was just bloating the damage loot pool
- Gold Coating (Gain crystals when healing) has been re-added to the game but with a change: it no longer works in shops due to a few strategies that would break the game very early on with it previously
- Slippery Slope crystal gain increased by 250% but the amount of health removed at the start of each island has been increased from 20% to 33%
- Updated Toxic and Poison Ring descriptions to indicate that they increase max poison stacks
- High Roller is now correctly affected by the Ring Of Luck
- Removed the 2 second cooldown from Dagger Dash
RELIC BALANCE CHANGESIncreased Toxic max poison stack limit from +25% to +40% (so it adds a nice clean +100 max stacks per level)
- Hoarder has been moved from a perk (that already worked similarly to Double Vision) to be a more unique relic: You can pick up all loot in chests but can no longer drop pickups from your inventory or salvage loot
- Poison Ring now also affects the max poison stack limit
- Ring Of Rocket Jumping now only triggers when you deliberately rocket jump by exploding something at your feet- distant explosions will no longer knock you back so it’s now a much more purposeful mechanic
- Combo Ring can now only show up when you already have a combo perk to avoid bloating the loot pool
ENEMY BALANCE CHANGES- Enemies no longer have a 50% resistance to elemental debuff stacks when armored (players still have this resistance)
- Elemental enemies no longer have a 25% resistance to their element (so Fire Crabs will receive the same amount of fire stacks from the flamethrower as Poison Crabs would, making the game feel more consistent)
- XL totems now double the amount of enemies instead of tripling them: with the new mixed enemy spawns mentioned earlier this should mean that XL islands will still be intense without feeling tedious. This means that XL Horde islands will now be twice as long instead of three times as long
- Enemy health increase per wave on Horde islands decreased from +25% to +5%.
- This should make XL hordes feel way more enjoyable to play instead of enemies becoming bullet sponges
- Slightly reduced the amount of bonus enemy spawn on 2x challenge islands to improve pacing
- Starfish launch attack hitbox + animation has been improved to be more consistent and fair
- Pufferfish are larger, slightly healthier and have a larger explosion radius to help differentiate them from regular small slugs
- Shotgun Crab projectile lifetime reduced by 50% and projectile speed reduced by 25%
- Sniper Crab projectile has less gravity and slightly more speed in order to perform better at range and be more “snipery”
- Minigun Crab projectile speed reduced
- Minigun Crabs now have a spawn limit of 2
- Ice Pumpkin attack is no longer affected by damage falloff
- Elite Ramming Grubs deal less damage and have better telegraphing from where their AOE damage is coming from
- Elite Lightning Crab attacks have been reworked
- Elite Hornets now have a spawn limit of 2 to prevent situations where the entire ground is covered in hornet energy rings. I’ve also reduced the chance of them spawning resin hornet destructibles for the same reason
- Lesser Enemies (enemies spawned from other enemies or from things like Hornet Statues) no longer heal nearby enemies when the Healing Enemies challenge modifier is active to prevent situations where enemies would keep spawning and healing forever, making it very hard to clear the island
- Enemies spawned from challenge crystals are now considered lesser to fix the above bug- this means they can’t resurrect but also don’t drop crystals (challenge crystals already drop loot so this feels fair)
- The Healing Enemies challenge modifier now heals bigger enemies less (Hard enemies get healed 20% (down from 33%) and Elite enemies get healed 10% (down from 33%) of their max health)
- Removed randomness from many enemy attacks (I had originally designed some enemy prediction features with a range of values so that they might sometimes aim higher or lower than usual to make them “feel more alive” but I think making all enemies as consistent as possible is much better in terms of gameplay)
- Rewrote homing projectile logic to allow for many more interesting enemy attack formations as well as a more smooth and interesting projectile movement when using Homing Shot or other homing mods
- Homing Grubs no longer hide from the player which slowed down the pace when trying to clear islands fast
- Enemy homing thorns damage reduced by 25%
- Bosses can now technically spawn on Horde islands in Ultra Chaos difficulty if you get the enemy spawn budget multiplier high enough
QUALITY OF LIFE CHANGES-- Ring Of Vigor max health multiplier decreased from +4% per island to +3% per island
-- Leap Of Faith max health multiplier decreased from +150% to +100%
-- Bribe and Double Trouble max health multiplier decreased from +200% to +150%
-- Juggernaut max health multiplier decreased from +75% to +60%
With how weak Light Shot becomes, you don't reduce your damage for increased fire rate on Auto Rifle/Orb Launcher to benefit from Money Shot more
I think it needs to be balanced around each weapon accordingly. Minigun already benefits quite a lot from stuff like Mag Shot/Escalating Shot/Wind Up to also have Money Shot work best with him (lowest base dmg of 3)
p.s. I personally am really enjoying the Anvil Update. It's quite hard, definitely more challenging even on True Nightmare compared to live version, but I'm sure you're gonna find a workaround))
p.s.s. Also could you please remove the ability to drop keys from Red Crystals (the ones summoning high tier enemies to get a drop from it). The fact that the drop is now sometimes a key is kinda ridiculous as it adds more of an RNG factor into your run where, if you deliberately destroy that crystal for a drop, it should always be an actual drop and not a key. I hope you understand