Crab Champions

Crab Champions

Statistiken ansehen:
Noisestorm  [Entwickler] 18. Dez. 2024 um 8:33
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Crab Champions The Anvil Update Beta
I’m settling in for about a month of daily beta updates so there’s still lots of content to add here. If you want to try the latest version out early, here are the current patch notes! There's been a huge focus on balance and QOL in this update, the new content is now being added on top of the changes

HOW TO GET THE BETA
The beta will likely have bugs and be unstable so if enabling the beta branch it's extremely important to back up your save file.

You can do that by copying the following folder to a safe location on your computer: %USERPROFILE%/AppData/Local/CrabChampions/ (if you are having trouble finding this location, press Win+R and paste it in there instead).

This folder contains your save files so if something goes wrong on this beta branch you can revert to your backed up save. Please note that the beta branch and the main branch share the same files so if you don't back up your saves you may lose permanent progress.

With that out of the way, you can download the beta branch by right clicking Crab Champions in your Steam library, clicking "properties" and then enabling the beta branch under the Betas tab

PATCH NOTES

GENERAL

Anvil Portal (Enhancements 2.0)
  • I think enhancements were a good addition to the game but they had a few issues: there wasn’t enough control over which enhancements you got and you weren’t able to target a specific mod to enhance. In this update I have added an Anvil portal reward which spawns 3 enhancement choices after clearing the island. You can then choose to enhance a specific mod from your inventory, allowing you to make much more specialized and targeted builds centered around one main mod. The random enhancement totem in the shop is unchanged as it’s a fun alternate way to get enhancements, rolling the dice in the hopes of getting something good
  • Increased enhancement limit per mod from 3 to 9
  • You can now apply the same enhancement multiple times for stronger effects
  • Many more enhancement types will be added over the course of this beta now that the new framework is in place
  • KNOWN ISSUE: DON'T GET MORE THAN 8 ENHANCEMENTS ON A SINGLE MOD OR THE GAME WILL CRASH: I AM WORKING ON A FIX

Health 2.0
  • A Regeneration Chest that only contains healing loot now spawns in addition to the guaranteed damage chest on island 1. I want there to be a nice balance between using health as a currency (on things like Spiked Chests) and being able to recover from small mistakes (like taking several hits from an easy enemy on island 1). Previously it felt a bit frustrating if you took a lot of damage early on in a biome and didn’t happen to find any health loot to recover. It’s also much more exciting when you have a smaller health pool that you can skillfully recover rather than a large health pool that just gets whittled down over time until you get eliminated unceremoniously. The danger zone is when you are constantly a few shots away from death while also being able to recover health by playing a certain way. I strongly believe that the danger zone is where the fun lies and the changes in this update will make playing especially the early game more enjoyable and consistent, rewarding skill and reducing the impact of small mistakes.
  • Base max health reduced from 150 to 100 for the reasons above (remember you get the extra regeneration chest so you have guaranteed healing starting every run now)
    You can no longer die to a single hit that deals damage greater than 80% of your max health at once. This should prevent frustrating situations where you are eliminated instantly out of nowhere. Note that this only applies if you have a max health of 10 or higher and when the One Hit challenge modifier is not active
  • Max health loot has been reworked and simplified: no more hard to understand behavior when picking up Glass Cannon where future max health gains were reduced by an unknown amount! The new system makes ALL max health related loot affect one of two stats: Base Max Health and Max Health Multiplier. Hearts have been replaced by the perks below as I want to remove as much consumable loot in the game as possible (it’s just more fun to be able to salvage later instead of it being a one off buff)
  • Bananas have been re-added to the game since hearts are no longer a thing- even though they are consumable, it’s nice to get a big heal after an elite fight
  • Regenerator now heals 5 times per second compared to the previous once per second to make it more satisfying to build into. This change makes it the most effective healing perk in the early game: as a tradeoff it also reduces max health multiplier by 25% which gives it more identity- effective healing but lower max health pool to work with
  • Endurance now heals at the start of each island instead of at the end and it has been buffed to heal 80 health (up from 40)
  • Fortitude max health increase per island decreased from 25 to 20 to bring it in line with the other max health increasing perks
  • The Limited Heals difficulty modifier has been removed as it made healing perks in general more confusing (why am I not healing the amount advertised?) and could be canceled out with a single Amber Resin which made it a weak / boring modifier
  • Added new “Healing” loot tag. Amber Resin will now only show up if you already have a healing perk (this helps reduce useless options from health chests in the early game)
  • Since recovering health is much more reliable, Spiked Chests health cost has been increased from 33% to 40% of max health and totems that cost health are a bit more expensive
  • Removed Big Hearts (it’s no longer relevant as hearts aren’t in the game anymore)
  • Added new weapon mod: Beam Shot: Chance to fire damaging beams along with your shots
  • Added new perk: Elemental Specialist: Damage increased to enemies if they have exactly one debuff (fire, poison, lightning etc.) applied to them
  • Added new perk: Mango: Max health increased
    Added new perk: Ambrosia: Max health multiplier increased
    Added new relic: Ring Of Vigor: Max health multiplier increased by 4% after clearing each island
  • Added new relic: Upgrade Ring: All chests are guaranteed to contain duplicate loot where possible but the amount of loot choices in chests is reduced by 1
  • Added new Greed relic: Overspill Goblet: Critical hit chance is halved but also added to critical hit damage multiplier. Sharpshooter and Hot Shot now scale linearly (can go over 100%) to synergise with this which is a significant buff to critical hit chance as there used to be diminishing returns as you got closer to 100% critical hit chance
  • Added new enemy: Elite Beam Skull
  • Added new enemy: Barrage Skull
  • Added new difficulty modifier: Ambushing Elites: An elite spawns on the third island of each biome
  • Sliding now naturally happens when you land after dashing or jumping. The end result here is that movement should feel exactly like it did before but without having to hold a key down every time you land to slide- it’s now way more comfortable to play the game for long periods of time! For those worried that they won’t be able to land precisely when platforming, don’t hold a directional key when landing and you won’t slide (just like it worked before) or just press the inverse direction when landing to cancel the slide. You can still manually slide at any time when on the ground
  • Sliding length has been doubled (so you can slide for longer before slowing down)
  • Sliding is 10% slower than before to make movement feel a bit less out of control and more deliberate
  • I’ve made it so that main weapon damage calculations can happen separately again while keeping the optimizations for other types of damage (things like Drill Shot etc.). This mean Money Shot, Health Shot, critical hits as well as elemental damage will now roll PER PELLET on shotguns and other multi projectile weapons as well as spawn individual damage numbers which just feels way better
  • Enemies no longer spawn in a boring and predictable way (one by one, easy enemies then hard enemies after), they now spawn in randomized packs which makes fights feel much more interesting and dynamic
  • Rebalanced enemy spawn weights and counts for more variety between waves and to make biomes feel less linear. Also some harder enemies will show up slightly later into a biome to allow for more contrast between early and late biome spawns
  • Rarities have been renamed to make more sense: Common (replaces the old Rare as it didn’t make sense for the loot you find all the time to be called “Rare”), Rare (replaces the old Epic), Legendary (same as before)
  • The Waves island type has been removed as it wasn’t distinct enough from Arena islands while also having a “don’t get hit” gimmick already covered by the Flawless blessing or the One Hit challenge modifier. Each island type should be distinct and this really wasn’t doing enough to feel different + wasn’t a popular choice with players
  • The Regenerating Enemies difficulty modifier has been removed as it was just not fun to be spectating the last player alive as they chip away at enemies that regenerate health, often resulting in a softlock. I have moved the same functionality to a “Regenerating” buff that can apply to enemies if you have the Buffed Enemies modifier active, this way it affects at most one or two enemies on an island making it much easier to focus on them and clear away the non regenerating enemies first
    Improved various lighting presets (like the dawn and sunset ones on the Tropical biome) to be much brighter and more colorful to match the mood
  • Added night time lighting to the Desert biome
  • Added enemy hit reaction animations
  • Added skull death sound
  • Added new more responsive crosshairs with consistent outlines regardless of the spread value
  • Added a reload UI animation
  • Added a low ammo sound
  • Made a big visual pass on all VFX to be much less busy. This makes combat situations feel much easier to read (plus less random bright sparks constantly on screen!). For people streaming or making videos about the game this should also heavily help with compression and generally make the game more enjoyable to play / watch on smaller screens
  • Removed the old high score system that was in previous versions of the game- there are more interesting metrics to show off when you complete a run (difficulty, islands survived etc.) and there were too many inconsistencies to make the old system be an actual indicator of skill and it was more a test of patience + luck than anything else. This removal allows for some nice cleanups in the game and UI codebase. The only noticeable side effect this change has is that the formula for the number next to your medal in game (the Player Level) is now much simpler: the number of islands cleared multiplied by the challenge level
Zuletzt bearbeitet von Noisestorm; 18. Dez. 2024 um 8:50
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Beiträge 115 von 439
Noisestorm  [Entwickler] 18. Dez. 2024 um 8:33 
GENERAL BALANCE CHANGES
  • 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%
    Increased Toxic max poison stack limit from +25% to +40% (so it adds a nice clean +100 max stacks per level)
  • 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 CHANGES
  • 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
  • Rewrote interaction logic to never allow a portal to be interacted with while there are chests or pickups in front of you (this prevents annoying situations that could happen where you’d try to open a chest and accidentally choose a portal behind it before you took your loot!). I’ve also added a 1 second interact delay after opening a chest (which prevents cases where people would spam click interact on a chest and hit the portal or totem behind before the loot spawned)
  • Cleaned up the Inventory UI to be less overwhelming and wordy to make it easier to focus on the important information
  • Crystals dropped by enemies in Ultra Chaos difficulty now get auto collected when the island ends if they haven’t already expired to prevent tedious backtracking
  • Many improvements have been made to portal spawns preventing multiple of the same portal type from spawning (like 4x of the same Waves or Elite portal) and increasing the variety of portal choices that can appear
  • Salvaging happens twice as fast to improve pacing / responsiveness
  • Improved the positioning of the red energy rings that spawn from rocks to be more visible and less likely to be hidden in the ground
  • Improved portal VFX to appear faster as previously it could take over a second before the 2X / Flawless icons showed up
  • No more than one elemental damage area can overlap at the same time to improve visual clarity, performance and overall consistency (it was possible for enemies to layer 10 of the same fire damage area on one spot in some situations which resulted in players getting melted out of nowhere)
  • Elemental damage areas can no longer spawn underwater
  • The Mirrored Projectiles challenge modifier now works on damage over time and ability damage but there’s a minimum time between mirrored projectile spawns to prevent extreme amounts of projectiles spawning on frequently ticking damage
  • Text chat now respects uppercase and lowercase typing so you aren’t always SHOUTING LIKE THIS
  • Camera placement especially when aiming in on weapons has been tweaked to feel more comfortable. If you play on a high FOV, try a game or two on 85 FOV just to see how it feels- tracking targets should feel much better while aiming
  • You can now move backwards and sideways on ice but it still should feel slippery and hard to change directions quickly
  • Glass Cannon and other greed perks that negatively impact max health now correctly restore the max health that they took if interacting with a Random Totem
  • Landmines have a shorter fuse time to make them much more likely to hit enemies and be more fun to use in general
  • Added a separate ammo counter for dual wield weapons
  • Added a slight upwards force when knocking back enemies to make it easier to knock them off ledges and generally make melee knockback a bit more consistent
  • Added a medium motion blur graphics setting and adjusted the low setting to be less intense
  • Reduced the number of visual crystals that dropped from enemies to be both less distracting and also to have better performance
  • Disabled enemy ragdoll physics for now- it was lowering performance, obscuring vision and causing crashes in some cases
Zuletzt bearbeitet von Noisestorm; 18. Dez. 2024 um 8:55
Noisestorm  [Entwickler] 18. Dez. 2024 um 8:33 
BUG FIXES
  • Fixed homing barrels staying active and getting in your way when clearing an island
  • Fixed projectiles fired in formations (like arcs) “leaning” left and right depending on the direction you were moving in. They are now aligned horizontally with your crosshair, improving consistency
  • Fixed the number of harvest areas not scaling up in multiplayer correctly
  • Fixed launching enemies winding up for too long and bouncing off the ground before dealing damage from the launch
  • Fixed Bouncing Explosion not working properly (slow projectiles would appear not to bounce at all). This has also fixed many inconsistent enemy attacks that bounced when they shouldn’t have
  • Fixed Bouncing Shot giving 3 bounces at level 1 when it should be 1 bounce
  • Fixed Bouncing Shot not giving a damage bonus to weapons that deal proximity damage such as the blade launcher
  • Fixed shield VFX being difficult to see on certain enemy types like Blocker Skulls
  • Fixed many enemy burst attacks doing more damage than intended- enemies can now deal max one of their projectile’s worth of damage in a short timeframe (previously they could sometimes deal damage that counted multiple projectiles at once which felt like unfair damage was dealt)
  • Fixed some ugly / distracting VFX like Aura Shot and Triangle Shot
  • Fixed teammates being able to set off friendly landmines
  • Fixed sniper scope staying visible when eliminated while aiming
  • Fixed projectiles persisting through portal travel
  • Fixed incorrect aiming sensitivity when thawing after being frozen while aiming
  • Fixed inventory slots being blocked by other UI elements at certain resolutions
  • Fixed the Speedrun challenges completing even if you died on the goal island
  • Fixed greed loot that wasn’t specifically a perk from being auto looted
  • Fixed the slow motion effect that happens when a player gets eliminated only happening when the host was eliminated- it now works on all players
  • Fixed Clone Explosion not having visuals for mods like Aura Explosion
  • Fixed health rock / max health rock healing areas spawned from the secondary shards that fly out not giving the same amount of health as the main healing area spawned by the rock
  • Fixed the Streak Shot buff being reset by indirect projectiles such as Scatter Shot or Split Shot missing
  • Fixed poison stacks on enemies being limited by teammates that didn’t have Toxic equipped- the enemy will now always stay at the highest poison stack limit from all players that have hit it
  • Fixed crosshair spread not updating on dual wield weapons
  • Fixed enemy projectiles often completely missing if fired at you while aiming down sights
  • Fixed enemies sometimes shooting at the ground below them instead of at the player
  • Fixed Amber Resin not affecting Regenerator healing
  • Fixed Money Shot not giving the full crystal amount on armored enemies
  • Fixed Health Shot triggering from non-weapon damage
  • Fixed certain mod combos (like a few levels Big Shot and Glue Shot on the crossbow) not dealing damage in some cases due to the projectile collision being larger than the explosion radius: this has resulted in an AOE buff for Big Shot on weapons with larger projectiles
  • Fixed elemental damage from the fire and ice pools created by the Ice Staff and
  • Flamethrower scaling with weapon damage which wasn’t intentional- the goal with these weapons is to spec into Firestarter and Ice Cold rather than just building into damage as usual. I’ve doubled their base elemental stacks to compensate
  • Fixed Elite Barrel Skulls from not appearing in the Holdout minigame
  • Fixed incorrect aiming FOV being used when switching FOV in game
  • Fixed Homing Thorns dealing inconsistent damage (sometimes sneaking in 2 or 3 hits)
  • Fixed various menus that could go offscreen on non 16:9 aspect ratios
  • Fixed loot location UI not showing up if loot spawns while a player is eliminated
  • Fixed Leap Of Faith not dealing fall damage
  • Fixed sliding backwards being slower than sliding forwards
  • Fixed crystals sometimes spawning that had to be manually collected
  • Fixed not being able to interact or melee properly with high levels of Big Bones equipped
Zuletzt bearbeitet von Noisestorm; 18. Dez. 2024 um 8:59
PoPi 18. Dez. 2024 um 13:38 
noise we love you
THANK YOU SO MUCH. Now I can play crab once again
Noise is a seriously goated dev
Noisestorm  [Entwickler] 19. Dez. 2024 um 15:07 
THE ANVIL UPDATE BETA 2 PATCH NOTES
  • Landmines spawned from the Landmine Rain modifier can now be destroyed much more easily and are less easily knocked around by your shots
  • Added Auto Slide toggle in the controls menu
  • Increased slide speed to be in between the current live version of the game and the previous beta. The slide should also feel like it happens sooner after landing with less of a transition time
  • Slightly increased momentum retained after dashing
  • There is less of a delay between each enemy spawn to avoid boring downtime on islands with a lot of harder enemies spawning
  • With the slower slide, enemy projectile spam was more of an issue especially in multiplayer games where far more enemies spawn. I’ve made some adjustments to make this feel better while retaining the challenge
  • Enemy spawn budget (determines how many total enemies can spawn) bonus per player reduced by 10%
  • Enemy health bonus per player in multiplayer increased by 10%
  • Ultra Chaos enemy movement speed bonus reduced from +66% to +50%
  • Ultra Chaos enemy action speed reduced from +600% to +400%
  • Enemy changes: TLDR is that Medium and Hard enemies show up less but have slightly more health to compensate. This should result in less spam and more focused fights
  • Grub spawn cost increased by 50% (fewer grubs can spawn at once due to this)
  • Pufferfish have been moved from the Easy to Medium enemy category
  • Ice Crabs now move at the same speed as regular crabs
  • Hard enemy (Minigun Crab, Enraged Grub, Sniper Crab etc.) spawn costs increased by 25%
  • Ranged enemies and big enemies no longer spawn from purple crystal rocks, also to reduce spam
  • Decreased the length of some enemy projectile trails (just a visual tweak) to improve visibility in situations where there are lots of projectiles being spammed in all directions
  • Barrage skulls now have a longer but less spammy attack
  • Reduced the amount that players in multiplayer and XL totems add to the Rush objective goal by 33%
  • Healing Chests that spawn after clearing Elite islands have been replaced by Health chests and armor has been re-added to the Health chest loot pool
  • Spiked Chest cost reverted back to 33% so you can open 3 of them on one island
  • Bananas no longer exist due to healing chests being replaced so Ambrosia (max health multiplier increased) has been renamed to Banana
  • Challenge crystals no longer can spawn in Elite fights- they added too much spam to what is meant to feel like a 1v1 against a big enemy
  • Beam Shot was accidentally super overtuned so damage over 5 seconds has been reduced from 2500 to 781
  • Money Shot was similarly overtuned and broke the economy really easily so it has been reduced from 10% damage converted to crystals to 1% damage converted to crystals (minimum 1 crystal per hit) but I still think it is going to be very broken and will require a bit of a rework
  • Regenerator duration increased from 45 to 60 seconds and the max health downside removed but the amount healed per second reduced from 5 to 2
  • Reworked getting shocked to potentially be less annoying- instead of losing all momentum you just lose the ability to dash or jump until the lightning wears off- this means that you can still slide away and aren’t locked in space getting constantly stun locked
  • Increased crystal amount rewarded for defeating elites by 300% and for defeating bosses by 200% to make them more rewarding especially in the case of those new Island 3 elites
  • Made improvements to try and position the crab in a comfortable camera position at high FOVs
  • Removed FOV changes when sliding which could cause motion sickness
  • Improved Shrapnel and Ice Ant projectile visibility
  • Health bar debuff numbers now have a white fill color to be easier to see since they are so small
  • Improved font visibility on damage numbers
  • Crystal VFX now grow in size to be more obvious as time goes on
  • Reduced the volume of the low ammo sound and also the threshold when it starts to play from 20% to 15%
  • Reduced Elite Beam Skull pillar beam spam
  • Fixed Elite Beam Skull spinning beam attack from ending too early, resulting in the beams rapidly rotating with the skull and dealing damage. Also fixed this attack from happening while the skull was jumping which made it much harder to dodge
  • Fixed Elite Beam Skull beams ignoring armor, dealing damage after the island ends and triggering Eternal Punishment far more frequently than other damage types
  • Fixed crash that could happen when getting your 9th enhancement from the enhancement totem in shops
  • Fixed Rocket Launcher not consistently exploding when aiming directly down
  • Fixed Leap Of Faith dealing damage after an island had been cleared / in the shop
  • Fixed aiming out of the sniper feeling way too slow
  • Fixed various UI alignment issues
Zuletzt bearbeitet von Noisestorm; 19. Dez. 2024 um 15:08
Noisestorm  [Entwickler] 20. Dez. 2024 um 14:22 
THE ANVIL UPDATE BETA 3 PATCH NOTES
  • Increased starting max health from 100 to 150
  • Improved camera positioning + FOV to feel like the previous live update
  • Fixed Money Shot for real this time: it now works the same as the live version of the game except it has been buffed to give greater amounts to slower firing weapons (it actually got an indirect buff on pretty much every weapon: Auto Rifle gives 3 crystals per hit whereas Sniper gives 10)
  • Adjusted all weapon reload times to match the previous update, one exception being the crossbow which had a reload time of only 0.6 seconds which has been moved to be 1 second as it’s already a powerful weapon
  • Fortitude max health gain per island decreased from 20% to 15%
  • Ultra Chaos felt a bit over nerfed in the previous update so I’ve given medium and hard enemies a 10-20% reduction in spawn cost (depending on the enemy) so islands should feel less “wow that was it?” and more deserving of the Ultra Chaos title. I’ve also put the enemy action speed right in the middle of where it was pre and post nerf
  • Having said that, I decreased the chances of enemies jumping / dashing by 25% in Ultra Chaos just because it is more annoying than fun to throw a grenade and see the enemies leap 3 times in a row out of the way (this can still happen, it’s just less likely)
  • Added a limit to the length of the Elite Beam Skull beams to prevent getting sniped across the map with them
  • Slightly reduced the spawn weight of armor in Health Chests to prevent the chances of double armor drops taking away perk choices
  • Tweaked desert night lighting because apparently green skies are too future to be appreciated yet
  • Enemies spawned from destructible rocks (including Demolition nests) are no longer considered lesser and will drop crystals and trigger perks like Personal Space just like normal enemies
  • Reduced the minimum time between opening chests from 1 second to 0.33 seconds (this delay is here to prevent spamming interact on chests and accidentally going into a portal)
  • Fixed ultrawide monitor field of view being too zoomed in and not positioning the crab correctly
  • Fixed keys spawning in shops, chests and from destructible crystals
  • Fixed no portals spawning on Parkour islands if getting a lesser chest
  • Fixed max health going up each time you quit to lobby and continued a run when using certain perk combinations. This may have also fixed the bug where continuing a run often made players lose loot / health randomly
Noisestorm  [Entwickler] 22. Dez. 2024 um 16:19 
THE ANVIL UPDATE BETA 3 PATCH NOTES
  • Increased starting max health from 100 to 150
  • Improved camera positioning + FOV to feel like the previous live update
  • Fixed Money Shot for real this time: it now works the same as the live version of the game except it has been buffed to give greater amounts to slower firing weapons (it actually got an indirect buff on pretty much every weapon: Auto Rifle gives 3 crystals per hit whereas Sniper gives 10)
  • Adjusted all weapon reload times to match the previous update, one exception being the crossbow which had a reload time of only 0.6 seconds which has been moved to be 1 second as it’s already a powerful weapon
  • Fortitude max health gain per island decreased from 20% to 15%
  • Ultra Chaos felt a bit over nerfed in the previous update so I’ve given medium and hard enemies a 10-20% reduction in spawn cost (depending on the enemy) so islands should feel less “wow that was it?” and more deserving of the Ultra Chaos title. I’ve also put the enemy action speed right in the middle of where it was pre and post nerf
  • Having said that, I decreased the chances of enemies jumping / dashing by 25% in Ultra Chaos just because it is more annoying than fun to throw a grenade and see the enemies leap 3 times in a row out of the way (this can still happen, it’s just less likely)
  • Added a limit to the length of the Elite Beam Skull beams to prevent getting sniped across the map with them
  • Slightly reduced the spawn weight of armor in Health Chests to prevent the chances of double armor drops taking away perk choices
  • Tweaked desert night lighting because apparently green skies are too future to be appreciated yet
  • Enemies spawned from destructible rocks (including Demolition nests) are no longer considered lesser and will drop crystals and trigger perks like Personal Space just like normal enemies
  • Reduced the minimum time between opening chests from 1 second to 0.33 seconds (this delay is here to prevent spamming interact on chests and accidentally going into a portal)
  • Fixed ultrawide monitor field of view being too zoomed in and not positioning the crab correctly
  • Fixed keys spawning in shops, chests and from destructible crystals
  • Fixed no portals spawning on Parkour islands if getting a lesser chest
  • Fixed max health going up each time you quit to lobby and continued a run when using certain perk combinations. This may have also fixed the bug where continuing a run often made players lose loot / health randomly
Noisestorm  [Entwickler] 22. Dez. 2024 um 16:20 
THE ANVIL UPDATE BETA 4 PATCH NOTES
  • Added Returning and Orbiting enhancements
  • Renamed Rare rarity to Epic rarity
  • Reworked Ring Of Healing from fully healing in shops to spawning guaranteed health rocks on each island
  • Money Shot has been reverted to how it worked in the current live version of the game. I was overengineering trying to make it equally good on each weapon but then realized it’s meant to be a tradeoff: deliberate low damage with lots of hits = more crystals
  • Homing Blades projectile count reduced by 2 but damage increased by 100%
  • Valued Customer max health increased from 15 to 20 per purchase
  • Increased Vampire healing from 4 to 10
  • Increased Scavenger chance to trigger from 5% to 10% and improved the healing shard visuals to be more obvious
  • Increased Endurance healing from 80 to 100
  • Max health multiplier was snowballing a bit so I’ve slightly toned back the perks that increase it (other than Banana which was fine)
    -- 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%
  • Gold Totem max health multiplier cost reduced from -50% to -25%. This should feel way less punishing to take one now
  • Increased the chances of armor spawning by 33%
  • Enhancement totem cost increased by 20% as it was one of the fastest ways to make an OP build
  • Made health bar / damage number UI font consistent
  • Improved sliding trail VFX (only visible on High graphics setting)
  • Fixed Starfish flying upwards infinitely, softlocking the game
  • Fixed keys spawning where they shouldn’t (again)
Hey Noisestorm, may I please disagree with Money Shot reversal decision? IMO I feel like all weapons should be able to enjoy it, otherwise Money Shot is only really good on stuff like Laser Cannons and Minigun and those 2 are already in the Top tier of weapons rankings, just ask anybody. The fact that those 2 become even better than they already are with Money Shot feels as if I don't even need to use other weapons at all

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
Zuletzt bearbeitet von Dopey Shepard; 23. Dez. 2024 um 3:17
I second Dopey Shepard. if there is a way to make money shot work for every weapon that would be awesome, but currently I only ever go for it when I have Laser or Minigun. But with the update I got it with dual shotguns and finally had a good run with that weapon, something I had been struggling with before. I understand if it was over powered but there has to be a way, maybe with a cool down like Health Shot, to make it work well for everything.
Zuletzt bearbeitet von buzboy5665; 26. Dez. 2024 um 6:35
Could I make one request? could we get the old crab pinching sound back when interacting with portals? It changed and honestly it's not as satisfying to bug your friend who is browsing Reddit and your trying to get their attention. Also please keep the starfish noises they are an endless source of enjoyment
Noisestorm  [Entwickler] 26. Dez. 2024 um 15:45 
THE ANVIL UPDATE BETA 5 PATCH NOTES
  • Increased the maximum amount of spawned enemies allowed at once from 45 to 50 on Normal difficulty and from 60 to 100 on Nightmare and Ultra Chaos difficulties. Please let me know if you experience worse performance due to this, I’d like to get as much mob density as possible in the game
  • Enemies now spawn four times faster when on an XL island, this should keep the pace up on what is meant to be a challenging and intense choice
  • Enemies now spawn 33% faster when on a 2x challenge island
  • Blacklisted Returning and Orbiting enhancements from rolling on the Enhancement Totem as they are quite niche and can ruin a build. They are still available as Anvil choices
  • Allowed existing elemental enhancements to roll multiple times on the Enhancement Totem: this means you can get Fire,Fire,Fire but not Fire,Fire,Ice
  • Salvaging enhanced pickups now gives you more crystals per enhancement (higher rarity enhancements also give more crystals)
  • Adjusted projectile spawn locations on weapons and removed logic that would destroy projectiles that spawned too close to a surface especially when looking straight down or when very close to a wall. This should prevent situations where ghost projectiles that never explode are fired from your weapon and also increase consistency when firing weapons regardless of their size
  • Slippery Slope now triggers before Endurance to allow for a nice synergy
  • Collector damage increased from 2% to 4% per perk level
  • Crystal Asteroids trigger chance increased from 5% to 25%
  • Greatly increased the distance needed to trigger the Ring Of Rocket Jumping to make it much more reliable
  • Reduced the size of the Critical Blast and Pufferfish explosion VFX for better visibility
  • Added a very small chance to have green skies in the Desert biome. The skies are greener than ever!
  • Anvils no longer show the loot notification UI overhead when used
  • Fixed discounted infinite pedestals not increasing by 15% of the original price but instead increasing by 15% of the discounted price, resulting in being able to easily buy far more loot than intended
  • Fixed having multiple Targeting enhancements only spawning a single targeting projectile
  • Fixed Ultrawide resolution fix from a previous update resetting after entering a portal
  • Fixed Crystal Asteroids not working on Demolition or Parkour islands
  • Fixed Mirrored Projectiles not spawning from the final shots that eliminated enemies
THANK U SO MUCH MR CRAB DEV:tomoyoclannad:
Noisestorm  [Entwickler] 27. Dez. 2024 um 16:22 
THE ANVIL UPDATE BETA 6 PATCH NOTES
  • Pickups from chests and in shops now spawn faster and more responsively
  • You can now spam the infinite pedestal much faster than before
  • Rerolling the shop now has less of a delay before pickups / new prices are visible
  • Fixed infinite pedestal price scaling being all over the place
  • Fixed shop pickups costing more than the displayed amount when discounted
  • Fixed shields sometimes being removed when eliminating nearby pufferfish. This indirectly nerfs the pufferfish damage also as radial damage falloff now applies to their explosion
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