Each boss will now drop a set of three special passives.
These passives have vastly improved abilities and will not appear anywhere else.
Choosing one of these passives will destroy the other two.
Right now there are only 5 of these in the game but we plan to release 24 in total.
Passives now make a sound when striking enemies.
Due to the amount of projectiles you can achieve this sound is intentionally faint.
The interface can now display 120 passives up from 30.
This allowed us to split the interface into common passives and boss passives.
Common passives drop off normal enemies and boss passives must be selected from boss kills.
Bouncing bullets are now absorbed by enemy shields.
This intentionally reduces the strength of bouncing attacks.
Maximum health is now capped at 50.
Health values inflating trivialized the game.
Enemies now attack faster based on the difficulty of the game.
The farther you go the more insane it will become.
Achievements
Achievements should now work in Offline Mode on Steam.
This works with both granting new achievements and detecting already attained achievements.
This only works in Offline Mode you must still have Steam open.
New achievements have been added for each common passive.
These achievements unlock at random from boss kills.
Once unlocked the passive tied to this achievement will drop in game.
With this new system we can quickly and easily add more passives.
This change resulted in all obtained passives being cleared which was unavoidable.
New achievements have been added for each character.
Same reasoning and impact as the passives change.
Characters are unlocked through difficult and sometimes hidden methods.
For those of you that had the Whisk you will need to unlock it again.
We have a SubReddit!
https://www.reddit.com/r/ChampionsOfBreakfast/
Go forth!
Two-Week Recap
Now that we are past the initial launch terrors are over I wanted to take a minute to talk about everything that has been updated and everything we have planned for the coming weeks.
Controller Support
Today we implemented controller support so the entire game can now be played with a PS4 or XBOX controller at any time. This can be plugged in or removed during play or in any menu at your leisure.
OST Released
This week we also launched the OST as a DLC to the game which you can find here.
http://store.steampowered.com/app/462550/
Community
Right now the leader-boards are heating up as some players are starting to really tear through hard-mode. That being said I am still waiting for someone to knock us off the top. :baconchampion:
http://steamcommunity.com/stats/454380/leaderboards/1193830/
The community event has almost concluded as you have all killed a total of 608,338 out of the needed 750,000 enemies. When this is finished the Teapot character will unlock for ALL past or future players.
We have also seen a lot of you pushing to get even the most difficult achievements. In the next few weeks we have plans to add dozens of new ones with all kinds of ridiculous objectives.
Also if you haven't had a chance to see it, check out @TeamFourStar's video on our delicious breakfast bullet-hell.
https://www.youtube.com/watch?v=wJeZPelnEcQ
Balance
Some of you may have noticed changes to normal mode content and the addition of a few new bosses. The current plan is to slightly soften earlier content in levels 1 and 2 while bumping up hard mode content with additional mechanics. This kind of work is easiest to do now in the beginning where we have the flexibility to do so. Let us know what you think about the direction of the game at any time, it helps us make it better for everyone.
For those who do not know, hard mode is triggered by killing the Gazebo on the fourth level and continuing your run into hard mode levels.
The Future
As we move forward we will be releasing new community events to launch more playable characters, new bosses/mini-bosses as patches, and additional levels.
Thank you for all of the wonderful feedback so far, you guys are fantastic.
Patch 1.08
Menu
The Credits button now changes on mouse-over
The syrup version of the graphic was not implemented previously.
All of the menus now work with controllers
These menus use the controllers D-Pad currently.
Gameplay
Controller support is now online!
Simply plug in a controller for it to be detected.
All of our internal testing was done with a PS4 controller using DS4Windows