Plus changed pick control scheme button focused colors so that the selected button appears more prominently
Version 2.6.8: STEAMDECK COMPATIBLE. FULL CONTROLLER SUPPORT. Plus a bunch more.
Fixed a crash that would occur when a grenade launcher bullet or goo bomb collided with a laser ball.
Fixed hand cursor primary damage not charging special.
Fixed a bug where goo balls would be knocked back way too far.
Slightly reduced zap damage.
Reduced sword cursor damage and special charge amount.
Fixed a bug where the sword cursor could trigger twice in one slash.
Reduced hand cursor damage and attacks no longer move with the player.
Pulse no longer moves with the player.
Increased goo bomb damage.
Frostbite cursor shotgun now has damage falloff.
Teleporting with auto aim now teleports 650 pixels from your current position instead of to the mouse cursor (normal teleport is unchanged).
Fixed bug where ghost and mercenary wouldn't properly have 3 hp.
Added multiplier command back.
Fixed an issue where red cube elemental particle effects were rotated sideways.
Fixed a bug where the dagger command could prevent kunai from spawning.
Diamond enemies now only explode when hit.
Fixed background particles on maroon fog horizontal.
Fixed an issue where survival standard tri and diamonds could spaz out when being knocked back/standing still.
The game will now automatically pause and unpause whenever a controller is connected/disconnected.
The game now automatically pauses on overlay activation.
Added a new steamdeck-specific build.
The game now runs in controller mode by default on Steam deck and the option to select keyboard mode is disabled on Steamdeck.
The game now automatically switches to and from controller mode when a new controller is connected/disconnected.
The game now automatically infers your current control type based on connected controls when starting up (but you can choose to override it).
Increased magic dagger and kunai speed and acceleration.
Reduced the amount of Giant upgraded cubes that spawn in maroon fog special events from 30 to 20.
Added rich presence support that displays what arena and difficulty you are playing on as well as the time remaining in your match on your profile. (Among other things).
Giant upgraded cube health from 20 to 25.
Normal upgraded cube health from 15 to 12.
Fixed a bunch of issues with navigating menus via controller/arrow keys and added new visuals.
Added a bunch of default colors for the color picker on a new save startup.
Songs now have a slightly randomized downtime between them.
Laser and gravity well sound effects now pause when the game pauses.
Improved some blurry text in the survival shop.
Ghost's phase state now prevents new enemies from spawning while active.
Ghost now passively heals 0.25hp/s hp while in the phase state.
Max number of enemies that spawns now scales from 30 to 40 over each kernel level.
What Next:
Fixing any kinks that pop up and continuing to fine-tune the arena and difficulty level balance.
I'd like to do a bit more work on maroon fog.
Version 2.6.7: Addressing Game Difficulty and Important Crash Fixes
Fixed a crash that could randomly occur when using Auto Aim.
Fixed a crash that occurred near the end of a match.
Fixed a crash that occurred near the end of a match when OSIRIS was active.
Fixed a bug where terminal upgrades would show up with skill trees.
Fixed a bug where terminal upgrades that were already unlocked could potentially display again.
Fixed 2 of the same terminal command upgrades showing at the same time.
Fixed a bug where last stand wouldn't scale properly
Updated more upgrade descriptions to give specifics and fixed some spelling errors (whoops)
Last stand now scales damage up by 50% instead of 25%
The multiplier is now capped at 2x instead of 3x
Multiplier gain from killing enemies is halved and now properly snaps to 0.0125 intervals
Potential energy damage buff per pack from 5% to 1%
Fixed a bug where gravity wells would cancel enemy momentum
Survival mini drillers now have slightly randomized initial dash times
Fixed a bug where laser cubes wouldn't properly free themselves from the game (this could cause performance problems and potentially getting attacked by invisible laser cubes)
Adjusted enemy health scaling across difficulty levels from 75%-200% to 50%-175%.
Adjusted enemy damage scaling across difficulty levels from 100%-200% to 50%-175%.
LASER CUBE
The laser cube size has been reduced from .75 to .65.
Laser cube laser duration from 1.5 to 1.0.
Increase movement speed. Decreased spawn amount and health.
Reduced laser cube friction value and adjusted soft collision intensity and radius.
Laser cube laser now sweeps toward your position after initially spawning instead of hard tracking
Fixed laser cube laser appearing jittery at higher fps
Increased laser cube laser damage from 0.75 to 1.5
The laser cube is no longer slowed when firing
**The Laser Cube is the enemy that shows up near the end of Ether. It felt very janky and weird and annoying when grouped up and the game spawned WAY too many of them. These changes should address that significantly.
Secondaries
Beam - Damage from 0.25 to 0.35
Trishot - Crit chance from 10% to 25%
Terminal Abilities
Push - damage from 2 to 2.25
Laser - Increase beam width and damage from 1.0 to 0.5
Special - Cooldown from 8.0 to 10.0
OSIRIS -
Health now starts at 100 instead of 50
Health now scales by 10 instead of 15
Osiris frenzy bullets now have a smaller hitbox and a white outline to make them more visible
When fighting OSIRIS for the last time (right before winning the match) OSIRIS now has,
-50% speed -50% frenzy cooldown +100% health
Plus, the number of enemies that can spawn is limited from 40 to 25 during the final fight.
Pets
Added a steak pet with a smiley face when you click on it. Don't eat it though, it's not cooked.
What's Next
I'm going to go through Maroon Fog and rebalance it some. Alongside rebalancing some of the primary weapons to ensure everything is viable.
Fixed terminal upgrade bugs
Fixed bug where terminal upgrade commands could potentially be shown once you already had them unlocked
Fixed a bug where terminal upgrade commands would be shown with skill trees
Increased enemy damage ramp-up throughout difficulty levels from 1.0 to 1.5 to 1.0 to 2.0
Added steak, fixed gravity bugs, and balance changes
Added a steak pet
Fixed some bugs where gravity ability (blackhole and special delivery) would cancel enemy momentum
Further decreased enemy homing distance and reduced the amount of cubes that spawn in upgraded cube frenzy in ether from 30 to 20
Version 2.6.6: New Bread Pet, Adjusted Difficulty Scaling, and Music Changes
Added a new bread pet with 12 different types to cycle through.
Enemy health now scales from 0.75 to 2.0 instead of 1.0 to 2.0. This makes lower difficulty levels a little easier to handle.
There is now an option to pause music when not in a match. This is on by default.
Added a new transition pixel dissolve effect to normal transitions.
Adjusted enemy AI algorithm chase distance to be closer to the player (this makes enemies predict you when slightly closer).
Tentative fixes to some shop bugs where points could go into the negative.
I fixed a shop bug where a disabled upgrade potentially wouldn't reset when refunding.
Version 2.6.6
Added a new bread pet
Laser particles now change with cursor color
Not much more to say.
Version 2.6.5: Pets
Added the Pet's screen to customizable:
Dog Cat Amogu (himself)
Pets can be petted by clicking on them (even in a match)!
Added new "Animal Abuse" and "Feline Abuse" Achievement for all you psycho lunatics out there.
Fixed a crash that could occur when opening the customizable screen alongside minor customizable QOL fixes.
Unlocking certain achievements now gives you access to terminal skins (these are a remnant of KWD's past iterations that I've repurposed).
Terminal skins change the visuals of your title scene background. There are 8 in total, so happy hunting!
Version 2.6.4: Changes to the Terminal System
Added new upgrade images for crit upgrades, passive upgrades, boomerang upgrades, and the dual shot upgrade.
Terminal abilities are no longer unlocked by default, instead, each character starts with one terminal ability.
Added a new upgrade type called terminal upgrades. Terminal upgrades add a new ability option to your terminal for the duration of the match. This is where the remaining terminal abilities have been shifted (there are 11 upgrades in total)
Other changes:
Vampire heal amount nerfed from 4% to 2%
What these changes mean in practice:
The main thing that KWD felt like it was lacking was that matches felt very similar due to how samey upgrades felt.
This was partly caused by the lack of a variety of upgrade images. But, this was also caused by a lack of impactful upgrades, most upgrades were cumulative upgrades that didn't lead to very drastic differences in gameplay experience unless stacked 2 or three times over. Even then, they had very similar effects.
I also noticed that I very rarely bothered to open the terminal and change what terminal rotation I used because having them all without needing to unlock them made them feel cheap and worthless, even though a lot of them are really cool.
Making terminal abilities locked behind upgrades and giving each character a unique starting ability gives characters more flavor and variety, but also gives matches more flavor and variety as unlocking different terminal upgrades has the potential to greatly change how you play the game.
This also makes the terminal system feel more useful and worthwhile as it now has a sense of progression and growth.