Added a new Lightning Melee tagged support: Capacitor Discharging
Hitting a Jolted Enemy has a 50% Chance to cause a bolt of Lightning to strike up to 3 nearby enemies, consuming the Jolt. Damage inflicted by Lightning deals damage equal to the initial Hit Damage multiplied by 200% of the Jolt on the original enemy. Lightning can Critically Strike, but it cannot inflict Ailments.
Also fixed a timing bug with a couple melee abilities.
Currently working on a bunch of new skill supports, as well as some uniques to give new build potential.
Cheers! zediven
Drop Rate Adjustments
Changes this patch:
Rare Monster density now scales with zone level. Rare Monsters have a much higher chance to drop a Rare/Unique item. Magic Monster packs are slightly more common.
Cheers, zediven
Small Patch: Skill Balance
The following skills have been changed:
Blood Slash Damage Effectiveness: 460% -> 850% Base Radius buffed from 25 -> 70 at max level
Energized Axe Now gains 50% Lightning Penetration Base Attack Time lowered from 1.2 -> 0.9s Base Radius buffed from 35 -> 50 at max level Damage Effectiveness: 340% -> 840%
Prismatic Slash Damage Effectiveness: 130% -> 530% 60% more base damage
Shockwave Damage Effectiveness: 540% -> 700% 20% more base damage
Flame Tether Damage Effectiveness: 50% -> 150% 20% more base damage.
Minigun Base attack time increased from 0.25 -> 0.35s Base crit chance lowered from 4% -> 3.5% Damage effectiveness lowered from 35% -> 30%
Plague Clouds Damage Effectiveness: 50% -> 250%
A few other minor changes as well not worth noting.
Cheers
Minor Update
Changes today:
Monster damage stops scaling at zone 125 now, instead of 150.
Unique drop table distribution has been better balanced.
Cheers!
Patch Update for 0.6.2
Small patch tonight updating 0.6.2:
Buff base item drop rate: 1.5% -> 2.5% 300% Increased chance for Uniques. 100% Increased chance for drop only mods.
Cheers!
Patch 0.6.2
Good morning,
I was able to get a few things done, and I wanted to get an update out for everyone.
This patch includes the following (non-exhaustive) changes:
Items now drop with [color=#d38b1a]Affix Effectiveness[/color]. This starts dropping after zone level 100, and will boost certain affixes on the item by the rolled effectiveness.
Changed Skill Loadouts so there is no longer a penalty for primary/secondary/minor, but now there are fewer support slots accordingly. I've balanced monster life as a result.
Added confirmation dialog when interacting with the hideout portal.
Started work at adding more starter templates for different classes.
Buffed Item Quantity and Item Rarity for higher tier zones.
Fixed text centering on health globe UI.
Added a couple new cosmetics.
Fixed some minor issues with stat rendering.
Killing enemies now shows how much XP they grant.
Kill target amount is now shown in upper right of UI.
Added 2 more training dummies into the hideout.
New leaderboard entries will show the character level and character specializations.
I'm hard at work getting the endgame flushed out. Thanks for bearing with my strange schedule.
Cheers! zediven
Update 0.6.1
This patch has the following updates, as well as some others.
This patch is the first of many to come regarding expansion of the endgame in Mutagenic.
Increased visibility range by zooming out 2x
Monster density now scales with zone level.
Adjusted mob AI for new zoom levels.
Performance improvements across the board
Improved visibility of projectiles
Increased default chaining range of Chain Lightning from 50 -> 80
Added Echoing Fury unique Life Body
Added Prismatic Bow unique Ranged Weapon
Added Ancients Charm and implemented backend support for drop pools
Reduced the power of some drop only mods
Added Unique Item reference in game.
Added Radius/AoE affixes to some weapons and minor buffs.
Fixed bug with Plague Clouds
Improved visibility of UI
Increased difficulty scaling of ladders from 5 levels/wave -> 20 levels/wave
Added higher map tiers.
Fixed bug where fire penetration did not apply properly with magmatic blood
Updated magmatic blood to apply to physical resistance as well
Changed overloaded shells
Updated hideout layout
Implemented IIQ and IIR to map nodes
Added 2 new uniques
Added Maximum Resistance and Less Damage taken affixes to minor buffs.
Added a new tileset
Buffed melee skills
Adjusted the difficulty scaling of leaderboards, with a reset.
Cheers, zediven
Mutagenic 0.6.0
Good afternoon!
It's been a while since I've had an update here -- I apologize. I have had this patch nearly ready for a few months, but I have been busy with life and it got put on the back burner (I was hoping to have this out in February).
Today I'm releasing Mutagenic 0.6.0 which contains a complete overhaul to the equipment system in game, adding much more flexibility and build diversity. As well, there are a number of new skills, a brand new passive tree, and character classes (with free respec).
I'll note the major changes below, but I won't list out all of the specifics as frankly I don't have enough time and there are way too many changes under the hood.
Major Changes
4 Character classes
2 Specialization Classes per Character Class
New Itemization system, including various new drop only mods, item implicit mods, and more.
New skills & skill supports
New Passive Tree
UI Overhaul
Character Save Slots
Item Stash Transfer between your Characters
Many updates regarding performance, UX, etc. In all honesty -- I can't remember every change, but there are a lot!
This is all an advancement towards my end vision, and I hope you enjoy the update. As always, please let me know of any issues you encounter.
Cheers! zediven
Please note: I have not fully tested this update on my Steam deck yet, so expect some issues if you try it.
Patch 0.5.7
Good day,
Today patch 0.5.7 is released with the following changes:
Add new Crafting Material: Corruption Shards, droppable in zones level 100+.
Enabled crafting method: Store, Restore, Recombinate for advanced crafters.
Enabled Lucky Scramble: Costs 10 blue orbs, but will roll mod tiers 10 times, picking the highest outcome.
Added Starter Build picker for new accounts.
Disable upgrading of drop-only mods.
Rewrote some core components for some massive performance improvements.
Increased monster damage scaling to cap at zone 115.
Updated visual effects for various explosions and AoE damage indicators.
Changed Shading of GUI Health Globe (thanks Kleito!)
Reduced spawn distance of far away mobs
Reduced chase distance of mobs
Shock Orb projectiles now change direction based on distance traveled.
Changed visuals of Infection
Fixed bug where ailments could double dip with specific penetration stats.
Updated GUI to show your orb inventory
Updated text in various help menus.
Fixed bug with Keybind options menu.
Change Collateral Damage Support to the following: Projectile Hits have a 10% chance to also an extra 300% of Damage the target and to Nearby Enemies.
Fixed bug where Tether skills could still be used with Tinkerer's Toys equipped.
Fixed bug where Potent Suppression Support would not apply to ailments inflicted by the supported skill.
Remove cap on Jolt effect.
Implemented new ramping mechanic for ailments.
Buffed base movement speed from 60->90. Monster movement speed has been similary adjusted.
Skill Balance
Vesuvius
Damage: up ~300%
Projectile Count: 3 -> 1
Radius: up ~20%
Cooldown: 1.0 -> 1.5s
Added Damage Effectiveness: 30% -> 60%
Lots of work behind the scenes as well, but not worth adding here.
Cheers! zediven
Patch 0.5.6
Good evening!
Today I'm releasing EA patch 0.5.6.
Patch Changes:
Added new Unique: Goblin's Girdle
Buffed Rare Gene drop rate by about 300%
Fixed bug with Challenge Ladder score calculation.
Buffed damage per 25 attribute affixes.
Capped monster damage scaling to Zone 100.
Add keyboard keybinding options.
Added volume controls
Added tutorial tips for new players
Fixed various UX issues with controllers
Added new stats for Critical Strike Resistance
Updated Help Reference
Added a few new sound effects
Nerfed Curse Effect sources
Nerfed Ailment Effect on Offensive Genes
Added various new drop-only mods
Added drop sounds for rare genes with drop-only mods.
Added highlight to genes with drop-only mods, with a specific color indicating the number of drop-only mods it rolled with.
Added 2 buttons to the skill bar for opening menu and gene loadout.
Added orb counter to the skill bar.
Many other small bugfixes.
Thank you all for your feedback. I look forward to pushing out new updates soon!
As always, please report any bugs or issues you find to either the forum or preferably in the Discord server.