Mutagenic cover
Mutagenic screenshot
Genre: Role-playing (RPG), Indie, Arcade

Mutagenic

Hotfix 0.5.5.3

Hey all,

One last update before I'm away for a few days.

Just deployed a hotfix to the game fixing the random crashing people were experience.

The actual bug was complicated, but here's the TLDR:

I left in one line of debugging code which caused low level items to "try to roll" drop-only affixes, with a 50% chance. This meant if you were playing in a zone under level 80, then when an item dropped, it had a 50% chance to crash the game.

This has been fixed.



Cheers,
zediven

Build ID: 12663486 to check you are running the hotfix.

Patch 0.5.5.3

Good evening,

One last patch before I have to head out for a few days.

Changes are as follows:

1. Increased rate of drop-only mods showing up on genes level 80+
2. Genes level 100+ can roll with an extra +1 Drop-only mods
3. Genes level 125+ can roll with an extra +2 Drop-only mods
4. Added drop-only offensive mods for each damage type.
5. Big buff to some drop-only offensive mods.

Cheers!
zediven

Patch 0.5.5.2

Another day, another update!

Today I fixed a bug introduced yesterday that accidentally disabled burns. I added in a few other changes as well.

1. Challenge Ladders now have a 45s time limit to defeat the wave.
2. Updated Resilience Aura to now also provide additional resistances.
3. Update Rush Aura to now also grant Increased Movement Speed
4. Added Sturdiness Aura
5. Added Elusiveness Aura
6. Fixed Burns to work again, and changed duration from 2s -> 4s.


Leaderboards will be reset today to reflect the change in the Ladders

Some minor other bug fixes too.

Cheers!

Patch 0.5.5

Another patch today: 0.5.5

The goal of this patch was to address a few performance related issues. I ended up doing a deep dive into the game systems and found a few other bugs that were unintended, so I patched them up as well.

Note: this may heavily affect your builds if you relied on these bugged mechanics. I'm sorry -- there are still viable options out there!


1. Fixed crashing issue with Skill Loadouts
2. Updated Chain Lightning to now hit additional nearby enemies.
3. Fixed bug where certain curses could stack infinitely.
4. Implemented new skill: Doom Tether
5. Nerfed various sources of cast speed.
6. Performance optimizations around projectile chaining, status ailments, and curses.
7. Added new, powerful drop-only mods on Utility Genes.
8. Fixed bug with Crown of Ice where it wasn't converting properly.
9. Slightly reduced density of monsters in the Ladder Arena.
10. Triggered skills now have internal cooldown of 250ms from 100ms.
11. Poison and Infection now have a base duration of 2 seconds.
12. Fixed a bug with Rupture where it applied for too long.

A couple other bug fixes that aren't of note.

Leaderboards have been reset.

Cheers!

Patch 0.5.4

Good day everybody!

Today I'm releasing 0.5.4, which contains the following changes:


  • New Skill: Flame Tether
  • Complete rebalance of Skill numbers
  • Smaller Challenge Ladder arenas with faster wave spawns.
  • Some performance optimizations
  • Minor bugfixes around monster names.


Skill Changes

Arc
Added Damaged Effectiveness: 120% -> 80%

Arrow Draw
Added Damaged Effectiveness: 130% -> 90%
Cooldown: 1.1s -> 0.9s

Battle Axe
Cooldown: 1.4s- > 1.5s
Damage: down ~10% at low levels, down ~50% at high levels

Minigun
Crit Chance: 3% -> 4%

Lava Orb
Damage: up ~400% at high levels

Plague Clouds
Added Damaged Effectiveness: 70% -> 50%
Damage: down ~60% at high levels

Poison Darts
Added Damaged Effectiveness: 130% -> 65%
Damage: ~down 5% at high levels

Icy Shard Burst
Added Damage Effectiveness: 20% -> 40%
Damage: up ~1400% at high levels

Static Charges
Added Damage Effectiveness: 70% -> 110%
Damage: up ~300% at high levels

Shotgun
Added Damage Effectiveness: 25% -> 40%
Damage: up ~50% at high levels
Cooldown: 1.35s -> 1.45s

Shrapnel Bomb
Damage: down ~75% at high levels

Shuriken
Added Damage Effectiveness: 120% -> 80%
Damage: up ~100% at high levels
Physical Ailment Chance: 60% -> 75%

Vesuvius
Damage: down ~65% at high levels
Projectile Count: 1 -> 3



More to come, good luck!

Patch 0.5.3

Last patch introduced a bug with new saves that prevented skills from being usable without creating a new loadout. This patch fixes that.

Patch 0.5.2

Hi all,

Today I'm releasing a small update 0.5.2:


  • Adding Chain Lightning skill
  • Added 3 new Unique Genes
  • Added a couple of Tutorial screens
  • Updated Help Reference
  • Skill Loadouts
  • Search bar for Skill Supports
  • New Cosmetic Tail
  • More passive points in Passive Tree
  • Balance for Armor and Evasion



Enjoy!

Patch 0.5.1

Small update to the recent large patch, addressing some graphic and sound issues.


Changes:

  • Added monster animations
  • Added 2 new monster types
  • Added missing sound effects for some skills. There are a few outstanding which will be addressed in a future patch.
  • Added ability for rares to spawn with auras, and mobs have a chance to be plagued.


Thank you for your patience as I polish the new game.

Cheers,
zediven

Early Access 0.5 Patch Notes

Hello everybody!

OK, I admit it has been a long time since a major update, and I apologize for that.

Having said that, I'm excited to finally have Early Access patch 0.5 out in the wild!

The following are patch notes for the patch overhaul:


High Level Changes

  • Various new Weapon, Curse, and Aura Skills, including unlockable customization system
  • Vastly expanded and modified Passive Tree
  • Customizable Character Outfits
  • Numerous new mod types, attributes, and skill mechanics
  • Performance Optimizations Galore
  • World map progression system
  • Support for boss fights & arenas
  • New ladder/leaderboard system
  • Powerful, drop-only endgame mods
  • Magic and Rare monster mods
  • Player Damage Log
  • Complete rebalance of monster and player power



New Skills

This patch introduces a couple of new skills, which can all be augmented with Skill Supports listed in a later section. New skills will be added in upcoming patches.


  • Minigun: Rapid fire weapon.
  • Icy Shard Burst: Cast a volatile ball of ice at a nearby enemy, which releases shards in random directions. Extra projectiles affect the number of released shards. Shards cannot pierce or chain.
  • Scorch Curse: Curse enemies in an area with Scorch, lowering their Fire Resistance by 25%.
  • Hypothermia Curse: Curse enemies in an area with Hyptothermia, lowering their Cold Resistance by 25%.
  • Polarize Curse: Curse enemies in an area with Polarize, lowering their Lightning Resistance by 25%.
  • Bane Curse: Curse enemies in an area with Bane, lowering their Toxic Resistance by 25%.
  • Rush Aura: You and nearby allies move faster.
  • Regeneration Aura: You and nearby allies have added life regeneration.
  • Resilience Aura: You and nearby allies have a chance to avoid ailments.


Example of Icy Shard Burst on a low level character:


Skill Supports


  • Extra Projectiles: Skill fires 2 extra projectiles, but deals 30% Less Damage.
  • Sniper: Projectiles have no spread.
  • Collateral Damage: Projectiles deal 30% of hit damage to nearby enemies.
  • Puncturing Shots: Projectiles gain +3 Pierce.
  • Ricocheting Shots: Projectiles gain +2 Chain, but deal 30% Less Damage.
  • Quicker Projectiles: Projectiles gain 30% More Projectile Speed.
  • Focus: Skill deals 50% More Damage, but will never Critically Strike.
  • Critical Honing: Skill gains +1.5% Base Critical Strike Chance, and has 125% Increased Critical Strike Chance.
  • Critical Mass: Skill gains 100% Critical Strike Multiplier.
  • Bloody: Skill gains +25% Physical Ailment Chance, and 15% More Physical Ailment Effect.
  • Ignition: Skill gains +25% Fire Ailment Chance, and 15% More Fire Ailment Effect.
  • Chilling: Skill gains +25% Cold Ailment Chance, and 15% More Cold Ailment Effect.
  • Charged: Skill gains +25% Lightning Ailment Chance, and 15% More Lightning Ailment Effect.
  • Poison: Skill gains +25% Toxic Ailment Chance, and 15% More Toxic Ailment Effect.
  • Lacerating: Skill gains 50% Increased Physical Ailment Effect.
  • Stunner: Skill gains 50% Increased Lightning Ailment Effect.
  • Frigid: Skill gains 50% Increased Cold Ailment Effect.
  • Scorched: Skill gains 50% Increased Fire Ailment Effect.
  • Venom: Skill gains 50% Increased Toxic Ailment Effect.
  • Wizardry: Skill gains 40% More Cast Speed.
  • Cold Attuned: Skill gains 50% Physical Damage Converted to Cold Damage.
  • Shock Attuned: Skill gains 50% Physical Damage Converted to Lightning Damage.
  • Fire Attuned: Skill gains 50% Physical Damage Converted to Fire Damage.
  • Expansive: Skill gains 50% Increased Area of Effect, and 25% More Area Damage.
  • Physical Damage: Skill gains 40% More Physical Damage.
  • Lightning Damage: Skill gains 40% More Lightning Damage.
  • Cold Damage: Skill gains 40% More Cold Damage.
  • Fire Damage: Skill gains 40% More Fire Damage.
  • Toxic Damage: Skill gains 40% More Toxic Damage.
  • Physical Penetration: Skill gains 25% Physical Penetration.
  • Lightning Penetration: Skill gains 25% Lightning Penetration.
  • Cold Penetration: Skill gains 25% Cold Penetration.
  • Fire Penetration: Skill gains 25% Fire Penetration.
  • Toxic Penetration: Skill gains 25% Toxic Penetration.
  • Ailment Duration: Skill gains 50% Increased Ailment Duration.
  • Enhanced Ailments: Skill gains 50% Chance to inflict Enhanced Ailments.
  • Increased Duration: Skill gains 50% Increased Skill Duration
  • Potent Suppression: Skill gains 30% More Damage over Time
  • Vulnerability: Skill gains 30% Chance to Inflict Vulnerable on Hit, and has inflicts Vulnerable with 25% Increased Vulnerable Effect.
  • Weakness: Skill gains 30% Chance to Inflict Exposure on Hit, and has inflicts Exposure with 25% Increased Exposure Effect.
  • Doomed: Skill gains 20% More Curse Effect.
  • Large Curses: Skill gains 50% Increased Area of Effect with Curse Skills.
  • Infection: Skill gains +1 Infection Spread Count
  • Cast on Crit: Skill is cast when another skill inflicts a critical strike. Skill does not auto cast, and cannot trigger other skills.
  • Cast on Crit: Skill is cast when another skill inflicts a critical strike. Skill does not auto cast, and cannot trigger other skills. Skill deals 40% Less Damage.
  • Cast on Kill: Skill has a 10% chance to cast when another skill inflicts a killing blow. Skill does not auto cast, and cannot trigger other skills. Skill deals 30% More Damage.
  • Volatility: Skill is cast when hitting an enemy with any non-triggered skill. Skill consumes a random number of Boons to deal 20% more damage for each consumed Boon. Must have at least one active boon to cast. Skill does not auto cast, and cannot trigger other skills. Skill deals 15% Less Damage.
  • Precision Boon on Critical Strike: Skill has a 40% Chance to gain a Precision Boon when it Critically Strikes.


More Skill Supports are planned for upcoming patches.

Cosmetics

I've introduced support to customize the look of your character!



Passive Tree

A complete rebalance of the Passive Tree, and an expansion of it as well!



Gene Drop Improvements

Genes drop from enemies, and have a high chance of having at least one max-tier roll on them. In high tier zones (80+), new Drop-Only mods can roll on items, enabling further build varieties!

Low Tier Gene Drop:


Monster Changes

Monsters can now randomly spawn as a Magic Pack or with a Rare Monster, which are tougher enemies but provide more experience and higher chance of good loot!

A rare monster and some magic monsters:



New Stat Options

Alongside the changes to the skill system, I've introduced various new ways to scale damage and defenses. There are now 5 attributes on the Passive Tree, and as mods on items:


  • Constitution: Grants 1 Maximum Life per Constitution
  • Strength: Grants 1% Increased Armor per Strength
  • Agility: Grants 1% Increased Evasion per Agility
  • Wisdom: Grants 1% Increased Damage per 5 Wisdom
  • Finesse: Grants 1% Increased Cast Speed per 5 Finesse


As well as the innate bonuses these stats provide, there are mods that let you use them as your main method to scale damage! Check out the mods in-game to see.

Boons

I've also introduced a Boon system to Mutagenic, which are temporary buffs which grant offensive and defensive power to your character. There are multiple ways to get these Boons, and ways to scale both offense and defense with them. There are some drop-only mods which interact with these in powerful ways.


Summary

This patch introduces a lot of change to Mutagenic. The game is vastly different that it was before, and I apologize if this is an unwanted change for some. I'm considering keeping the old version on a beta-only branch if there is demand. I promise this version will be much better, and I intend on improving it in the coming months.

Thank you, and good luck!

If anybody is interested in writing/theorycrafting some build guides for new players, please do so!

Cheers,
zediven

Early Access Patch 0.5

This is quite a large update -- it's been a while.

Some highlights of the update:
- New Skills, and Skill augmentations
- Randomized Item Drops
- Drop only mods
- Passive Tree and Character Stat expansion
- Monster Rebalance
- Boss Arenas
- Leaderboard Ladders
- World Map Progression
- Character Hideout with DPS dummy
- Customizable Character Outfits
- Much more!

I'll post a larger update notice about the complete changes to Mutagenic, but for now, this is just to let those who follow that the patch is now live.

Have fun and good luck!