I'm aware that a recent patch has introduced a hard-to-find bug causing some players to crash. Hopefully the changes here will fix those.
Buffed radius of various on kill effects and proliferation of curses, etc.
Removed wall-bounce of projectiles as this was causing various knock-on issues with performance.
Buffed sanguine explosion to 15% of total damage
Fixed Spiked Carapace to apply correct amount of damage.
Cheers, zediven
Patch Notes
Patch Notes 0.3.3
Leaderboards have been reset for the new patch!
General Changes
Removed mutation warning about losing on death.
Fixed vulnerability not applying properly.
Added vulnerability icon to mob status bar.
Reworked internals of stat calculations to allow more flexibility in keystones.
Reduced monster power curve at 20 minute mark, increased difficulty after 25 minutes.
Buffs & Nerfs
Vulnerable damage bonus decreased: 140% -> 40%
Growing Pain Area of Effect bonus increased: 20% -> 30%
Spiked Armor damage bonus reduced: 50% -> 20%
Cycle of Destruction changed: damage bonus increased 20% -> 40%, area of effect bonus decreased 100% -> 75%
Plague Clouds base damage buffed by ~100%
Nerfed per-level implant stats: movement speed, projectile speed, cast speed, duration, area of effect.
New Keystones
Infectious Malignancy: Curses have 20% less effect. Curses on enemies are spread to the a random nearby enemy when they are killed
Curse Fragility: Curses have 50% less duration, but have 30% increased effect.
Marked for Death: Enemies take 10% more damage for each curse affecting them.
Chaotic Physics: Projectiles have a 50% chance to spiral outwards around the player.
Damage Capacitor: Damage over Time does not deal damage, but instead stores damage as potential energy on the enemy. When the enemy is killed, this stored damage is released in a large explosion around the enemy.
Phantom Veil:Every 3 seconds, gain a Phantom Shield up to a maximum of 2. When you are hit, lose a Phantom Shield, but take no damage. Phantom Shields cannot block Damage over Time.
Leecher: Recover 1% of Maximum Health when you kill an enemy.
Please let me know if you find any issues!
Cheers, zediven
Patch Notes
Changed the mechanic of Plague Clouds to apply the Plague effect, instead of each instance of the cloud applying damage every 0.25s.
Changed the damage scaling of Blizzard to no longer scale with increased cast speed. This had the unintended effect of allowing billion-damage hits when scaled properly.
Mutations do not reset anymore, so you shouldn't need to re-buy them every round!
Cheers, zediven
Patch Notes
This patch introduces global leaderboards to each level, where your score is the number of kills you accumulate before your character dies.
Also included are 4 new skills:
Debilitate Curse: Reduce enemy damage by 30%
Protract Curse: Increase duration of effects on enemies by 30%
Hinder Curse: Reduce enemy movement speed by 30%
Brittle Curse: Increases damage taken by enemies by 30%
This patch includes some minor changes to pickup buffs, as well as a new status bar above enemies, indicating which curses they have applied to them.
See you on the scoreboard!
Cheers, zediven
Early Access release 0.3: Implants & Player Agency improvements
Hello everyone!
Today is the release of Early Access major version 0.3
This update has many exciting changes, vastly improving player agency, including a complete revamp to item upgrades, build diversity, as well as many QoL improvements.
Overview
Complete redo of Implants. Implants no longer drop as items, but are configured via the Item menu. This system is outlined in detail below.
Many new Unique Modifiers (Keystones) for each item. Every item now has at least 2 Unique Modifiers available to them.
New Buff Bar, showing active effects on your character.
New currency drops, used for upgrading your items.
Changes to the way armor functions (better defense with higher investment)
Many minor UI improvements
Many tweaks to player power curves, player experience curves, item drop curves.
Removed the infinite stacking player damage buff.
Reworked the power levels and costs of almost all mutations.
Much more I’m forgetting.
Armor Changes OLD: Armor provides 50% less damage taken per 18 armor, capped at 87.5% reduced damage taken. This is reached at 54 armor.NEW: Armor provides 50% less damage taken per 100 armor, capped at 97% reduced damage taken. This is reached at 500 armor.
Keystones
The following is a list of the current keystones available as mods.
Shuriken
Sanguine Decay Bleeding enemies explode on death, dealing 5% of the remaining total bleed damage on them to nearby enemies.
Ricochet Shuriken deals 20% more damage each time it chains
Poison Darts
Impending Contagion Poisons applied to enemies also apply to nearby enemies when they expire or deal the killing blow
Concocted Bottles Poison Darts do not pierce. Poison Darts are thrown around the caster, and explode on contact with an enemy.
Blizzard
Temperature Delta Deal 50% more damage to chilled enemies
Rushed Strategy Chills inflicted on enemies have a reversed effect
Arc
Charged Field Nearby enemies take 75% more damage
Conductive Foes Arc can no longer hit multiple enemies, but instead always hits the same enemy with every projectile. Arc hits three times as often
Shotgun
Intimidating Shotgun has a 10% chance to inflict Vulnerable for 4s on hit. Vulnerable enemies take 150% more damage
Golem Blood Increases all life recovery by 50%
Lava Orb
Splitting Magma Each time a lava orb pierces or chains, it splits in two and each new orb deals 25% less damage. This can occur at most twice.
Homogenous Mixture Lava orb always fires one projectile, but damage and size is increased by 50% for each projectile
Plague Clouds
Toxicologist 75% less damage taken from Damage over Time
Plague Runner +40 Movement Speed for 2 seconds when you are hit
Black Powder
Kinetic Projectiles Projectiles deal 30% more damage. Projectiles always travel at their base speed
Vampiric Bolts +1 health recovered per enemy hit by projectiles.
Amplifier
Raging Momentum Deal 20% more damage if you’ve killed in the past 5 seconds
Precision Strikes Deal 50% more damage to enemies inflicted with Vulnerable
Swiftness Boots
Adrenaline Gain 15 movement speed for 5 seconds when hit
Endurance Gain 30% more armor if you’ve been hit in the past 5 seconds
Wand of Growth
Cyclic Destruction Every 5 seconds, switch between dealing 20% more damage, and having 100% more Area of Effect
Growing Pain 20% more Area of Effect if you’ve killed in the past 5 seconds
Jar of Sand
Time Warp Damage over Time deals damage 40% faster
Buff Addict Effects from pickups last 50% longer
Mirror
Piercing Truth Fire 50% less projectiles, skills pierce twice as many enemies
Chain Gang Skills chain instead of pierce
Oak Shield
Spiked Carapace Deal 50% more damage if you’ve been hit in the past 5 seconds
Deflecting Armor 20% chance to avoid all damage from hits
Focused Strikes
Way of the Ranger Skills fire 2 more projectiles
Way of the Magus Skills have 100% more Area of Effect
Lover’s Ring
Glass Cannon 50% less Maximum Life, 15% more Cast Speed, 50% more Damage
Repeater Skills have 50% more Cast Speed. Skills have 50% less Duration
Salamander
Vampiric Skin 100% more Health Regeneration if you’ve taken damage in the past 5 seconds
Crocodile Skin Take 90% less damage if you have not been hit in the past 5 seconds.
Beef Shank
Hardened Flesh Take 30% less damage if you have been hit in the past 5 seconds.
Regenerative Flesh Every 10 seconds, gain +50 Health Regeneration for 5 seconds.
Future updates will include improvements to the existing levels, as well as some new additions, and a large increase in monster diversity, as well as monster abilities, and bosses. I’m making sure I get the core systems solid before doing a content pass.
Hope you enjoy the new patch!
Cheers, zediven
Patch Notes
Buffed mutagen & xp drop rates.
This should reduce the grind.
Cheers! zediven
Patch Notes
This patch contains the following updates:
Fix damage text number bug, reduced size of floating texts
Only show DoT damage every 1 second, not 0.25s.
Show remaining applied damage when an enemy dies.
Changed Concocted Bottles mechanic to shoot bottles in a circle around you instead of spiralling around.
Removed sound effect from Sanguine Decay
Cheers! zediven
Patch Notes
Deployed in patch EA 0.2.5
Fixed bug where projectiles sometimes would not spawn if an enemy was on top of you.
Show status effects via colour grading on mobs
Improved and re-enabled damage numbers
Mobs have a chance to spawn with Plague Clouds on them, and these mobs have a higher chance of dropping implants.
Buffed implant refund rate up to 50/75/100
Patch Notes
Deployed in patch EA 0.2.5
A few updates here, listed below.
Fixed bug where projectiles sometimes would not spawn if an enemy was on top of you.
Show status effects via colour grading on mobs
Improved and re-enabled damage numbers
Mobs have a chance to spawn with Plague Clouds on them, and these mobs have a higher chance of dropping implants.
Slight nerf to implant refund rates
Changed spawn behaviour to allow multiple different types of mobs to spawn at certain breakpoints. This will be used a lot more in the future when more mob diversity is introduced (with more skills/mechanics).
Cheers! zediven
Patch Notes
Today I'm releasing patch 0.2.4, and it contains the following changes, among others:
Added a new skill: Plague Clouds
Sanguine Decay: changed to apply on death, instead of when you take damage.
Reduced cost of Pierce mutation, added one more tier
Reduced cost of Extra Projectiles mutation, added one more tier
Added special monster types with higher implant drop rates
Reduced implant deconstruction mutagen gain
Buffed Crag projectile speed and duration
Mob skills increase tiers over time
Added death animation to mobs
Changed AoE increases to scale the actual area of effect, not the skill radius. This is a nerf.
Updated character sheet to show effective damage reduction from armor
Performance optimizations
Please let me know how the changes feel! There are updates coming to add special mods to the new skill, as well as an increase in mob diversity and attacks.