Hey everyone, we have a small balance and bug squashing update for you! We've taken a few weeks to tackle some of the reported FPS issues later in the game and have tweaked boss loot rewards and enemy health scaling.
At the same time, we have also been working on our next feature update, which will include a new level 1 boss. For those of you that love the Sentinel, never fear! They aren't going anywhere and will simply share the level 1 spotlight with our new sinister shape monster. We hope you're as excited as we are to spice up repeated plays of level 1 and hope you enjoy this early look at your newest nemesis (special thanks to discord user SlavaCat for the boss inspiration)
[img]{STEAM_CLAN_IMAGE}/35582740/c04b1d97562327e0afc60912090e49b4887718c6.jpg[/img]
[h3]Visuals[/h3]
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[*] UI transitions look more appealing
[*] Control pop up at the start of a run fades in to match the rest of the UI
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[h3]Features[/h3]
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[*] Camera shake can now be disabled in the visual options
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[h3]Balance[/h3]
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[*] Adjusted player damage scaling and enemy health scaling to make longer runs more challenging
[*] Increased the drop rate of legendary passives from boss rooms
[*] Added cursed passive abilities as possible loot from boss rooms before level 5
[*] Lunger health lowered by 20%
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[h3]Bug Fixes[/h3]
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[*] Fixed a rare soft lock that could occur later in the game
[*] Performance improvements for longer runs and in between combat encounters
[*] The Goliath challenge modifier now gives a regular stack of Barrier, as originally intended
[*] Seed backing track should no longer stick around after insta-killing its first phase
[*] Fortify no longer repositions if a barrier explodes near it
[*] UI elements resize more consistently when adapting to dynamic elements, like key binding text
[*] Power note inventory backdrop is now tinted to match the rarity of the currently equipped power note
[*] Switching between mouse and gamepad midway through the tutorial can no longer show the d-pad graphic unnecessarily
[*] Colour modes now correctly recolour the backing of the power note on the song UI instead of the icon
[*] Max FPS was not greyed out when first opening the options menu with vsync on
[*] Certain gamepad UI elements could be hidden until switching control schemes again
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