Patch 0.4.9.2 (Beta Playtest)

Temtem: Swarm

Can you Survive the Swarm? Unlock mighty abilities and upgrades, find and collect Tems to evolve and become stronger, discover overpowered strategies, and battle massive bosses in this survivor-like bullet heaven! Play solo or online co-op with up to 3 players, building the wildest synergies.

[h1]New stuff[/h1] Fluid Barrier + is now obtainable through Kudos and can appear in the level up pool. [img]{STEAM_CLAN_IMAGE}/44890008/6188427e6b72555b7d93294ce11ddd452fd64186.png[/img] [h1]Improvements[/h1] [b]Temtem Hitboxes have been hugely tweaked to make them closer to the actual Tem body.[/b] [list] [*] All playable Tems and almost all enemy Tems have had their hitboxes tweaked. [*] This will make it easier to narrowly escape difficult situations without getting hit, but it will also make it harder to land your techniques on the enemies. [*] This affects many areas in the game, so there are some visual changes too (Tems will get closer between them, closer to the environment obstacles, etc). [*] [i]This has been one of the main hurdles of players during the playtest so we wanted to make sure to address it before the playtest was over. The changes made should be very noticeable while playing, and should improve the overall experience. We’re eager to hear your feedback on this change![/i] [/list] [img]{STEAM_CLAN_IMAGE}/44890008/cce314e329a502838cf4fccd6a8a56767bd9daad.png[/img] [b]We’ve reworked the indicator before a boss is going to charge. [/b] [list] [*] Boss charges are intended to work like they are working right now, going in a straight line but swerving or diverting from that straight line if a player is close enough, to get closer to the player to try and hit them. [*] The new indicator should hopefully better reflect this behavior. [/list] [img]{STEAM_CLAN_IMAGE}/44890008/255f33b9c48a2264f589c0da4e50fc374c806c04.png[/img] [b]Techniques with a fully randomized target (like Crystal Spikes or Fire Tornado) will now have a set chance of hitting an enemy.[/b] [list] [*] The base probability to hit a Temtem instead of a randomized location is 20%. [*] However, this probability is affected by the player’s Luck stat, reaching a 65% chance with the perfect build for Luck. [*] Random techniques have been another notorious pain issue in the playtesting. With this change we aim to keep these techniques as strong as they are now, but giving them a better probability of hitting an enemy, while also giving Luck some more gameplay uses so building it nets the players better results. [/list] [b]Experience cubes color and scale has been tweaked.[/b] [list] [*] Following user feedback, colors now match the colors of gears rarity, so they are white ➜ green ➜ blue ➜ purple ➜ gold. [*] We have also applied a little scaling to each rarity tier to make them more noticeable and juicy. [/list] [img]{STEAM_CLAN_IMAGE}/44890008/bc0689b8fbc070d970f5ae31ff03c44d973e226d.png[/img] [b]Added a sound when a new Spot marker appears. Added sound for the countdown when a match starts in a Co-op lobby.[/b] [h1]Balance[/h1] [i]We are pretty happy with the previous patch, but it mostly affected the early game and early stages of progression. With this patch, however, we’re aiming at also getting a little control over the craziness when users start getting overpowered, with high-level techniques and more progression in the Skill Trees. We’ve noticed the early game is in a super good spot right now, but players scale too much and too quickly, so by the time bosses arrive they are unstoppable and bosses can’t even pose a realistic threat. We’ve also increased the overall difficulty in Deniz, which was almost at the level of Cipanku, and made it much harder because players were reaching it with higher levels of progression. Almost all the enemies in Deniz are now stronger, and we also dedicated some time to improving Oceara to turn her into a much bigger threat with the reworked Sanative Rain. Even with all the nerfs in the previous patch, Pigepic was still much stronger than the rest of the playable Tems, so we’ve revisited its whole moveset to further balance its damage output. Last but not least, we’ve spent some time reworking the aimed techniques we currently have. Aimed techniques have been one of the most common complaints in user feedback and there are several solutions to make them feel better. To keep the strategy around aimed techniques intact, this time we opted to rework them so they are quicker to cast, notably reducing their cooldowns so you can better predict when a new technique is going to be used, and making it so failing one projectile doesn’t hurt that much because the next one will appear quicker.[/i] [h2]Temtem[/h2] [b]Pigepic[/b] Damage has been reduced 14 ➜ 12 [h2]Swarm[/h2] [b]Tateru[/b] HP has been increased 40 ➜ 42 Damage has been increased 30 ➜ 32 [b]Paharo[/b] HP has been increased 60 ➜ 63 Damage has been increased 12 ➜ 13 [b]Fomu[/b] HP has been increased 24 ➜ 25 Damage has been increased 10 ➜ 11 [b]Bigu[/b] HP has been increased 90 ➜ 94 Damage has been increased 40 ➜ 42 [b]Kaku[/b] HP has been increased 35 ➜ 36 Damage has been increased 10 ➜ 11 [b]Umishi[/b] HP has been increased 50 ➜ 52 Damage has been increased 10 ➜ 11 [b]Ukama[/b] HP has been increased 100 ➜ 105 Damage has been increased 12 ➜ 13 [b]Droply[/b] HP has been increased 70 ➜ 73 Damage has been increased 20 ➜ 21 [h2]Bosses[/h2] [b]Piraniant[/b] HP has been increased 1560 ➜ 1950 [b]Oceara[/b] HP has been increased 3250 ➜ 3800 Sanative Rain now heals much faster and its area applies slow to players. [b]Nessla[/b] Small tweaks to their behaviour so they better aim players after doing the charge. [h2]Stages[/h2] [b]Cipanku[/b] Increased enemy count on rounds 16, 17, and 18. [b]Deniz[/b] Increased enemy count on rounds 16, 17, and 18. [h2]Techniques[/h2] [b]Soul Technique[/b] (as in the technique used when you are knocked-out in coop and become a ghost/soul) Cooldown has been increased 2.5 ➜ 3.75 Knockback has been reduced 3.5 ➜ 2.5 [b]Data Burst[/b] Damage at level 5 has been reduced 20 ➜ 16 Fire rate at level 5 has been increased 0.35 ➜ 0.4 [b]Data Burst +[/b] Damage has been reduced 15 ➜ 10 [b]Data Corruption[/b] Damage at level 5 has been reduced 25 ➜ 22 [b]Data Corruption +[/b] Damage has been reduced 20 ➜ 15 [b]Turbo Attack[/b] Cooldown at level 1 has been increased 5 ➜ 5.5 Cooldown at level 2 has been increased 5 ➜ 5.5 Cooldown at level 3 has been increased 4 ➜ 4.5 Cooldown at level 4 has been increased 4 ➜ 4.5 Cooldown at level 5 has been increased 3 ➜ 3.5 [b]DC Beam[/b] Damage at level 5 has been reduced 24 ➜ 20 [b]DC Beam +[/b] Damage has been reduced 30 ➜ 26 Crit. damage has been reduced 75% ➜ 50% [b]Thunder Strike[/b] Damage at levels 1 and 2 has been increased 18 ➜ 21 Damage at levels 3 and 4 has been increased 26 ➜ 21 Damage at level 5 has been reduced 30 ➜ 27 Projectiles at level 5 have been increased 3 ➜ 4 Cooldown at level 1 has been reduced 6.5 ➜ 6 Cooldown at level 5 has been increased 3 ➜ 4 Crit. damage at levels 4 and 5 has been reduced 75% ➜ 60% Thunder Strike area is now affected by Sonar. [b]Sparkling Bullet[/b] Damage at level 1 has been reduced 20 ➜ 9 Damage at level 2 has been reduced 20 ➜ 10 Damage at level 3 has been reduced 22 ➜ 10 Damage at level 4 has been reduced 26 ➜ 11 Damage at level 5 has been reduced 30 ➜ 13 Cooldown at level 1 has been reduced 10 ➜ 4.5 Cooldown at level 2 has been reduced 8.5 ➜ 4 Cooldown at level 3 has been reduced 8.5 ➜ 3.5 Cooldown at levels 4 and 5 has been reduced 7 ➜ 3 [b]Toxic Ink[/b] Cooldown at level 5 has been increased 4 ➜ 5 [b]Water Blade[/b] Fire rate has been increased 0.75 ➜ 0.5 Damage at level 1 has been reduced 18 ➜ 12 Damage at levels 2 and 3 has been reduced 21 ➜ 14 Damage at level 4 has been reduced 21 ➜ 15 Damage at level 5 has been reduced 25 ➜ 16 Cooldown at level 1 has been reduced 2.5 ➜ 1.5 Cooldown at levels 2 and 3 has been reduced 2 ➜ 1 Cooldown at levels 4 and 5 has been reduced 1.5 ➜ 0.75 [b]Water Cannon[/b] Cooldown at level 2 has been increased 7 ➜ 7.5 Cooldown at level 3 has been increased 6 ➜ 7 Cooldown at level 4 has been increased 5 ➜ 6.5 Cooldown at level 5 has been increased 4 ➜ 6 [b]Water Cannon +[/b] Cooldown has been increased 4 ➜ 5 [b]Wave +[/b] Cooldown has been increased 2.5 ➜ 3 Duration has been reduced 2.5 ➜ 2 [b]Boomerang[/b] Cooldown has been increased 2.5 ➜ 3 [b]Boomerang +[/b] Cooldown has been increased 2.5 ➜ 3 [b]Wind Blade +[/b] Projectiles have been reduced 3 ➜ 2 Crit. chance has been reduced 60% ➜ 40% Speed has been reduced 7.5 ➜ 7 [b]Tornado[/b] Cooldown at level 4 has been increased 3 ➜ 3.5 Cooldown at level 5 has been increased 2 ➜ 3 [b]Tornado +[/b] Cooldown has been increased 3 ➜ 4 Duration has been reduced 5 ➜ 4 [h2]Items[/h2] Removed the fallback that gave Average Crystals in chests when giving a perk was not possible (because the player already had a full build). [h1]Fixes[/h1] [list] [*] Fixed a softlock with incorrect save handling on users that had a specific region set in their PC. [*] Fixed a softlock occurring when leaving a run while evolving. [*] Fixed a couple of crash instances. [*] Fixed unlocking Tems just by completing the Capture spot instead of picking the egg. [*] Fixed Powerful Tems not giving their usual reward when defeated inside a Pansun Feast spot. [*] Fixed effectiveness not working correctly on enemies with double typing. [*] Fixed healing items not being able to be picked by other players if one player tried to pick it before with full health. [*] Fixed Data Burst projectiles not impacting if fired very near of an enemy. [*] Fixed a box in Deniz which could spawn unpickable items. [*] Fixed DC Beam not showing the correct upgrade values at level 4. [*] Fixed some more places in Deniz where players could get stuck after using the dash. [*] Fixed collisions on one boat in Deniz. [*] Fixed a black line appearing in a specific spot in Cipanku. [*] Fixed music not getting changed when a boss appears for coop guests. [*] Fixed gears showing incorrect parameters when displayed in the Pause menu. [/list]