Patch 0.6.7 - Best boy is back!

Champion Shift

Unleash mighty Champions in this thrilling co-op bullet heaven. Shift into battle, create builds with unique abilities, and battle endless enemies to stop the Dominion's path of conquest. Rev through high octane missions, conquer epic bosses, and become an absolute legend!

[i]Hello Champions! Got a ton of fixes and improvements for you today, including our resident best boy, the Chupacabra, and a new starting Celestial Gift, the WINGS OF QUETZALCOATL, which is sure to create more havoc with its tornado creating powers. Also, the power of invincibility when you revive, because getting nuked the instant you do is well... let's just leave it at not fun, shall we? Anyway... we also have some balancing and quality of life improvements, so make sure to check it out below![/i] [u][b]GENERAL[/b][/u] [list] [*] New starting Celestial Gift: WINGS OF QUETZALCOATL [list] [*] DIVINE WIND - Unleash a swirling gust of wind that slowly moves across the battlefield, dealing 50% DMG [+25% per level] for 5 seconds. [*] RESPLENDENT WINGS - Increase DURATION by 2 seconds per level and passing through tornadoes reduces DASH cooldown and applies a brief AGILITY boost. [*] COATL'S BREATH - Increase the size of the Serpent's Breath by 30% AREA [+15% per level] and enemies killed by it release fast moving wind projectiles that deal 50% DMG. [/list] [*] Vejigante's Chupacabra ability is now back in the game. [*] Champions now have 2 seconds of invincibility after reviving. [*] Fixed an issue with Origata, Moon Beam, Falcon of the Sun and Chakram where their formulas weren't calculating damage correctly. [*] New visual for when the champion is not able to shift into vehicle form. [*] Fixed issues with champion and vehicle colliders. [*] Fixed the Health Celestial Gift description to correctly indicate 200 HP (It always gave 200, but the description was incorrect). [*] Fixed Starfire Arrows from sometimes not firing. [*] Fixed a bug with the Earth Elite stone pillar visual spawning in a different area (Invisible stones be damned!). [*] Missions should now spawn enemies that are more specific for the current stage. [*] Fixed scroll sensitivity in the user interface with controller. [*] New lore descriptions for some Celestial Gifts, providing more insight into the inner workings of the Dominion Corporation. [*] Rabbit's Elixir duration is now properly affected by the DURATION stat. [*] Fixed Vejigante's car speed formula. [*] Gilgamesh's Sunburst description should now correctly display the amount of MULTICAST it gives. [*] More collider fixes to Mountain Pass South and Magma Cave. [/list] [u][b]BALANCING[/b][/u] [b]CELESTIAL GIFTS[/b] [i]THE LEGEND OF CHANG'E overall has been out performing other celestial gifts due to its (pretty awesome) buffing capabilities, so we're toning it down to bring it back to its intended level of power.[/i] GODDESS OF THE MOON [list] [*] Reduced initial block chance to 10% (down from 15%). [/list] MOON BEAM [list] [*] Reduced the damage to 30% & 15% per level (down from 40% and 20% per level). [/list] RABBIT'S ELIXIR [list] [*] Reduced buff duration to 3 seconds (down from 5 seconds). [*] Reduced the AREA buff to +50% (down from +100%). [/list] AREA STAT GIFT [i]We're taking a close look at AREA and will be tweaking it further over the next few weeks. We're all for "Breaking the Game", but not your PCs and eyes![/i] [list] [*] Reduced the amount of stacks you can have of this Gift to 4 (down from 10). [/list] [b]MISSIONS[/b] CELESTIAL RIFTS [list] [*] Reduced the minimum amount of elite enemies that spawn to 2 on stage 1, increasing by 1 each stage. The actual amount spawned will depend on the amount of enemies currently alive in the stage. [/list] INFESTATION [list] [*] Increased spawn amount by 15%. [*] Added large enemies to the mission spawner. [/list] ENEMIES [list] [*] Mini Boss (Large enemies) spawn rate reduction: [*] Increased the cost of Mini-Bosses to 100 (up from 60). [*] Increased the cost of Elite Mini-Bosses to 500 (up from 300). [*] Reduced the spawn rate of ranged enemies. [/list] [i]With the new vehicle stat gifts and upgrades, such as CAPACITY and REGEN, energy stayed near 100% for most of the run, making it a useless resource, which is not intended. This change should be a step in the right direction to make vehicle energy a valuable resource that shouldn't be taken for granted (I see you turret XP farmers ;) ). If you want to make a vehicle-heavy run, you can still do so, but you wont be able to wholly ignore energy anymore![/i] [list] [*] Doubled enemy collision damage. [/list] [b]VEHICLES[/b] [i]This change is temporary until we implement a more robust solution to the magnet. It should help with the frustrations of losing XP or having to go back to pick it up when moving at faster speeds.[/i] [list] [*] Increased vehicle pick-up magnet by 25%. [/list] [i]More features and content to come in our road to 1.0, so stay tuned! Until next time, keep driving Champions![/i]