Hello,
Welcome to the game’s biggest update yet!
I’ve received a lot of feedback and ideas over the last 2 months and I tried my best to implement them.
The main goals of this update are twofold:
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[*] Improve the diversity of the game with new subzones and hundreds of new rooms, traps and enemies
[*] Smooth out the gamefeel and difficulty curve of the game with improved movement and the removal of contact damage.
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From now on, if an enemy doesn’t have a red aura it means [b]you can touch him without taking damage.[/b] A lot of behaviors have been obviously been reworked and rebalanced to account for that.
We’re also trying out a new run structure: [b]all runs are now full runs. [/b]
A lot of people have suggested that the previous format of doing each zone individually felt weird.
I’m not completetely discarding the idea of reintroducing the possibility of doing individual zones later on but we’ll see how it goes that way first.
[b]What’s next?[/b] After a few small patches to fix the bugs and balancing issues that’ll come up, here’s what I have planned for the next main updates:
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[*] New characters.
[*] New event rooms and items.
[*] Also considering adding minibosses, but I'm not 100% convinced that'd be the best use of my time considering how much work it takes to make good ones.
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I actually wanted to implement most of these things in this update, but it was starting to take way too long so I decided to postpone them.
Special thanks to Rogue Justice (1), TheTurtleMelon (2), Lef (3), Giragnoulak (4) and mataos (5) for their suggestions!
[h2]New stuff[/h2]
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[*] Every zone is now separated into 3 subzones with specific rooms and some specific enemies in each of them. The order of the subzones is randomised.
[*] Added 371 new rooms.
[*] Added 8 new traps.
[*] Added 21 new enemies.
[*] Added 1 new item.
[*] Enemies no longer damage the player on contact by default.
[*] The boss fights have been reworked and tweaked.
[*] The “Select Zone” screen has been removed. All runs are now full runs. (2)
[*] Player movement and interactions with walls have been reworked and smoothed out. You don’t stick to walls while going up anymore and it’s easier to move around walls & corners or to grab small walls.
[*] Reduced the size of the item description boxes and redesigned them.
[*] The “Key” item has been replaced by the “Stun Device”.
[*] Added the “Fragile Heart” perk.
[*] Some NPC actions have been tweaked and more special rooms have been added.
[*] Added new destructibles.
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[h2]Balancing[/h2]
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[*] Reworked and rebalanced some enemies.
[*] The medic has been disabled.
[*] Genetic Containers attack pattern has been modified.
[*] The Wrench item now costs 50 coins to use instead of 25.
[*] The Thief trait has been buffed.
[*] The “Blood Donation” item now only has a 50% chance of making you lose 1 hp at the start of rooms (instead of 100%).
[*] The “Pet Trainer” perk now increases pet damage by 50% instead of 100%.
[*] The “Cyclops” pet damage has been decreased.
[*] The “Poop” item has been buffed.
[*] The first bosses in Danger 4+ no longer give rewards.
[*] The “Heart” no longer heals you if it explodes on enemies with the “Explosive Heart” perk but its damage has been increased.
[*] The “Strong Bones” perk effects have been changed.
[*] Shields now also protect from traps.
[*] The “Integrated Chipset” item has been nerfed.
[*] The “Pocket Magician” price has been increased.
[*] The “Seismic Device” item has been buffed.
[*] Reflected trap projectiles damage now increase when you change zones.
[*] The new enemies from being in Danger level 2+ will now appear in waves instead of all at once. They don’t appear all the time.
[*] The “Energy Belt” price has been increased and it’s a bit more rare.
[*] Enemies attacks are now on cooldown when they spawn to avoid getting hit as soon as you enter a room.
[*] The “Chipset Overcharge” Item can now damage at most 3 enemies with each activation.
[*] Poopers and Spitters no longer throw projectiles while they’re outside of the screen. (4)
[*] Poopers now poop twice as fast.
[*] The “Heart” ability now takes 3 hits to kill.
[*] The “Rocks” and “Alien Eyes” abilities have been tweaked.
[*] Robbie now finds Wooden Tools in destructibles instead of Radioactive Fruits.
[*] Some items found in special circumstances (special rooms, bosses, big chests, challenge rooms) now have better stat modifiers than average.
[*] Voubi projectiles now explode on contact with a trap projectile. (4)
[*] The “Climbing Skills” perk has been buffed.
[*] Reduced the number of fruits dropped by destructibles.
[*] Reduced the average quality of healing items available before arenas or bosses.
[*] Picking up the Poop item when in danger level 3 or more will now quadruple the damage you take instead of just doubling it.
[*] Chests found in trap rooms will now never be as good as the ones found in dedicated Chest rooms.
[*] Patato’s Thorns bonus from leveling up has been halved.
[*] Reduced the amount of aliens spawned by having an “Alien Baby”.
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[h2]Fixes & small tweaks[/h2]
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[*] Tweaked the size of the arena rooms so the camera doesn’t move vertically when it’s not needed. (1)
[*] Fixed a crash that sometimes happened when talking to a NPC to randomize your armor or doll and fixed the pools of items to choose from for all randomizing options. (3)
[*] Renamed the “Coupon” stat to “Negociation”.
[*] The timer option is now deactivated by default.
[*] Fixed Butcher’s attack hitbox.
[*] Item descriptions are now displayed when talking with NPCs.
[*] Removed the option to deactivate the death screen.
[*] Updated the requirements for speedrun achievements.
[*] Fixed a bug where the game would crash when trying to get to the last page of your passive items while in the inventory.
[*] Fixed a bug where the item randomizing NPC would delete your shield if you had the Shield Master trait.
[*] Fixed a bug where Tools consumables gave too much Armor to Robbie in certain cases. (1)
[*] Fixed a bug where the game would crash when using the Chipset Overcharge ability combined with the Extra Batteries perk.
[*] Fixed a few graphical glitches.
[*] Made it clearer which armors you can’t wear when you have the Assassin trait.
[*] Updated the tutorial.
[*] Fixed the amount of sounds produced by enemies when using the Chipset Overcharge ability or the Seismic Device item.
[*] The damage value displayed in the description of yellow abilities now includes bonuses given out by the Blueprint items.
[*] Coins now appear behind enemies.
[*] Fixed a bug where clicking on the “Next” button with a controller while talking to a NPC with dialog options would close the dialog.
[*] Fixed a bug where enemies with shields wouldn’t take damage in some cases from the Seismic Device.
[*] Fixed a bug where item descriptions appeared behind UI elements.
[*] Fixed a bug where pets could attack bosses during their intro.
[*] Smoothed out the camera movement and tweaked it to facilitate bouncing on enemies. (1)
[*] Added safety procedures to avoid situations where the game could freeze. (5)
[*] Fixed a bug where some enemies stopped falling when starting their attack animation.
[*] Fixed a bug where later arenas in The Colosseum or the Untamed Jungle could be empty of traps.
[*] Fixed a bug where enemies sometimes got stuck in gates.
[*] It’s now a bit easier to go down platforms.
[*] Fixed a bug where invulnerable enemies could get hit by some abilities.
[*] Fixed a bug where having negative Theft with the Assassin trait lowered your strength. Same principle for the Power Generator item.
[*] Fixed a bug where spawning a Heart too soon after killing the last one would make it die instantly without healing you.
[*] Fixed a bug where ghouls sometimes stayed stuck indefinitely on platforms.
[*] Fixed a bug where Voubi sometimes gained too much energy by killing critters.
[*] You can now see the specificities of your character in the inventory page.
[*] The enemy glossary doesn’t include names and descriptions anymore to facilitate localization in future updates.
[*] Fixed a bug where some enemies jumpe incredible heights when you hit them.
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Cheers!