Update #25 - Small update
Hi! Today we're releasing a small update, addressing a few issues introduced in the last update, and doing a few balancing changes to the recently added enemies.
Gameplay changes:
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Perks with random effects (such as Golden Weapon) will now use the perk RNG seed, so a similar course of choices in the daily will lead to the same results for those.
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Improved Mob perk effect.
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Improved Reassembly perk effect.
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Magic Missile: Now they don't use player's vertical orientation when shot.
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Increased pick distance of the Master key.
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Campaign loadout: Default item is now weighted so it's more common to have underleveled items, but not forced to be the one with the lowest upgrade level.
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Weapon balance: Slightly adjusted damage/mana usage/fire rate of most weapons.
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Baby Slimes: Decreased poison chance
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Green Slimes: Decreased health and number of projectiles shot.
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Decreased Kassia's turrets health
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Decreased +Armor passive effect of some weapons from +10% to +5%.
Improvements:
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Timed (purple) spikes: Made easier to be spotted.
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Perks are now sorted by name on the Library
Bugfixes:
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Fixed being able to have two artifacts active at the same time.
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Should have fixed a crash related with a division by zero.
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Fixed a boss having a standard health bar
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Fixed frozen slimes reacting to hits.
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Fixed UI bug with Purity perk.
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Fixed Mob not working.
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Fixed character perks not showing the proper data on the mission result.
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