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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.

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Gameplay changes:

  • 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.

  • Improved Mob perk effect.

  • Improved Reassembly perk effect.

  • Magic Missile: Now they don't use player's vertical orientation when shot.

  • Increased pick distance of the Master key.

  • 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.

  • Weapon balance: Slightly adjusted damage/mana usage/fire rate of most weapons.

  • Baby Slimes: Decreased poison chance

  • Green Slimes: Decreased health and number of projectiles shot.

  • Decreased Kassia's turrets health

  • Decreased +Armor passive effect of some weapons from +10% to +5%.

Improvements:

  • Timed (purple) spikes: Made easier to be spotted.

  • Perks are now sorted by name on the Library

Bugfixes:

  • Fixed being able to have two artifacts active at the same time.

  • Should have fixed a crash related with a division by zero.

  • Fixed a boss having a standard health bar

  • Fixed frozen slimes reacting to hits.

  • Fixed UI bug with Purity perk.

  • Fixed Mob not working.

  • Fixed character perks not showing the proper data on the mission result.

Читать в Steam ↗

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