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Update 20: New Akimbo SMGs, 2 New Upgrades, Optimizations, and More!

1 / 1 · 100%

New Content:

  • New Weapon: Akimbo SMGs
  • New Upgrade Trees: Noxious Trail, Light Meteor (Light Target upgrades moved to this tree)

Changes to Existing Content:

  • Reworked bottom upgrade tree of Concealed Fatigue to a new Shrouded Spiral upgrade
  • Reworked some Singularity upgrades and visuals, and fixed a bug where Singularities would still absorb bullets after being disabled
  • New Map 1 Soundtrack with reworked songs and a few new ones!

Buffs:

Shrapnel: Bullet Damage +10% but Fire Rate -5% Burn: Enemies on Fire will now move 20% slower Firestarter: Enemies on Fire now take 30% more damage from all sources. Moved Dual Spotlight functionality to Precision Light: Gain a 2nd smaller Vision Cone behind you. Dual Spotlight changed to Three-fold Light: Gain another Vision Cone for a total of 3. Ignition: Fire Rate is temporarily increased by 5% for each enemy damaged by a Wild Fire explosion (Stacks up to +30%). Lasts 4 seconds. Wild Fire Refresh: Enemies killed by Wild Fire will float their EXP toward you. Plasma Charge: Plasma Damage now slows enemies by 15%. Destructive Plasma: Upgrades that increase Bullet Damage now also apply to Plasma Damage. Explosive Plasma: Plasma Charges are now automatically fired when they're ready. Plasma Chain: On despawn, Plasma Charges now create temporary Vision Circles. Plasma Coil: Now deals damage based on Plasma Damage instead of Bullet Damage. Absorption Coil: Plasma Damage now slows enemies by 25%. Plasma Beam: Now briefly lights up area of effect. Moved Singularity Explosion functionality to Singularity Absorption: On despawn, fire a burst of absorbed bullets towards where you're aiming (Max of 100 bullets). Singularity Explosion changed to Singularity Void: When a Singularity absorbs a projectile, fire a Ray towards a random enemy dealing 20 damage. Remote Detonation: Enemies killed by a Missile will float their EXP toward you. Missile Explosions are twice as large. Sprint: Movement Speed +5% -> +20% Lucky Bullet: Bullet Damage +30% Light Rounds: Movement Speed +20%

Nerfs:

Crippling Laser - Slow Rate: 80% -> 50% Laser Trio: 3 Guided Lasers can be active at a time, but they deal damage every 0.5 seconds. Fire Rate - 5% Ricochet Hell now takes a second to recharge after being triggered

Optimization/Bug Fixes/Other:

  • Edited several upgrade sounds
  • Updated enemy projectiles to increase their visibility
  • Added an option to change the damage color for enemies
  • Can now still delete upgrades when there are under 5 existing upgrades left
  • Added a shadow to increase player visibility and a circular indicator that shows current EXP (Both can be toggled in settings)
  • Fixed a memory issue with certain enemies not being disposed of properly after dying
  • Reworked Wild Fire explosion visuals and sounds
  • Optimized an issue with Phosphorus Missiles, which now also fires 10 trails instead of 9
  • Adjusted models/stances for pistol, handcannon, and twin katanas
  • Railgun particles now appear below enemies and enemy projectiles for increased visibility
  • Missiles will explode if not making contact with an enemy after 30 seconds
  • Added a cap of 5 additional projectiles to Sight Confidence perk
  • Exit Wound can now only stack up to 3 times to prevent infinite loops, and any bullets created by the perk will keep the same the speed as the original projectile
  • Made Charged Rounds slightly brighter and added gold, blue, and magenta damage text colors for the corresponding type
  • Added a slight fading to blaze particles
  • Added a cap of how many objects can exist to prevent infinite loops for several upgrades
  • Fixed bug where Pierce Recharge worked on some bosses
  • Fixed bug where level up invulnerability wasn’t being applied on levels 10, 20, 30
  • Fixed bug where hovering over upgrade icons sometimes didn’t display the correct information
  • Fixed bug where upgrade name tooltip would still be visible while not hovering over any upgrade icon
  • Fixed bug where Singularity Absorption wouldn’t work properly
  • Added some slight shadows to certain hud elements
  • Tweaked plasma charge visuals
1 / 1 · 100%
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