Good patch
**🛠️ Patch Notes **A small patch focused on polishing Novak, Endless Mode, and overall balance. After this update, we’ll be shifting our focus to a larger content release — it’s going to take some time, but it’ll be worth the wait. Stay tuned!
⚔️ Novak
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Charged attacks now have an orange trail on first-boss difficulty
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Fixed an issue that allowed Novak to use second-phase attacks during phase one on difficulty level one
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Fixed an issue that prevented the Charged Vertical Attack from being used at long range
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Updated visuals for the Charged Vertical Attack’s wave
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Behavior and balance readjusted
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New combo attack: a chain of Charged Vertical Strikes
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Novak’s HP scaling per level reduced: **300 → 200
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♾️ Endless Mode
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Endless scores now save even if you close the game mid-run
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Fixed an issue where the train door could open before the location was fully loaded
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Fixed issues with enemy speed behavior in Endless Mode:
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Enemies no longer stand AFK after spawning
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Killing the Butcher too quickly could prevent the room from ending and cause a softlock
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Agents’ finisher animations no longer speed up
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⚡ Balance Changes
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Fenrir’s Heart buffed – required kills to trigger effect reduced: 5 → 3
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Spinner Mine damage reduced: 30 → 20
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Bosses’ damage scaling per level decreased by approximately 20%
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Bosses' damage processing updated
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Gunslinger’s Revolver now deals 1 shield damage
- 📝 Dev Comment: This change makes Gauss Revolver more comfortable to use on higher difficulties
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Thundergod’s Heart reworked:
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New effect: Prevents death and consumes all energy to heal. The effect triggers if you have at least 1 battery. Each subsequent trigger costs 3 more batteries.
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Healing slightly buffed: **3/4/5/6% → 4/5/6/7% **
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Ga Bolg:
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Combo third strike damage: 25 → 35
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Combo finisher damage: **120 → 90 **
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Vajra:
- Combo finisher damage: 35 → 60
📦 Miscellaneous
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Trap Master achievement is now more consistent
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Fixed an issue where allies couldn’t damage enemies with shield generators
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Fixed an issue where Chemist explosions were triggered by ally attacks
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Fixed multiple softlocks caused by falling through elevator floors
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Affinity augmentations no longer drop if you already have 7 implants
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Increased chance of receiving melee and ranged agents from the same set
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Fixed an issue where having too many weapons caused only a portion of them to be saved after restarting the game
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Fixed an issue where flying polearms (from Fenrir Spine effect) didn’t rotate like other weapons
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Fixed shockwave VFX notify in Balmung combo finisher
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Fixed an issue where the Heavy Rounds weapon mod could stunlock bosses
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