Quality of Life - Balance and Fixes
A whoopsie we had turned the frown upside down. First five levels shouldn't have you losing anymore.
Quality of Life
Shift Click / Double Click
You can now double click or shift click to move your items around. We have only added the current hierarchy of moves:
- If it isn't in weapon it goes into an empty weapon slot
- If the weapon is full it goes into the inventory
- If the item is in the weapon it goes to an empty inventory slot.
Simple but useful. We will keep improving and adding usability improvements like this in the coming times.
Optional Damage Numbers (Beta)
We added a beta functionality of seeing stacking damage numbers on the enemies. It is off by default and can be activated in the menu.
Expect this to change and be improved. Feedback is welcome.
Research Right Way Around
New research finished window where the finished research is at the top and the rest at the bottom. New art too!
A bigger thing about research is the completely new Research compartment on top with much more legible text. Its gggrrreeat (insert tony the tiger voice).
Icons, we got em
Added four new icons, and oh how lovely they are.
Go-go find them :)
Balance
Projectiles
We have talked before about more uniqueness to components... Again more changes to their hidden modifiers.
Later versions of all projectiles are improved. (Except for the nerf to everyone's favorite the wooden barrel)
Buffed:
- Brass Ball
- Energy Shard
- Energy Ball
- Cabbage
- Sawblades
- Weird
- Metal Barrel
- Firebolt
Nerfed:
- Wooden Barrel
Modifiers
Quite much the same treatment as on the projectiles, each and everyone unique strengths have been modified. Well they don't have as unique modifiers, but about 50% of modifiers were changed. Pretty much every single one has had their higher tiers buffed.
List:
- No List (Test out new builds ;)
Well one thing I can mention because it is hidden in the game files. Projectiles sticking to wall should now live double the amount compared to before. Making themselves much more useful in other applications than lightning.
Boss and Speedup
- Speed up should now more properly keep knockback scaling
- Bosses have 0,5 seconds of freeze immunity every 3s (requiring knockback)
Fixes
Numerous fixes to many things. Including:
- Desired/Undesired cheese prevention
- More Upgrade Cheese Prevention
- A dupe glitch
- Some intended functionalities re-introduced
Afterword
Weekend is coming in and we have great plans for the future. As everyone does. We have some things we want to fix/add in the short term making DPSWTF have more staying power. More interesting things to play and test out.
After that we would like to take some more time to build on something bigger. A bigger change.
While its never safe to say what you are working on in case it doesn't pan out (doubly for my lines above), I'll shift the curtains a bit and give just a tease.
Run Modifiers are on their way. More playstyles as well.
Run modifiers are planned to be a changing modifier(s) that gets randomized each run. For example: You have to always have 2 projectiles in your weapon; Or Every projectile is affected by sticky; Or every wave consists of only one enemy type.
This is only what we are thinking now and are tinkering with, nothing is final, but I hope it gives you just enough of a tease to be excited for the future.
V
