**This patch introduces many changes that have the goal of scaling the difficulty as intended. Not with more enemies and chaos that can lead to frustrating random deaths, but with more challenging combats, meaningful and where both victories and defeats are earned by choices.**
Once we move to our backers' build, we will keep polishing the fight experience in harder difficulties to find the right spot.
Here are some of the changes in this patch. Please, keep in mind that many elements are not yet in place and things can be reverted at any time:
- Enemy number reduced, being a group of 3 the maximum regular group and limiting the number of enemies even in coop.
- Enemy group chance of being spawned reduced 15%, giving a bit of extra space between groups.
- Guards could also be broken when the energy of the Hunter was bigger than the energy of the Enemy or attacking from the back. However, that was almost a near impossible task in Solo. Now your energy level is multiplied by your combo counter, meaning that consecutive attacks against a guarding enemy could (or not) break the defence.
- Added a Breaking Guard meter per hit.
- Now the damage of Enemies scales with their difficulty. Being Base 1 blood slot, Delta 1.5, Gamma 2, Beta 2.5, Alpha 3.
- Now projectiles' speed scales with difficulty, implemented at this point on the Magnetic bomb and Nymph's Orbs. Damage stays the same.
- Vertical thrust now has better FX, SFX and timing.
- Vertical thrust adjustments to trigger when intended.
- Combo Ender forward better hit box register.
- Combo Ender forward now hits all enemies in a 3-meter radius, knocking down all of them.
- Combo Ender forward better FX/SFX
- Fixed a bug where interaction could reset other actions as jumping, dodging, swapping weapons or cooldowns.
- Fixed a bug where swapping Range/Melee will result in a reset of Range cooldowns.
- Added a new mutation. Quick reload. This mutation will allow exactly the bug above, swapping between Melee and Range will reset reload cooldowns.
- Mitral and Mitral First Gen reduced cooldown, being both faster than before. However, First Gen has a 10% quicker reload, while Mitral has a 30% quicker reload. This helps to justify the Biohack difference, since damage starts to be less meaningful when stacking mutations.
- Mutation Builder now assigns the mutation to the user instead of being random. In the future, we will also have a Mutation clearer where players will be able to clear Mutation ownership by a drop of blood. Also, keep in mind that once we have the 4 characters in place, most of the distribution issues will be fixed.
