Update Notes
💥 Physical and Elemental Systems
- Freeze and Ignite effects now last longer and deal increased damage.
- Electric Effect now chains lightning at random intervals instead of relying on chance.
- Void Effects now have increased knockback.
- Annihilated (Void effect) and Frozen statuses now include timers to prevent spamming.
- Increased player flame resistance.
- Added new VFX/SFX to frost effects.
- Added visual effects for Physical Damage Types: Impact, Puncture, and Slash (visual only, mechanical effects are the same for now).
Flame Spell:
- Changed VFX.
- Now uses cone-based detection.
- Spells can now be used alongside aiming and actions that were previously disabled while using the offhand.
Astrape Lightning Bolts:
- Now use cone-based detection.
- Buffed and fixed.
⚔️ Melee and Weapon Systems
- Added Quick Draw/Sheath system for melee weapons.
- Directional Melee now based on player movement.
- Sword endurance cost reduced.
- Removed Kick and replaced it with Quick Draw.
- Kickback added to high-power weapons.
- Increased elemental effect strength on all weapons.
- Fixed lighting issues with projectiles.
👾 Enemy & AI Updates
- Fixed Mimic Grab Attack.
- Enemy Spawn Max properly capped at 24.
- Reduced spawn rate reduction per wave.
- Reduced difficulty increase per wave.
- Fixed issue where spiders caused larger enemies to get stuck.
💰 Loot, Resources & Economy
- Increased Salvage from Pots.
- Materials now gravitate toward the player and notify when picked up.
- Removed physics on pots.
🧩 User Interface & Quality of Life
- Added indicator for Tincture Uses.
- Wave Counter now uses Roman numerals.
- Executions now triggered via Interaction Key.
- Saving in Hub fixed.
- Improved Character Collision.
📈 Progression & Perks
- Vigor, Endurance, and Focus Perks rebalanced:
- Decreased gain per perk.
- Decreased penalty when increasing.
- Increased Extraction Difficulty.
- Killing Boss now opens the final barrier.
