Foxoplasm is proud to present the latest update to Grabbus!
This update is overflowing with balance adjustments, fixes, and new features!
Let us know how Grabbus feels to play with the following changes...
Item Storage! This new menu, found alongside the Evolution Grid in the Status tab of the world map, is used to manage your collected items. You can sort, transfer, fuse, or trash from here!
Quantagons, fusion sparks, and health orbs now all have new sprites with three tiers of value each. Loot drops will automatically divvy the larger currency rewards into these higher value denominations to make for less lag and more satisfaction!
Fixed a bug in terrain collision physics that caused objects that collide with a corner at a certain angle to sort of.. "wrap" toward the corner and along the adjacent wall. This was due to momentum being improperly cancelled by the sides of an object that face opposite to that object's motion.
Morris' remaining HP now slightly boosts the amount of fusion sparks gained when the victory seed lands.
The inventory now displays during the inventory tutorial! Great!!!
Passive spawn rate of tower-placing entities reduced. (Note that these will be replaced/reworked later)
Fixed a crash that would result from excess quantagon collection reward drops that were lost during simultaneous stage transitions.
Enemy HP and Projectile Damage difficulty scaling has been given a new diminishing curve.
The potency of the free weapon received upon entering a tower with an empty inventory is now affected by tower difficulty like other loot.
A text effect now appears to alert you to when "extra loot" effects activate, and how much!
Effectiveness of "Potency Containment" nodes on the evolution grid has been boosted.
Initial evolution point cost increased by 1, but now it takes 10 points purchased to increase the cost further... up from 7 before.
The size of any projectile now affects its base damage, with the effects of "ripening" and "splitting" on projectile damage both subdued to compensate.
Overall stun chance greatly reduced, but is now increased as a function of Incoming Damage vs. MaxHP of the enemy. This means that weapons that do more damage per hit are now more likely to stun.
"Spiky" foes decided to not be spiky during their global ability cooldown. The spike component is now flagged as immune to that cooldown, always spiking...
-Difficulty level alterations based on performance are now affected by current area/tower potency versus current world difficulty. Winning in lower-level areas yields less difficulty increase, but losing in those lower-level areas incurs a larger penalty.
-Enemy-on-Enemy meteor damage (damage done by moving fast enough) has been reworked to be... less.
-Fixed a bug that caused weapon colors to be saved improperly, re-randomizing on each reload.
-Fixed oversight that caused weapon container loot to be under-powered compared to the container's potency.
-Excess currency reward threshold extended to half of wallet from 1/3rd
-Prevented the potential for unused items to get stuck invisibly in memory as a result of "excess money reward" dropping persistent items while Morris is gone
-Morris' falling noise now triggers lower down into the fall
-New sound effects added for: Morris KO, Morris Fall Respawn, Evolution Grid UI, and Time Cycler(Clock)
Upcoming tasks on the to-do list include...
-Vendor NPC
-Post-Delve Reward Screen (with Quick-Deposit of Items!)
-New Animations for Morris
-Updated Particle Effects
-More Kinds of Foes and Zones
-New Weapon upgrades
-New Artifacts that combine to make new Relics
-Rat Rescue and Colony Building
We'll continue working hard to make sure Grabbus is a unique, high-quality experience!
Look forward to more updates! Thank you SO MUCH for the continued support!!!
