NEW FEATURES
1 new Cleric upgrade has been added
2 new Demolition Disk upgrades have been added
1 new Gravity Gun upgrade has been added
The Missile Capacity common upgrade has been removed and replaced with a new "Payload Expansion" Epic upgrade which increases missile capacity by 25, re-arm speed by 20%, and launch speed by 15%
Upgrade rerolls can now be used either within the same rarity, or across all rarities
BALANCE
Run Difficulty XP scaling has been increased from 9% to 15%
Run Difficulty regular enemy damage scaling has been decreased from 2% to 1%
Run Difficulty boss health scaling has been decreased from 75% to 65%
Run Difficulty boss damage scaling has been decreased from 20% to 15%
Soldiers, Rail Snipers, Bulwarks, Light Tanks, Heavy Tanks, Specters, and Core Sentinels have had their xp values increased
Mite Mounds, Charger Mounds, and Mortarling Dens now always release their remaining defensive spawns when destroyed, even if destroyed in a single hit
Mite Mounds, Charger Mounds, Mortarling Dens, and Hives have all had their experience values increased
Fighter Missile base damage has been increased from 80 to 105
Scattergun base damage has been increased from 9 to 12, but base projectile count has been reduced from 70 to 55
Demolition Disk's base projectile count has been increased from 2 to 3
Demolition Disk's base damage has been increased from 45 to 65, but base size has been reduced from 11 to 9
Demolition Disk's fuse timer variance has been slightly increased
Demolition Disk's bounce collision has been tightened up a bit
The projectile size bonus from Titan's Mass has been reduced by 60%
The player size bonus from Titan's Mass has been reduced by 90%
Spirit Projector has been returned to its legacy forking bullets behavior where the same bullet can fork multiple times
Consecrated Orb's base damage has been increased from 135 to 155
Consecrated Orbs now check for critical hit on each dash rather than once at orb creation, and can now correctly overcrit
Consecrated Orbs now gain velocity over time while being recalled to the player
Consecrated Orbs now prioritize enemies nearest to the player rather than nearest to the orb's position. This should greatly reduce the occurrences of them just "wandering off" at high consecration range
Searing Bond's beam width now scales with Expanded Consecration and Projectile Size upgrades
Consuming Flame now causes 10% of maximum life lost rather than 15%, and releases a nova that burns enemies for 5x the lost life rather than 1x
Consuming Flame's nova now scales with elemental damage multiplier and weapon damage multiplier
Consuming Flame's nova radius now scales with the range multiplier from Expanded Consecration
Fixed an issue where Cleric's shield was taking more damage than intended from heavy hits
Rusted Alpha Charger's defensive plating mechanic has been tuned up
Rusted Alpha Charger now begins spawning at a slightly higher run difficulty
The Queen's base health and difficulty-based defensive mechanics have been tuned down
The Queen's movement logic now more aggressively avoids map boundaries to prevent her from camping map edges
A fallback has been added to prevent bosses from dropping 0 modules/components during loot selection
OPTIMIZATION
Fixed an issue where new and recently overhauled weapons weren't correctly enforcing their player distance check for off-screen bullets. This will improve performance at high projectile duration, while also reducing the player's off-screen damage radius
Fixed an issue where max bullet count culling wasn't functioning correctly for recently added weapons
Map streaming now uses threading and predictively preloads map chunks
Several of the worst performing weapons now have one of two new adapative throttling approaches for their visuals. As long as these perform well while still preserving clean visuals I'll roll them out to the rest of the weapons in a future update
Added a number of Specter optimizations related to their cloaking animation, logic, and rocket barrage animations. Also added some specter rocket animation improvements during this optimization pass
Alpha Charger's rock destruction has been disabled to solve a hitch that it introduced. It wasn't functioning correctly with the new map streaming so this will solve the performance hit until I can refactor terrain destruction
A number of caching improvements have been added for Demolition Disk to help performance at high projectile size
Fixed an issue where forking bullets caused Demolition Disk's rendering to bypass the asset cache entirely
Ice Spike's base attack cooldown has been increased to 14 while base damage has been increased to 9. This is a DPS neutral change that will improve performance for high projectile count builds
Optimized menu animations in a few areas for smoother animation on low end machines
Camera smoothing is now defaulted off - it introduces a very subtle hitching on certain machines that I need to further dig into before it can be defaulted on again
The uncap FPS setting has been removed. It's purely for my own local debugging purposes, and introduces performance and timing issues during normal gameplay
BUG FIXES AND MINOR TWEAKS
Fixed a crash that can occur when using killshot with fork bullet
Fixed a crash that can occur when using explosive critical with pulse laser
Fixed a crash that can occur when Queen breaks free from a fully frozen state
Fixed a crash that can occur when Prometheus clones receive the core sentinel buff
Made a number of improvements to the pause menu to prevent crashing on older machines when paused for a long span of time
Made a number of improvements to the windows cursor override for manual aim to protect against crashing under certain windows versions/configurations
Fixed a race condition that enabled life gain mechanics to prevent the player from dieing if they took lethal damage in the same frame
Fixed an issue where module and component drops weren't correctly using master volume settings
Fixed a bug where Demolition Disk wasn't correctly applying the player's critical chance
Fixed a bug where Cleric's Blessed Constitution node was providing more health than intended
Fixed a bug that caused certain events to become unavailable for selection after particularly long runs that cleared multiple event triggers
The sell interface now correctly scales tooltip location with resolution
Fixed an issue where Fantasy Fight's pause menu wasn't correctly recognizing mouse clicks at times
The stats panel now displays fortitude %, as well as an effective hitpoints value for max health + max barrier with fortitude multiplier
