Gameplay Adjustments:
Increased base enemy count
Reduced restrictions on certain enemy-spawn items
Increased Shop prices accordingly
Adjusted Reroll costs and growth scaling
Synchronized Pierce counts for bouncing weapons
Increased early-game strength for most weapons
Adjusted Shop item weights
Adjusted Equipment Upgrade weights
Adjusted attack patterns for certain enemies
Added Accuracy stat to weapons
Attacks now have a degree of spread
Adjusted spread effects for certain weapons
Multi-projectile trajectories are now more dispersed
Overall, this is a buff for large projectiles
Balanced stats for several pieces of equipment
Reworked the Talent system into two separate bars
Gain and consumption increased by 10x; converted from floats to integers
Changed from one XP bar to two
Paragon Talent Bar: Updates only when XP exceeds the previous record
XP Talent Bar: Increases based on total XP gained
Improved clarity and increased early-game points
Paragon to XP point ratio is roughly 8:2
Total points remain consistent with the old system
Core endgame loop for pushing difficulty remains unchanged
Achievement system is now live
Certain achievements now grant Talent Points
Experience Improvements:
Added controller support (Note: Feature currently incomplete)
Increased knockback for most weapons
Reduced base knockback on enemy death
Enhanced the influence of weapon-based knockback
Adjusted blood splatter VFX
Aims to improve hit feedback and impact
Enemy hit-flash is no longer pure white to distinguish from projectiles and improve visual clarity
Adjusted volume levels for certain assets
Reworked hit sound logic to enhance combat feel
Text optimization
Refined attribute descriptions for better clarity
Performance Optimization:
A week of refactoring has reduced Memory GC to near zero; FPS will be more stable during long runs
General performance tweaks to boost overall FPS
Optimization goals met; future updates will focus on new content
Fixed a major bug where items only refreshed once following the loot architecture rewrite
