Source: Steam Community (opens in a new tab)
Update Notes
Level / World
- Cleaned up unused props in level resources
- Fixed dead-unit ignore logic
- Bigger slimes now correctly spawn smaller slimes again
- Fuel cells should no longer appear behind walls
- Added Rock Shooter trap to Cavernous Depths
- Fixed Tek Helmet resistance stat
- Golden keys now spawn immediately if a locked chest exists in the level
- Frozen Peaks should now always contain enemies
- Arenas can no longer generate with 100% ice coverage
- Max ice coverage is now 75%
- Cavernous Depths can now generate trap-surrounded chests
- Forge should appear closer to the exit in Rainy Road
- Movement system now relies again on the movement system node process instead of the controller
Combat / Item Effects
- Removed OnParentWeaponDealingDamage
- Replaced it with OnParentWeaponDealingHit
- Passive effects are now added correctly even when rune damage type matches the parent weapon
- Passive damage is now calculated on hit instead of on damage dealt
- Rune passive effects should now also work correctly on ranged weapons
- Moved a lot of rune item effect triggering into separate functions
- Less duplicated logic
- Item effect chances are now displayed directly under their related effects
- Added yellow color for electric damage
- Added stone-colored particles when destroying ores
- Ore HP has been significantly reduced
- Hitro rune now has a 25% attack speed bonus cap
Weapons / Runes
- Added Pico Bow
- Added Boomerang
- Added Glider Boomerang
- Added Bladed Boomerang
- Added ability to reset item cooldowns
- Boomerang cooldown now resets when returning to owner
- Passing item references into projectile damage nodes
- Assigning parent weapons to runes when equipped
- Previously this only happened during Fury activation
- Started work on new boomerangs
- Finished adding boomerangs
Systems / Optimization
- Marked all POIs
- Added different chest types
- Refactored unit and item spawning in scenarios
- Added ability to dynamically add scenarios to the controller
- Created loot resolver system
- Refactored loot drop component to use resolver
- Recording damaged targets in dictionaries for damage nodes
- Optimized TriggerItemEffectActivationLimits
- Regen tick optimization
- Optimized control system
- Dash now listens to the correct event
- Cached action strings for better performance
UI / QoL
- Added additional names to camp shops
- Easier to tell if you are buying companion skills or cartridges
- Purchasing skills/cartridges now shows unlock notifications
- Fixed rune item info not showing correctly
- Fixed rune reselection issues
Crafting / Loot
- Crafting rope now belongs to common items
- Added all items to correct rarity tables