
This is it people, the big update that sets the stage for the final roadmap of the game! This update adds a lot of new content and tweaks to the game. Not only does it now have an all new procedural level system in combination with hand crafted levels but the level cap has been raised to 100! The pacing of the game has been greatly modified producing a much more even experience.
Due to the fact that the experience has been modified so much this patch will invalidate old save game files. It is necessary to start a new character to properly experience the game at this point. If you have loot that you wish to keep then make sure it is placed in the universal storage box.
New Additions to the game
- Completely new random world generation system!
- A dozen new level tiles of various size and game play now exist.
- All missions are now a blend of hand crafted levels in addition to procedural generated levels.
- New items and weapons are now available throughout the game.
- The two new monsters are used liberally within the new random generation system.
- Monsters can now spawn with random affixes that modify their stats. (Fire poison ice and lightning)
- Monsters can now spawn as Tough, Epic or Legendary variations.
- Tough Epic and Legendary monsters now have unique loot tables.
- At level 100 unique hell weapons have a chance to drop from tougher enemies.
- Magical weapons can now drop from tougher enemies.
Lots of bug fixes and balance tweaks
- Default level cap is 25
- You can do trial missions to raise the level cap from 50-75-100.
- Trial missions are now used to test the player at level cap with a chance to raise the cap further.
- Mana ammo now has an icon.
- Exit game warning message no longer gets stuck on screen randomly.
- Minigun base damage increased.
- Sanctuary is now in its own list to make it easier to find.
- damaged Acid Cannon now displays correct name.
- Ending level crystals now give a lot more experience.
- It is possible to upgrade blueprints above standard quality again.
- Item level of blueprints are now displayed when they are above players level.
- Advancement sound error where it plays as soon as the level loads. (Fixed)
With all of the above changes in place My plan is to now get a solid art pass on the procedural missions then complete the final mission in the game. The final mission will include a boss battle as well as some of the most intense hand crafted level design to date.
I want to get Revulsion into a 1.0 state as soon as possible. It has been officially one year in early access so it is now time to finish the game. This month is going to be extremely active in terms of additional updates. My goal will be to have another big update within January for a new mission and a fully arted out procedural world.
Stay tuned for more!
