Devlogs
Patch notes: October 6th
Things are moving quickly enough and changing rapidly enough that we're going to hold off on the line-by-line, change-by-change versions until we've gone from making sweeping changes to iterating over minor balance tweaks. Even still, we want you guys to know what's changed in at least a general way! So without further pomp or circumstance, here's the Change Log - Broad Strokes Version:
- Tiers 3 and 4 Locked: There was too much that was incomplete and placeholder for those tiers to be worth taking up spots in the pools. Tier 3 and 4 augments will not longer appear as options until we finish them up so they work as intended.
- Tiers 1 and 2 Almost Finished: We implemented the missing passives on the vast majority of the tier 1 and 2 augments. Everything now does what it says it does. There are only a few clearly-marked exceptions.
- More enemies, Less HP: Rack up your body count before you get swarmed! Substantially more enemies that die faster.
Thinner circles: Sometimes rings of foes would spawn around you. They still do, but it's easier to punch through now. - More waves: Play for longer and get a higher level now that gameplay lasts and extra 7 minutes. There are large glowing "miniboss" enemies that drop tons of XP when you kill them. The new waves have tougher versions of the normal enemies.
- Performance: Several things that caused great amounts of lag in the previous version no longer do. Glares at Betty.
- Map changes: The map is less blank than it was before, but we've still got a long ways to go here. Until then, see if you can find the bee forest!
- More Augments: Eight augment lines that were supposed to be included in the last build turned out to not be. We fixed that. At last, you have more grip and charm options!