Devlogs
v0.1.3 patch notes
Posted April 29, 2024 by pktt
More little fixes. I'm working on a big balance pass to buff enemy durability as well as player ranged/mental abilities, plus make it easier to point your build in a certain direction, but that might take a bit. Getting some smaller fixes/tweaks out in the meantime, as well as some of the balance changes ahead of time.
UI
- Chance displays should no longer show extra percent signs (e.g. 20%% chance to corrode)
- Update psi orb description to hopefully be clearer.
- Fixed a rare bug that only occurred for some people, where leveling an ability via keyboard hotkey would also toggle the ability in that hotbar slot.
- Line-targeting abilities will no longer attempt to snap to enemies that are visible through telepathy but not in line of sight.
- Added Backtick (`) as an alternative to escape, as a workaround for the web player.
- Removed mention of the Esc key in the win screen and the post-admiral message. The post admiral message now says enter, and the win screen just looks like a highlighted button. Pressing Escape will still work.
Gameplay
- Non-attack sources (retaliation damage, psionic orb, psi storm) should now correctly trigger adrenaline
- Vampirism costs less SP per hit.
- Several abilities deal more damage: Mind blast, acid spit, fire bolt, flash freeze, hurl debris
- Electric Discharge can't hit the same target multiple times.
- Pyro/cryokinesis now only give 1 damage to melee hits but give much larger bonuses to ranged/mental hits. This is an attempt to help build diversity, but is a bit of a stopgap as I attempt to bring melee more in line with where I feel it should be, and bring ranged/mental up. Might wind up scrapping or reworking these entirely.
- Fixed a bug where second wind was only spending SP when it was failing to heal the player due to full health.
Files
web.zip 9.3 MB
exec.zip 23 MB