Necromorphosis

Necromorphosis April 12th - The Savant Update!

Version
April 12th - The Savant Update!
Version Date
April 12, 2025
Links

Patch Notes

April 12th - The Savant Update!

Interface


New indicative arrows!
  • Now appear when all idols have been killed to show the way
  • Appear to indicate offscreen dropped Items
  • The new savant class will always see an arrow pointing towards the central Totem

Life changes


  • all damage and player life is multiplied by 10 so decimal variations such as from Armor will be more noticeable

Autoaim changes


  • Autoaim toggle is now saved between runs so you don't have to toggle it on every time if you want to use it
  • Cursor is now visible when autoaiming
  • Should be less twitchy if there are many enemies around
  • Now prioritizes items ONLY if they're close to the player, will jump back to targeting enemies as soon as you're a bit out of the way

Damage warnings


  • Taking damage now flashes the screen in red during invulnerable timer
  • Quick way to measure how much your Survival or Helmets have impacted invulnerability

New music


  • New shop music
  • Two new tracks may play after exiting the shop
  • Later updates will bring support to choose which track you want to play

New sounds


  • Slashes in general have a new sound (affects swords, axes, halberds and many enemies)
  • New sound for spawning in
  • New sounds for teleporting between depths
  • Some weapon sounds might differ slightly in pitch

New enemies


  • Fast Spiderlings now spawn when interacting with the Spider Shrine. Erratic and dodgy, will bite often.
  • Priests of the undying god will now periodically appear at more distant depths. they will teleport around when damaged while shooting out holy flames.
  • Abhorrent Seahorses will retaliate any damage taken with plenty of slashes. be careful when approaching them.
  • A mysterious hooded scythe-swinging miniboss who shouts skull curses may hunt you down
  • The headless Dead Bride miniboss is looking for someone else's head to replace hers.

Classes


  • Life Chests from the Shop now have different drops depending on chosen Class
  • Class selection is saved between runs
  • Class name is displayed on screen
  • Each class now has their own journey through the underworlds, visiting areas in different orders
  • Each class now has their own retaliation type
  • Simple uses the previous default multiple Spiteful bullets
  • Soldier retaliates with Slashes
  • Sorcerer retaliates with Stars
  • Scallywag retaliates with Bones

New class


  • Savant class can now be unlocked
  • Includes their own helmet and armor visuals based on Tuareg warriors
  • Bonus Strength and Skill, reduced Spite and Survival
  • Can see the world differently
  • Retaliates with Spikes

Sorcerer


  • Improved hat

Depth Variations


  • Depth and biome have been separated
  • Biomes type defines enemies and miniboss spawns, floor texture, doodads, ambience and traps.
  • Each class will visit biomes in different orders
  • Current biomes are boneyard, forest, fortress, swamp, underwater or a mix of other biomes.
  • New biomes will be added with updates (farmland, cathedral, laboratory and desert have been planned)
  • Current biome name appears briefly onscreen after getting there
  • Depth 1 should have less enemies right away, giving players more time to find chests
  • Higher depths should spawn enemies more frequently
  • Staying in the same depth for too long will cause enemies to spawn faster

Barrels


  • Marrow drop rate increased, key and heart drop rates decreased
  • If set to drop an Item, barrels will now exclusively drop Helmets or Armor unless your Luck is 5 or higher

Portals


  • No longer closes if it detects that there were items remaining in the field (now the UI arrows should indicate that and you can safely ignore them if you want). Mostly applies to situations where you had a lot of range and would destroy offscreen barrels that dropped items.

Weapons


  • Increased hitbox size of all melee weapons to make up for overall reduced enemy collisions.
  • Added a rotation offsets so the point of weapons targets the cursor precisely
  • This should mainly impact locked autoaim with long polearms and guns
  • Weapon and Spell damage receive slight player Level scalling in exchange for less base damage.
  • Depth 1 values unchanged, 2+ slightly buffed; helps alleviate the increase in enemy spawn later on.

New weapon! Trident:


  • Unlockable
  • Spike enemies at the cursor
  • After 3 hits, spike thrice
  • Every 6 hits, release a lightning bolt in a line
  • Synnergy: skill, soul, speed

New weapon! Flamethrower:


  • Unlockable
  • Shoots soul flames at enemies
  • Also shoots evil flames that harm you so beware
  • Synnergy: soul, spite, skill

New Weapon! Frog Hand:


  • Reward for having 3+ Frog god favor in one run
  • A mutated hand that casts whatever type of Retaliation you got
  • Aims at the direction you're walking towards
  • Synnergy: speed, retaliation, soul

New Weapon! Owl Arm:


  • Reward for having 3+ Owl goddess favor in one run
  • A bone wing of the Owl, used as a catalyst for a Gravity Spell
  • Casts a Black Hole that attracts foes into the event horizon before exploding into many Stars
  • Synnergy: soul, gravity, skill

New Spell! Bat Wings:


  • Equip bat wings as legs with 3+ Bat god favor in one run
  • Collide with doodads to destroy them and sometimes create dust devils that rush towards the cursor
  • Synnergy: speed, soul

Bomb


  • Fixed several separate issues with the player Bomb weapon
  • Now deals much more damage (large Soul scaling, small Strength scaling), has shorter initial range (improved by Skill rather than Speed) and slower fire rate (can now be improved by Speed and Cooldown)
  • Explosion is more visible, has a chance to cause more explosions per bomb with additional Luck
  • When touching an enemy bomb, both explode at once.

Fist


  • Animation plays much faster but waits a bit between punches
  • Increased base damage
  • Now has a larger hitbox, should make it more pleasing to use early on
  • Higher ability to spellcast when alone compared to other weapons to allow viable weaponless Spell starts
  • Each new arm reduces spellcast frequency to offset that

Halberd


  • No longer swaps rotation direction wildly when defending
  • Offensive Slash is now larger, now also increases in size with more Soul

Spear


  • Now has a small delay between attacks (reduced by Speed and Cooldown)
  • Projectile travels slightly slower
  • Melee attacks done when defending now correctly only targets nearby enemies
  • Melee damage is no longer a third of ranged damage, now deals as much as half up to full ranged damage (improved by Strength and Skill)

Claw


  • Much faster animation rate
  • Now has a moderate delay between attacks (reduced by Speed and Cooldown)
  • Autoaims at targets close to player only during attack delay
  • Locks on and clamps afterwards
  • Base damage decreased slightly, Strength scalling increased. Should be identical on early levels and more lethal later

Sword


  • Adjusted animation
  • Renamed to Scimitar
  • Now has a brief delay between the 2 attacks (reduced by Speed and Cooldown)
  • Base damage increased significantly, Strength scalling increased slightly

Zweihander


  • Renamed to Greatsword

Cannon


  • Can now break obstacles with its projectile

Crossbow


  • Higher Skill scalling on damage
  • Higher Speed scalling on reload

Handgun, Shotgun, Chainsaw


  • Adjusted visuals

Pistol


  • Less base damage and higher cooldown
  • Much higher Spite scalling

Star


  • Fixed an issue that could cause Stars to crash after picking up new items when no enemies were around

Bite, Web, Flames, Ice


  • Fixed an issue that prevented these Spells from benefiting from additional Cooldown reduction, range increase by Skill and Brain amounts.

Spike, Bone, Star, Lightning


  • Standardized spellcasting, now require an amount of hits to trigger, which decreases with Brain and increases with more spells and more arms.
  • Each of these being cast will add to the required amount of hits.

Upgrades


  • Some level upgrades were renamed to keep gramatical consistency
  • Learning -> Knowledge
  • Running -> Sprint
  • The effect of Gravity has been standardized

Knockback


  • Changed how Knockback works in some ways to prevent enemies wildly flying around the screen and tremendous speeds
  • Should be more consistent across enemy types
  • Strength now always affects knockback amount (10% per point) instead of only sometimes having a huge effect.

Idol


  • Now has a life bar similar to the player
  • Life scaling changed, takes less damage to kill early and more later on.

Enemy changes:



  • Enemies that don't deal contact damage now have their sprites outlined in Black rather than Red.
  • For consistency, Red outlines will remain exclusive to anything that hurts. No red and it doesn't hurt to touch.
  • Enemy colors standardized across the board to reduce visual noise on later stages.
  • Overall enemies have had their collisions reduced so they occupy less space in the world as a horde.

Endboss Snake:


  • Now has a Life bar similar to the Idol bar

Power Armor:


  • Now correctly gets a blue tint while recovering from reflecting bullets and a red tint ike all other enemies when being damaged

Servant


  • Waits in place for a little longer before hopping again
  • Smaller variants have less hp
  • Servant summons now appear offscreen

Savage


  • A few tweaks were made to their arm behavior, hopefuly this will fix weird issues where the savage fails to kill its own arm as it dies.

Sludge fish


  • No longer push themselves around so wildly

Skullface


  • Gains slightly less hp per depth

Sporebro


  • Takes longer to absorb others

Murai/Bownes


  • Chance to become Limbless after death on Depth 1 is 0%, back to 33% for Murai and 20% for Bownes respectively on Depths 2+; this is entirely to avoid impossible runs with Sorcerer who may start in the forest.

Bonewheel


  • Chance to shoot bullets is reduced on lower depths, back at 100% on depth 4+
  • No longer able to shoot bullets while the game is paused

Shrines:



Spider


  • Interacting with it now spawns the new Spiderlings instead of Servants

Bat


  • Now grants Wings at 3+ favor
  • Interacting with it spawns less hallowings early on but more late

Frog


  • Now grants Hand at 3+ favor instead of Retaliation

  • Fixed an issue when putting the game in windowed mode, no longer defaults to fullscreen every time the game opens
  • Fixed an issue where some projectiles would continually move when the game was paused
  • Fixed rare occasion where you could gain a level while dying and get stuck in the death room
  • Fixed an issue with the UI Heart appearing enormous for a while
  • Fixed an issue that would stick the Greatsword in a single position and prevent it from moving again
  • Fixed a crash when interacting with the whale shrine reward that appears at the shop on 3+ favor