Hi! Today we're releasing a small update, addressing a few issues introduced in the last update, and doing a few balancing changes to the recently added enemies.
Gameplay changes:- Perks with random effects (such as Golden Weapon) will now use the perk RNG seed, so a similar course of choices in the daily will lead to the same results for those.
- Improved Mob perk effect.
- Improved Reassembly perk effect.
- Magic Missile: Now they don't use player's vertical orientation when shot.
- Increased pick distance of the Master key.
- Campaign loadout: Default item is now weighted so it's more common to have underleveled items, but not forced to be the one with the lowest upgrade level.
- Weapon balance: Slightly adjusted damage/mana usage/fire rate of most weapons.
- Baby Slimes: Decreased poison chance
- Green Slimes: Decreased health and number of projectiles shot.
- Decreased Kassia's turrets health
- Decreased +Armor passive effect of some weapons from +10% to +5%.
Improvements:- Timed (purple) spikes: Made easier to be spotted.
- Perks are now sorted by name on the Library
Bugfixes:- Fixed being able to have two artifacts active at the same time.
- Should have fixed a crash related with a division by zero.
- Fixed a boss having a standard health bar
- Fixed frozen slimes reacting to hits.
- Fixed UI bug with Purity perk.
- Fixed Mob not working.
- Fixed character perks not showing the proper data on the mission result.