Patch Notes 0.1.3


Player:
[FIX] The Player’s Inventory page has been adjusted to accommodate the presence of an additional Functional Cheat. The space dedicated to a Weapon’s flavor text has been increased to allow for more words. 

Weapons:
[FIX] Functional Cheats no longer affect the status text if they are not being actively held.

[FIX] Weapons can no longer fire while reloading.

[FIX] Weapons now subtract from what remains in reserves if they have too few rounds to fill a full magazine.

[FIX] Shelter In Place no longer increases Shield and Health beyond their max capacities after Damage Reduction calculations.

[FIX] Weapons now automatically reload after emptying their magazines.
 
[FIX] The following Weapons have received a base Damage increase:
Full Fire Rifle: 350 (100% up from 175)
Machine Gun: 600 (118% up from 275)
Pistol: 580 (100% up from 290)
Semi-Fire Rifle: 470 (100% up from 235)
Single-Fire Rifle: 1044 (200% up from 348)
SMG: 330 (100% up from 165)

[FIX] Good Things Come: Being in combat (either by shooting an enemy or being damaged by one) bestows three benefits after three seconds:
15% Movement Speed increase
20% Damage reduction
45% Recoil reduction
Fated: Combat benefits are doubled and are granted instantly. Being in combat grants infinite ammo. 

[FIX] Positive-Negative: Moving generates a charge. Shooting an enemy will apply a DOT effect on that enemy, activating once every second. Effect lasts for ten seconds. Inflicts 100% of Weapon Damage per tick. 
Fated Positive-Negative: DOT damage increases to 200%. Damage ticks every half-second (as this Cheat is paired with Shelter in Place, the rate of charge decrease is halved). 

[FIX] All Else Fails: When the Player’s Shield is depleted, all incoming Enemy damage is nullified for three seconds. 20 second cooldown.
Fated All Else Fails: Immunity duration increased to five seconds. Cooldown reduced by ten seconds.

[FIX] Rude Awakening: Kills grant up to three stacks of a lethal AOE blast. [Space] - Cast Blast
Fated Rude Awakening: Total stacks increased from three to six. One kill acts as two stacks. Having any stack increases Weapon damage by 20%.

[FIX] Cadence: Every third Kill spawns a Lucent cluster. 
Fated Cadence: Every third shot spawns a Lucent cluster.

[FIX] Wait! Now I’m Ready
Fated: Kills restore 20% of Shield capacity.

[FIX] Efficacy
Fated: Weapon hits increase Weapon damage by 2%. Reloading no longer resets the bonus, but damage can only increase up to 125% of Weapon damage.

[FIX] Inoculated
Fated: Kills restore 10% of Health capacity.

[FIX] Malicious Wind-Up
Fated: Kills refunds 5% of Weapon reserves capacity.

[FIX] Not With a Stick
Fated: Maximizing Effective Range pushes Aim Assist halfway to full strength. Reloading no longer resets the bonus, but now lasts 20 seconds.

[FIX] Early Berth gets the Hearst - Exotic Single Fire Rifle
Explosive force decreased to 30 on detonations (down from 50).

[FIX] For Rarity 4-5 Weapons’ Cheat pools, they are split as such: 
All Else Fails, Not with a Stick, Malicious Wind-up, Positive-Negative and Good Things Come are in Pool 1. 
Wait! Now I’m Ready!, Efficacy, Inoculated, Cadence, and Rude Awakening are in Pool 2.

[FIX] Weapons begin receiving Functional Cheats on Rarity 2. Weapons begin receiving double Functional Cheats on Rarity 4.

Enemies:
[Implement] Major-class Enemies have been introduced, with double the Health points and Damage of a normal enemy. They have increased size to distinguish them from standard combatants. They have access to new attack behaviors: 

Pounce: Enemies will travel to a set distance from the Player, to then make a pouncing motion to the Player’s last position. Successful attacks inflict knockback. This action will idle them for one second before repeating the attack.

Jump: Enemies will travel to a set distance from the Player, to then make a large leap in the Player’s direction. Successful attacks inflict knockback. If the Player is too close to them while airborne, this enemy will seek onto them, scoring a guaranteed hit. Confirmed hits will idle them for two seconds before jumping again; If they remain on the ground for one second while in attack range, they are forced to jump.

They are currently set to spawn in varying densities starting from Encounter two. 

[FIX] Corpses have been deprecated; Enemies that die remain where they are and are deleted after four seconds.

[FIX] Enemies are now visually distinguished by differing colors: 
Melee - Red
Charge - Magenta
Range - Orange
Jump - Metallic Red
Pounce - Metallic Orange

[FIX] The Line Renderers used to visualize enemy engagement ranges has been deactivated.

Game:
[FIX] The two starting Chests disappear starting on Difficulty 2. 

[FIX] Weapons now only drop as delivery items from Chests and Kiosks. 

[FIX] The third encounter spawns ten combatants (down from 15). The fourth encounter spawns fifteen combatants (down from 30).

[FIX] Shattering Lucent clusters inflict 150% of its worth in Damage (up from 75%). 

[FIX] On Difficulty 5, purchasing from a Kiosk the regular way will spawn an Exotic Weapon. The alternative “Raise Rarity” option now offers Fated-rarity Weapons. The prices for either option are left unchanged from how they are regularly altered.

[FIX] Damage numbers that appear from enemy hits have higher resolution.

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