PATCH 1.7.a Rumble & Rebalance
[h2]Phew! [/h2][p]It's been a little while.[/p][p]The plan was always for this to be a quiet month, with slow but steady work on the next update for Haste.[/p][p]Well, someone should have told the dev team![/p][p]
[/p][p][/p][h3]To summarise the headline features:[/h3]
[/p][p]Overclocked Medical Drone: [/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Growth Potential[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Big Spark Magnet[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Steady Investment[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Bitter Herbs[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Recyclable Rocket[/p][p] Rarity: Rare -> Common[/p][p] 35s Cooldown -> 20s Cooldown[/p][p] +50 Speed -> +40 Speed[/p][p] No longer removes Speed after duration ends[/p][p]
[/p][p]Reheated Soup[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]400-leaf Clover[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Heart Shaped Mirror[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Interest[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Performance Based Health Insurance[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Protective Medallion[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Spark Plug[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Vitamins[/p][p] 10% more expensive than items of the same Rarity[/p][p]
[/p][p]Spark Powered Propeller[/p][p] Rarity: Rare -> Common[/p][p] 10% more expensive than items of the same Rarity[/p][p]
[/p][p]Grunt's Helmet[/p][p] Rarity: Rare -> Common[/p][p] 1s Invulnerability -> 0.5s Invulnerability[/p][p]
[/p][p]Clown Shoes[/p][p] Rarity: Rare -> Common[/p][p] 30% Chance to save a non-perfect Landing -> 25% Chance to save a non-perfect Landing[/p][p]
[/p][p]Mysterious Spring[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Delayed Emergency Device[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Velocity Powered Syringe[/p][p] Rarity: Rare -> Common[/p][p]
[/p][p]Big Pumpkin[/p][p] Rarity: Rare -> Common[/p][p] +60 Max Health -> +50 Max Health[/p][p]
[/p][p]Personal Gravity Enhancer[/p][p] Rarity: Epic -> Rare[/p][p] 35s Cooldown -> 15s Cooldown[/p][p] 35% Boost -> 50% Boost[/p][p] 5s Duration -> 6s Duration[/p][p]
[/p][p]Quick Taco[/p][p] Rarity: Epic -> Rare
[/p][p]Instant Compensation Machine[/p][p] Rarity: Epic -> Rare[/p][p] 25 Sparks on taking damage -> 40 Sparks on taking damage[/p][p] 1s Cooldown -> 6s Cooldown[/p][p]
[/p][p]Boost Remote[/p][p] Rarity: Epic -> Rare[/p][p]
[/p][p]Energy Lash[/p][p] Rarity: Epic -> Rare[/p][p] 40s Cooldown -> 20s Cooldown[/p][p]
[/p][p]Low Grade Timeline Swapper[/p][p] Rarity: Epic -> Rare[/p][p]
[/p][p]Brittle Breastplate[/p][p] Rarity: Epic -> Rare[/p][p] 1s Cooldown -> 6s Cooldown[/p][p]
[/p][p]Karma[/p][p] Rarity: Epic -> Rare[/p][p] 2% Luck per missing Health -> 5% Luck per missing Health[/p][p]
[/p][p]Leadership Pipe[/p][p] Rarity: Epic -> Rare[/p][p]
[/p][p]Time Dilation Thing[/p][p] Rarity: Epic -> Rare[/p][p]
[/p][p]Risk and Reward[/p][p] Rarity: Epic -> Rare[/p][p]
[/p][p]Timeline Shifter[/p][p] Rarity: Epic -> Rare[/p][p] 40s Cooldown -> 20s Cooldown[/p][p]
[/p][p]N-Dimensional Leaf Clover[/p][p] 25% Luck -> 100% Luck[/p][p]
[/p][p]Emergency Shoes[/p][p] 35s Cooldown -> 25s Cooldown[/p][p] [/p][p]Jackpot[/p][p] 100 Sparks -> 250 Sparks[/p][p]
[/p][p]Big Squash[/p][p] +50% Health -> +60% Health[/p][p]
[/p][p]Perpetual Motion Machine[/p][p] Rarity: Common -> Epic[/p][p]
[/p][p]Well-Earned Confidence[/p][p] Rarity: Rare -> Epic[/p][p] 5% Boost per Perfect Landing -> 3% Boost per Perfect Landing[/p][p]
[/p][p]Atomic Timepiece[/p][p] 1s Cooldown Reduction -> 2s Cooldown Reduction[/p][p]
[/p][p]Tight Schedule[/p][p] 0.25s Cooldown Reduction -> 0.5s Cooldown Reduction[/p][p]
[/p][p]Plutonium Coin[/p][p] Rarity: Rare -> Epic[/p][p]
[/p][p]Painful Coil[/p][p] 0.3% Boost per missing Health -> 0.6% Boost per missing Health[/p][p]
[/p][p]Timeline Attractor[/p][p] Rarity: Epic -> Legendary[/p][p]
[/p][p]General Relativity[/p][p] Rarity: Epic -> Legendary[/p][p]
[/p][p]Portable Harvester[/p][p] 45s Cooldown -> 30s Cooldown[/p][p] Now also gives 60 Sparks[/p][p]
[/p][p]Otherworldly Contact[/p][p] 35s Cooldown -> 30s Cooldown[/p][p] Now also gives 50 Health[/p][p]
[/p][p]-----------------------------------[/p][p]Okay, seems like that was everything! I'm exhausted.[/p][p]If you have any feedback, be sure to let the team know on the Discord.[/p][p][/p][h3]Until next time, see you out there in the worlds![/h3][p][/p][h3]/RIZA[/h3][p][/p]
- [p]Major item overhaul![/p]
- [p]Rumble![/p]
- [p]Disaster in Endless![/p]
- [p]RUMBLE! (Including a bunch of settings)[/p]
- [p]Disaster Mode is now playable in the Endless Shard[/p]
- [p]Increased maximum Obstacle difficulty setting[/p]
- [p]"Chance Items" with a percentage chance for something to happen now show the final Luck-modified value instead of just the base value (along with a tooltip with a breakdown of the calculation)[/p]
- [p]You now start with full Energy in the Hub World[/p]
- [p]New difficulty setting for Item Rarity, which multiplies the chance of getting higher-rarity items. (Defaults to 100% on all difficulty levels)[/p]
- [p]The post-run stat screen now shows your item loadout[/p]
- [p]Abilities can no longer be triggered while not running, which fixes a number of edge cases (mostly related to spending all your Energy while Zoe is off-screen)[/p]
- [p]Improved the way Boost Rings spawn from Items[/p]
- [p]Item effects that stack every time they are triggered (like Well Earned Confidence) now carry over between Fragments[/p]
- [p]Stacking triggered item effects now correctly get removed if you remove the item[/p]
- [p]You can no longer exploit the Reroll button in Endless multiplayer to get near infinite items (sorry!)[/p]
- [p]The UI for equipping skins now correctly opens with your currently equipped skins selected[/p]
- [p]Eliminated a momentary freeze when closing the Shard Setting menu[/p]
- [p]The Fragment Disruption tooltip for Research Outpost discounts is now correct[/p]
- [p]A number of Luck items were incorrectly multiplying each others effects[/p]
- [p]Added a message about why you cannot send items to another player if you are in an empty multiplayer session[/p]
- [p]Item Tooltips now shift to the left side of the Item description if there's no more space to the right on the screen[/p][p][/p]
- [p]Hard and Very Hard Endless now start at slightly higher difficulty[/p]
- [p]Items granting +% of Max Health no longer multiply themselves (this is a much more intuitive behaviour in addition to being easier to balance)[/p][p][/p]
- [p]Lower-rarity items are now more common, higher-rarity items less common[/p]
- [p]Shard difficulty and progress now has a bigger impact on the rarity of items you find, so higher-rarity items become more frequent the further you get in a Shard[/p]
- [p]Lots of items have had their Rarity adjusted[/p]
- [p]Some items now have an Item Cost Multiplier for their own price. This has been sparingly used and is not surfaced in-game, but is another lever for balance in the long run.[/p][p][/p]