Good patch
[p]🛠️ Patch Notes
A small patch focused on polishing Novak, Endless Mode, and overall balance. After this update, we’ll be shifting our focus to a larger content release — it’s going to take some time, but it’ll be worth the wait. Stay tuned![/p][p][/p][hr][/hr][p][/p][p]⚔️ Novak[/p]
A small patch focused on polishing Novak, Endless Mode, and overall balance. After this update, we’ll be shifting our focus to a larger content release — it’s going to take some time, but it’ll be worth the wait. Stay tuned![/p][p][/p][hr][/hr][p][/p][p]⚔️ Novak[/p]
- [p]Charged attacks now have an orange trail on first-boss difficulty[/p]
- [p]Fixed an issue that allowed Novak to use second-phase attacks during phase one on difficulty level one[/p]
- [p]Fixed an issue that prevented the Charged Vertical Attack from being used at long range[/p]
- [p]Updated visuals for the Charged Vertical Attack’s wave[/p]
- [p]Behavior and balance readjusted[/p]
- [p]New combo attack: a chain of Charged Vertical Strikes[/p]
- [p]Novak’s HP scaling per level reduced: 300 → 200
[/p]
- [p]Endless scores now save even if you close the game mid-run[/p]
- [p]Fixed an issue where the train door could open before the location was fully loaded[/p]
- [p]Fixed issues with enemy speed behavior in Endless Mode:[/p]
- [p]Enemies no longer stand AFK after spawning[/p]
- [p]Killing the Butcher too quickly could prevent the room from ending and cause a softlock[/p]
- [p]Agents’ finisher animations no longer speed up
[/p]
- [p]Fenrir’s Heart buffed – required kills to trigger effect reduced: 5 → 3[/p]
- [p]Spinner Mine damage reduced: 30 → 20[/p]
- [p]Bosses’ damage scaling per level decreased by approximately 20%[/p]
- [p]Bosses' damage processing updated[/p]
- [p]Gunslinger’s Revolver now deals 1 shield damage[/p]
- [p]📝 Dev Comment: This change makes Gauss Revolver more comfortable to use on higher difficulties
[/p]
- [p]📝 Dev Comment: This change makes Gauss Revolver more comfortable to use on higher difficulties
- [p]Thundergod’s Heart reworked:[/p]
- [p]New effect: Prevents death and consumes all energy to heal. The effect triggers if you have at least 1 battery. Each subsequent trigger costs 3 more batteries.[/p]
- [p]Healing slightly buffed: 3/4/5/6% → 4/5/6/7%
[/p]
- [p]Ga Bolg:[/p]
- [p]Combo third strike damage: 25 → 35[/p]
- [p]Combo finisher damage: 120 → 90
[/p]
- [p]Vajra:[/p]
- [p]Combo finisher damage: 35 → 60[/p]
- [p]Trap Master achievement is now more consistent[/p]
- [p]Fixed an issue where allies couldn’t damage enemies with shield generators[/p]
- [p]Fixed an issue where Chemist explosions were triggered by ally attacks[/p]
- [p]Fixed multiple softlocks caused by falling through elevator floors[/p]
- [p]Affinity augmentations no longer drop if you already have 7 implants[/p]
- [p]Increased chance of receiving melee and ranged agents from the same set[/p]
- [p]Fixed an issue where having too many weapons caused only a portion of them to be saved after restarting the game[/p]
- [p]Fixed an issue where flying polearms (from Fenrir Spine effect) didn’t rotate like other weapons[/p]
- [p]Fixed shockwave VFX notify in Balmung combo finisher[/p]
- [p]Fixed an issue where the Heavy Rounds weapon mod could stunlock bosses[/p]