Patch Notes (289)
New
- New tier of procedural generation chunks.
This is laying the groundwork for the smaller randomized chunks I think the maps were lacking to improve variability at a smaller scale. You will see some of these in Foothills this update, but expect more integration of them throughout the game over time - New boss attack
- New(ish) enemy type: Fallen Knight
High difficulty waves have a small chance to get spicy
Updates
- Overall color palette updates
- Various vfx updates
- You can now view loadouts in the end mission screen
- Various hud and menu visual updates
- Changes to various large and medium Foothills map tiles
- Bosses now count toward danger limit, reducing the amount of other enemies that can spawn while a boss is alive.
This should help in those instances when the boss spawns during a wave - Hide HUD input is now mappable in the controls settings
- You can now set for dashing while moving forward to jump instead in movement settings
Fixes
- Fixed not being able to turn Energize off when having less than 1 seconds worth of energy left
- Fixed source of power just disappearing instead of exploding sometimes
Demo
- Updated to match