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SHOOPER NOVA News

V1.1.1 Change Log

Fix: The game was lagging due to a large number of bullet stuck on summons in the later stages of the Endless Trials

V1.1.0 Change log

Leaderboards heading into S2 season!

Thanks to everyone for playing and giving feedback! The game's difficulty, randomness, and balance have been tweaked quite a bit from release, as well as through your bug feedback reports.
Since the game's values have changed a lot compared to when it was released, for the sake of the fairness and fun of the leaderboards, this update will enter the S2 season of the leaderboards!
Thank you to the 6,500 players who fought on the leaderboards during the S1 season! Together we have protected the planet!
(You can go to the Leaderboards interface to switch seasons to view historical rankings)

Mechanism Adjustment
  • After killing a boss, the remaining time will be converted into money: 2 money/sec.
  • Blood growth rate of gold mines in Endless Trials halved
  • At the end of each wave, bullets present can be ejected up to one more time to avoid lag in the store screen


Component and tech adjustments
  • Super Gun: Lv.3 Superguns have a count limit of 100=>150 per wave, Lv.4 Superguns have a count limit of 150=>333 per wave
  • Super Link: can now be repurchased and stacked up to 5 times
  • Accelerator: -10% => -20% cooldown remaining on summons when bullet change is complete
  • Turret Core: Increases the life of the turret in the center of the shield by 50% => 100%.
  • Shield Core: Shield knockback distance in the center of the turret is increased by 50% => 100%.


Bug Fixes
  • Fix: Severe lag when selling valuable components
  • Fix: Some moons/enemies not cleared when component ring is large
  • Fixed: Blood level of some enemies is abnormal after 90 waves in Endless Mode.
  • Fixed: Endless Mode value anomaly that prevented score uploading

V1.0.6 Change log

New pre-requisites for some technologies

New pre-requisites for some techs to shrink the random pool and reduce randomness
  • All-in: hold at least 100 money
  • Refinement Restruction: hold at least 100 money
  • Refinement Breakthrough: Hold at least 60 money
  • Gold Technology: Hold at least 60 coins.
  • Refinement Amplification: Hold at least 40 money.
  • Mini-Support: Warehouse is empty
  • Super Reserve: Warehouse is not empty.
  • Warehouse gold: Warehouse is not empty.
  • Lucky Reserves: Warehouse is not empty.
  • Mod Reserve: Warehouse not empty
  • Circular Economy: Component ring occupancy exceeds 50 percent
  • Deep structure: component ring occupancy exceeds 50%.
  • Streamlined Construction: component ring occupancy is less than 70%
  • Deep construction: component ring occupancy is more than 50%


Technological adjustments
  • Oversized Magazine: adds more magazine capacity, 10=>15
  • HP amplification: no longer reduces knockback


Other adjustments
  • When disabling causes a shortage of refreshable components, the store will refresh additional techs and vice versa
  • Damage per second is displayed with a thousand separator.


BUG Fix
  • Fixed: Elite monsters on hit swipe appear more than 2 at once
  • Fixed: Endless Mode sacrifice stats as failure in career
  • Fixed: Gold Mines abnormally disappearing after about 90 waves.
  • Fixed: Characters dying with half life tech when they only have 1 max life
  • Fixed: Occasionally, at the end of a wave, you can't access the store and the game won't proceed.
  • Fixed: Some text errors

V1.0.5 Change log

Difficulty adjustment
  • Difficulty 1 through Difficulty 3 reduces enemy spawn rate
  • Difficulty 1 through Difficulty 5 reduces enemy blood/damage
  • For Elite monsters that swipe while wounded, limit their maximum number of simultaneous presence to 2 to improve the stability of the gun school in Endless Mode


Probability optimization
  • Add pre-requisites to some components/technologies to avoid refreshing them in the store when they are not needed for the current playthrough
  • Avoid frequent reappearance of unneeded components/technologies:
    • If you skip buying a component, the next 10 components that appear in the store will all be different (unless there are less than 10 components available).
    • If you skip buying a tech, the next 25 techs that appear in the store will be different (unless there are less than 25 techs available)


Technology intensity adjustment
  • Excessive Refresh: Reduce the number of refreshes required, need 4=>3 refreshes to get a refresh discount
  • Super Refresh: Reduce the number of refreshes required, need 5=>4 refreshes to get attribute enhancement
  • Super Armor: Increase the permanent damage increase benefit of uninjured damage in this wave, +3% damage increase => 5% damage increase
  • Death Rocket: Reduce the size of Death Rocket, but increase the damage of it, every time you trigger the firearm component, increase the size by 3%=>2%, increase the damage by 6%=>15%.


BUG Fix
  • Fix for time passing too slowly on quick restarts


V1.0.4 Change log

- Reduce the price of some technologies
- Increase the probability of occurrence of some technologies
- Initial HP +2