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WZRDS 1.0.1 OUT NOW

[p]Hello WZRDS! Today I am rolling out a new update with a number of balance adjustments as well as UI improvements and bug fixes. More content as well as a roadmap for future development will come soon, but these changes were too important to put off[/p][h2]Notable Changes[/h2][p]After launch, I sent my game out to a few people who have never played WZRDS. Getting live feedback from a fresh set of eyes has allowed me to identify and address key issues with the game's ui and information presentation. As such, I have made the following changes:[/p][p]Mid Wave[/p]
  • [p]added damage numbers. can be disabled under gameplay settings[/p]
  • [p]added wave number to time remaining[/p]
[p]Level Up Screen[/p]
  • [p]level up screen now includes weapons[/p]
  • [p]new animation on selecting multiple level ups in a single round, to prevent accidentally double selecting a random level up[/p]
[p]Shop[/p]
  • [p]Weapon descriptions have been majorly reformatted[/p]
  • [p]Most notably, Weapon descriptions now contain their level, directly under the weapon sprite[/p]
  • [p]Overhauled the Weapon Diamond visuals[/p]
    • [p]Weapon Diamond now displays weapon level under the weapon sprite[/p]
    • [p]The Squares to represent Weapon Level have been completely redone[/p]
  • [p]The button to upgrade the shop level now always shows the coin cost[/p]
  • [p]The next wave is now displayed above the 'ready' button[/p]
  • [p]Updated sprite for wand set bonus[/p]
[p]miscellaneous [/p]
  • [p]Removed 'lock camera' from Options. this was a defunct setting [/p]
[p][/p][h2]Balance Changes[/h2][p]After watching a few brand new players play, I have come to the conclusion that WZRDS is too easy. More specifically, WZRDS gives you so many options and opportunities to become stronger that choosing carefully doesnt really matter as you end up strong no matter what. As such, I have made the following changes[/p][p]Player Stats[/p][p]Survivability stats should no longer be something you can passively take on level up and have more than enough[/p]
  • [p]Player no longer starts at +5 speed. this is technically an bug (oversight from testing that slipped into the main game), but the change is large enough to note here[/p]
  • [p]Player base speed raised by 10%. Net change in Player Speed is ~13% slower[/p]
  • [p]Nerfed Dodge Stat.[/p]
    • [p]Exact formula has gone from 5/(5+dodge) to 10/(10+dodge)[/p]
    • [p]At 10 dodge, chance has gone from 66% -> 50%[/p]
    • [p]At 20 dodge, chance has gone from 80% -> 66%[/p]
  • [p]Nerfed Armor Stat. [/p]
    • [p]Exact formula has gone from 10/(10+Armor) to 15/(15+Armor)[/p]
    • [p]At 10 Armor, reduction has gone from 50% -> 40%[/p]
    • [p]At 20 Armor, reduction has gone from 66% -> 58%[/p]
[p]Enemy Stats[/p][p]I have moved some of the difficulty out of the first set of modifiers and into the base stats. I have also made the Health Scaling difficulty modifier easier on the players, because enemies simply becoming damage sponges isn't fun difficulty[/p]
  • [p]Enemy Base Health raised by 10%. Enemy Health difficulty modifier 20% -> 10%[/p]
  • [p]Enemy Base Spawnrate raised by 5%. Enemy Spawnrate difficulty modifier 20% -> 15%[/p]
  • [p]Enemy Health Scaling difficulty modifier lowered 10% -> 5%[/p]
[p]Enemy Changes:[/p]
  • [p]\[Nerf]Evolved spirit clouds have less range on their additional projectiles (3t -> 2t)[/p]
[p]Shop and Items[/p][p]Item prices have been adjusted across the board. For the most part, Items of uncommon rarity and higher are more expensive. Reroll costs have also been raised from 2 -> 3. These two changes should make carefully deciding how to use your income more important.[/p][p]Specific Item Changes:[/p]
  • [p]\[buff] crystal brain now gives more health on skipping (+2 -> +4)[/p]
  • [p]\[nerf] Demon Eye is now limited (6)[/p]
  • [p]\[nerf] Scroll of Cursed Flames 4 targets -> 3[/p]
  • [p]\[nerf] Scroll of Cursed Flames 50 Cooldown -> 55 Cooldown[/p]
[p]As balance can be a tricky thing, I will continue to monitor and make changes so that the game remains fair[/p][h2]Bug Fixes[/h2]
  • [p]Difficulty unlocks are now properly saved before crashing[/p]
  • [p]Poltergeist mask unlock now shows correct sprite[/p]
  • [p]Fixed a number of crashes and potential crashes related to finding the square root of negative number[/p]
  • [p]Fixed a crash relating to the Earth WZRD's ability[/p]
  • [p]Tome Set Bonus now properly give Area Damage as listed instead of Damage over Time
    [/p]
[p]The demo has also received an update with all applicable bug fixes, ui updates, and item changes

hotfix 1.0.1.1[/p]
  • [p]unlocking things no longer crashes games[/p]
[p][/p]