The Anvil Update Hotfix
Thank you all for the amazing feedback on the last update- I have spent the last while absorbing it and made this hotfix to smooth out the most common pain points 🦀
If you missed it, you can check out the trailer for the Anvil Update here: https://youtu.be/tMuKFIoe5IE?si=MfWoBWh5w_yD4P0z
- Lightning Scepter now only makes you fly while already in the air so you can fire it while on the ground without getting lifted up
- Removed the velocity cap when floating with the Lightning Scepter. This should make it easier to air dodge
- Added a delay before the floating happens in the air with the Lightning Scepter. This should make your initial jump / launch feel much smoother instead of jankily losing all momentum as soon as you fired which felt jarring
- Lighting Scepter no longer lifts enemies into the air as it could actually create more dangerous situations for you as they were able to still fire in that position
- Improved Lightning Scepter projectile visuals to make it harder to lose track of them when a lot is going on or against bright backgrounds
- Reworked the lob shot formula (used on Arcane Wand and Lightning Scepter) to make it easier to hit targets that are nearby rather than projectiles sailing over their heads
- Increased Lightning Scepter and Arcane Wand projectile speeds by 25% (this combined with the lob change above should make these weapons feel much more comfortable to use)
[h3]General Changes[/h3] - Shop prices were feeling too high and have been reduced across the board: Legendary cost reduced by 23%, Epic cost reduced by 32% and Common cost reduced by 10%. Greed loot now costs the same as Epic loot (previously Greed cost more than Epic)
- Added a guaranteed health related piece of loot to every shop
- Increased the amount of fire stacks before rapid stack falloff happens from 100 to 250 (this makes early game fire builds much more effective as the rapid falloff takes more stacks to activate)
- Reduced the speed at which fire and poison stacks rapidly fall off by 50%. This is a nice buff to late game fire builds and poison builds in general as the stacks won’t be reduced as fast
- Scavenger pickup radius increased by 33% and lifetime increased from 8 to 10 seconds
- Chance for enemies to resurrect with the Resurrecting Enemies modifier active reduced from 15% to 10% to reduce tedium
- Enemy damage was feeling too high on islands past the diamond victory threshold (Island 56+) so it has been reduced by 50%
- Enemy projectile prediction is once again less accurate while you are aiming. This is in response to a common bit of feedback that enemies were feeling frustratingly accurate and the previous aiming tech used to dodge attacks was much harder to pull off
- Most enemies that leap horizontally do so 33% less in order to feel less random and more grounded when fighting them
- Significantly reduced the amount of music volume reduction that happens when certain other sounds play (like explosions or gunshots)
- Made several changes to improve quickplay search variety and to prevent stalemates when joining invalid sessions repeatedly
- Added optimizations and limits to how many air strike explosion VFX can be visible at once to improve framerate and visual clarity. Also shortened the length of these VFX so they aren’t blocking your view for as long
- Added an extra explanation to the Anvil portal description explaining why sometimes players in multiplayer get Random chests instead of anvils as there was some confusion there (they need to have an enhanceable piece of loot, otherwise getting an anvil would be useless for them)
- Crystals now get auto collected 1 second faster- just makes the game feel more responsive instead of the double take of “wait do I need to collect them myself?” happening
[h3]Balance Changes[/h3] - All ranged enemies cost 33% more to spawn. This means fewer situations where you are getting spammed by too many projectile enemies at once
- All large enemies move 25% slower (other than Elites as you are often facing them in a 1v1 situation)
- Grubs cost 100% more to spawn. This means less Grub spam!
- Pumpkin and Elite Pumpkin projectile speeds reduced by 20%
- Sniper Crabs now have a longer time between shots to feel less spammy
- Lightning Ant health reduced by 15%
- Critical Blast damage increased from 35 to 40
- Power Armor damage per plate increased from +12% to +15% to bring it in line with Damage Combo
- Imploding Explosion damage increased from +33% to +50% and the downside reduced from -20% radius to -15% radius
- Big Ability downside increased from -3% ability movement speed to -8%. This is still way lower than it was before, it was reduced drastically to iron out a bug and I forgot to increase it again during the beta
- Heat Sink and Ability Ring now apply multiplicatively (similar to Blender). This is a nice buff especially in combination with Iron Explosion
- Streamer Loot is now 25% less likely to upgrade from Common all the way to Legendary as it was happening quite often. Chance to upgrade from Common to Epic is unchanged
- Air Strike was outclassing most other abilities in terms of damage so the base damage has been reduced from 750 to 600 (this is still the equivalent damage of throwing 4 grenades at once!)
- Black Hole tick damage increased from 4 to 8
- Electro Globe tick damage and ending explosion damage increased by 500%
- Marksman Rifle projectile spacing slightly adjusted
[h3]Bug Fixes[/h3] - Fixed Leap Of Faith dealing fall damage after hammer slams
- Fixed lag that could happen with spark and homing blade projectiles when enhanced with targeting or expanding enhancements
- Fixed Overspill Goblet not calculating damage correctly (it now calculates multiplicatively like Critical Thinking meaning a big buff compared to before which was accidentally additive)
- Fixed not being able to parry energy rings or barrel explosions
[h3]Lightning Scepter / Arcane Wand Changes[/h3]
If you missed it, you can check out the trailer for the Anvil Update here: https://youtu.be/tMuKFIoe5IE?si=MfWoBWh5w_yD4P0z