Hello all! This update is mostly fixes and small updates to various systems that weren't performing as well as I would have liked. On top of that though, we are gearing up for the [b]Blistering Beach[/b] release, which is still about a month off, if my guestimate is correct. Anywho, changelog! [b]Version: 0.350.03 Updates:[/b] -[b]Blistering Beach[/b] -Added all common tiles -Added the [i]Upward Current[/i] trap -Slowly pushes everything upward -Added the [b]Sear[/b] enemy -Fodder type -Endemic to Blistering Beach -Lots of knocking the player around -[b]Lion's Stump[/b] -[i]Mycelium Tendril[/i] -Lowered damage ratio -0.75 -> 0.1 -Increased tick rate -0.5 sec -> 0.25 -No longer deal damage on initial overlap -[i]Note: This way, it will now do less damage overall, and seem less like a huge burst of damage[/i] -[b]Devil's Skyburst[/b] event -Lowered the AoE -1500uu -> 800uu -Lowered the damage -50 / 75 / 100 / 150 -> 30 / 50 / 70 / 100 -The chance that any given enemy spawns as an elite is now increased based on current difficulty and hymn level -Elite chance multiplier (difficulty) -1.0 / 1.1 / 1.2 / 1.5 -Elite chance multiplier (hymn) -0.025 / hymn level -The absolute number of potions that the player currently has now affects: enemy spawn rate, event spawn rate, swarm spawn rate, bounty hunter spawn rate, and event difficulty -Hymn level now affects the number of possible elite effects for an enemy -Elite effect count multiplier -1.2 / hymn --- [b]Bug Fixes:[/b] -Findable NPC's should no longer be able to be found twice in one level -Added a missing Fullscreen option from the main menu -Fixed an issue with the briars that the [b]Overgrown Sentinel[/b] spawns where they weren't properly despawning on death And that is that for this update! Thank you all, Until next time, Lucas Join our [url=https://discord.gg/x9ArrpkcgE]Discord![/url]