Update 6: UI Polish & Balance Changes
Author: PQube Community,
published 1 month ago,
Hi everyone!
We’re just a few weeks away from the end of our Early Access journey, with the next major update being our 1.0 launch!
Before that, however, we’ve released a [b]small update [/b]that contains the [b]Lightning Rod[/b] weapon upgrade, [b]conduct[/b] status effect, [b]more achievements[/b] to discover, changes to how [b]level 3 weapon upgrades[/b] are generated, visual and UI improvements, balance changes, plus bug fixes. Enjoy!
[b]New weapon upgrade: Lightning Rod[/b]
The latest weapon upgrade grants projectiles the chance to inflict ‘Conduct’. Subsequent hits on enemies affected by the conduct status effect build up X% electrical charge. At 100% the afflicted enemy is struck by a bolt of lightning! Here is the full upgrade path:
Level 1: Chance for projectiles to inflict conduct
Level 2: Lighting strikes twice.
Level 3 (Effect branch): Electrical charge buildup increased by 20%.
Level 3 (Damage branch): Damage dealt by lightning increased by 30%.
[img]https://clan.cloudflare.steamstatic.com/images//44357813/1d9227b27dae8296adb20f94b1fbe4c113a7b3cc.gif[/img]
[b]Changes to Level 3 weapon upgrades[/b]
If you have a level 2 weapon upgrade, the next time you reach a weapon upgrade level milestone you’ll be offered both upgrade paths on the level up screen, where previously this was randomly determined. To use the Mind Steal example below, at level 3 you can now choose either the sanity or cooldown branch, giving you more control over your build for the run.
[img]https://clan.cloudflare.steamstatic.com/images//44357813/91988a70a0c18c0a2eaa55dc9c16e0348e50f6a7.png[/img]
[b]Additional visual and UI polish[/b]
We received a lot of requests from players asking for boss health bars, which we have now implemented! This combined with the boss markers from the last update, will help with planning and decision-making during the boss waves at the end of each stage, and make the fights less overwhelming. We have also added visual indicators for the Execute, Life Steal, Mind Steal, and Huntsman ability activations.
As always a full list of changes can be found below:
[b]Features[/b]
[list]
[*] Added support for controller vibration
[*] Added Lighting Rod weapon upgrade
[*] Added boss health bars
[*] Added visual notifications for Execute, Life Steal, Mind Steal, and Huntsman ability activations
[*] Added achievements for Lightning Rod, Corrosive Rounds, and Cryo Blast weapon upgrades
[/list]
[b]Balancing[/b]
[list]
[*] Reworked level-up window UI to offer both level 3 weapon upgrades if the player has the relevant level 2 upgrade.
[*] Added elemental chance stat to all weapons which will vary and scale depending on the weapon equipped e.g. Low attack speed weapons gain a higher percentage chance
[/list]
[b]Bug fixes[/b]
[list]
[*] Level-up window no longer causes input to lose focus during the fade screen
[*] Virtual cursor no longer goes outside the screen
[*] Multiple cursors no longer appear when scavenging
[*] A new difficulty can no longer be selected after starting a stage
[*] Fixed an issue when using both controller and keyboard/mouse on pause menu were causing errors
[*] Fixed Double Tap III weapon ability icon
[*] Updated some weapon ability text
[/list]
That’s all for now, but we’ll be back in a few weeks to reveal our final wave of new content and features for 1.0!
PQube, Electric Monkeys & Secret Level Studios