Patch notes: v1.0.0
Gameplay
- Added a tutorial
- (Full version only) The Algae species now collects dropped cells from anywhere, since it cannot move to reach them
System
- Added a logging and crash reporting system
Bugs / Misc
- Fixed a bug that caused having too many armor cells to crash the game
- Fixed a bug that caused unlocking every mutation to crash the game
- Fixed cells placed later on your alien triggering less often than cells placed earlier
- Fixed explosive cells looking for targets from the center of your alien instead of from the cell itself, which made them unreliable on larger builds
- Fixed the "Vampirism" mutation behaving incorrectly
- Fixed the "Emerald Splash" mutation not applying its bonus damage
- Fixed bosses not dropping any bonus cells
- Fixed ranged and charger enemies spawning in each other's proportions, which resulted in roughly twice as many ranged enemies as intended
- Fixed charger enemies not getting faster as waves progress
- Fixed a bug that caused poison to behave incorrectly with multiple poisoned enemies
- Fixed a bug that caused collision to behave incorrectly in some cases
- Fixed a controller navigation bug in the alien editor
- (Full version only) Fixed the Anomaly species reducing your damage instead of increasing it
- (Full version only) Fixed void cells dealing damage as the Biohazard species, which is not supposed to deal damage directly
- (Full version only) Fixed staying outside the safe zone in Supernova being unable to kill you
Balance
- Nerfed lightning cells and reduced their drop rate
- Nerfed speed cells and reduced their drop rate
- The speed cell's distance bonus is now measured against how far you can actually build at your current xenomass, so placing one on the rim is a real decision at every point in a run
- Reduced base cell drop rate
- Nerfed energy regeneration
- Reworked how movement speed scales with energy level
- Nerfed Living Arrow, Flicker and Impact Velocity, Charged Up, Crab Convergence, Least Resistance, Reserves, Perfect Shell, Annihilation and Critical Mass mutations
- (Full version only) Nerfed Overgrowth
- Reduced enemy spawns early game, increased enemy spawns late game
- Increased enemy health scaling
- Increased boss scaling
- Mutations no longer all cost 1 DNA
- Increased xenomass gained per wave
- Increased the cost of Distant Influence
Patch notes: v1.0.1
Graphics
- Improved lightning VFX
- Made the "Danger Zones" boss ability visuals less confusing
Bugs / Misc
- Updated the tutorial text color to match all the other text
- Fixed Shatter mutation being the wrong color
- Fixed Danger Zones dealing damage after they have already expired in some cases
- Fixed a bug that caused the "Bullet Hell" boss ability projectiles to disappear too early
- Fixed a bug that caused enemies to spawn with significantly more health than intended
- Fixed collisions being calculated wrong in the case of extremely long limbs
- Fixed a bug that could cause the game to crash after unlocking all mutations
Balance
- Reduced the movement speed and acceleration penalty for low energy
- Increased energy regeneration
- Boss abilities now deal half of the boss's contact damage instead of the full amount
- Nerfed the "Danger Zones" boss ability
- Increased boss scaling
- Increased bonus scaling for offensive cells
- Nerfed explosive cells
- Nerfed void cells
- Increased player projectile size
- Player explosions now scale with cell count
- Increased cell drop rate
- Increased cell drop rate in the early game
- Increased enemy spawn rate in the early game
- Reduced peak enemy spawn rate in the late game
- Increased enemy health scaling
- Reduced ranged enemy range
- Slightly increased player base speed
- Reduced corrupted mutation chance
- Reduced pricy mutation chance
- Improved the mutation system and significantly rebalanced a large number of mutations
- Reverted some of the previous DNA price increases
- Increased xenomass increment
- (Full version only) Reworked difficulty 4: Now grants half healing at the end of a wave instead of no healing
- (Full version only) Reworked difficulty 5: Now reduces energy regeneration and increases energy drain.
- (Full version only) Reworked difficulty 9: instead of 2 bosses per boss wave, each wave's boss hazard now periodically appears during normal waves
- (Full version only) Halved how much enemy health and damage increase per difficulty level
- (Full version only) Cells dropped in the Supernova area now spawn inside the safe zone
- (Full version only) Reduced player damage taken from explosions in the Hyperzone area
- (Full version only) Enemies now also take damage from explosions in the Hyperzone area
- (Full version only) Buffed Aberration species
- (Full version only) Buffed Biohazard species
- (Full version only) Buffed Voidborn species
Gameplay
- Cells should not fire at enemies that are just about to die anymore
- Player cells now start the wave off-cooldown
- Poison now ticks faster and lasts shorter
- Swapped boss order
- (Full version only) "Supernova" safe zone now moves
- (Full version only) Reworked the "Chaos Rift" area
- (Full version only) Reworked "Algae" species
System
- Reworked the score system to be more indicative of a player's performance during a run
- Added a total score tracker in addition to the existing high score tracker
- The game now pauses on controller unplug
- The game now pauses on focus loss
- Fixed issues with the game not minimizing on alt-tab in some cases