Hey everyone,
We've just pushed a new patch for the alpha test of Update 35, including some Balancing works, Graphics & UI change and Bug Fixes.
* This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you.
If you want to take part in the ongoing alpha, just check out the post yesterday for instructions on how to access.
Here's everything we changed:
Balancing:
- Increased Anathema's damage.
- Added a cap to the number of levels that can have cursed monsters. This cap is different per difficulty.
- Added a 50% chance for a run to not have cursed monsters.
- Dead Inside no longer lets you use the Health Flask.
Graphics & UI:
- Removed the crit display for Anathema.
Bug fixes:
- Fixed custom head animations not being updated after door transitions.
- Fixed exit doors sometimes facing the wrong way.
- Fixed Damned Vigor not working in training room.
- Fixed Sore Loser not dropping the Indulgence blueprint.
- Fixed the cooldown display of Decoy and Maria's Cat.
- Fixed a crash when exiting the game while Medusa was performing her Petrification attack.
- Fixed a crash sometimes happening when using the Leghugger or Serenade.
Cursed mob spawns
We also wanted to give more detail on the system that manages the way the new mobs spawn. It wasn't finished in time for the initial open alpha patch, but the new one released today contains a first implementation of the system.
Here is how it works in any given biome:
- We start by checking if the run will have "cursed" mobs or not. This will be a 40% chance of happening (50% in the build you're playing on), meaning that in 60% of 2+BC runs, there won't be any cursed mobs at all.
- If your run contains cursed mobs, we then check to see in how many biomes you have encountered them up until now. If this value is equal to the cap, you won't see any new cursed mobs in the rest of the run.
The cap depends on the BC level and is set as follows, from BC 2 to 5 respectively: 2, 3, 5 and 8 (i.e. in 5BC, there is no cap).
- Then, if you are both in a "cursed mobs" run AND you haven't reached the cap, we roll to see if any of the three mobs spawn. In the next alpha update, the probability of a mob spawning will be 60% (50% in the current build) and up to 2 of each mob can spawn in the biome.
All of these are SEPARATE: I can very well roll and get no cursed mobs at all, or 1 Curser, 2 Sore Losers and no Doom Bringer.
These values are the same across the board and do not vary between biomes.
As a reminder, please note that the cursed mobs start spawning in 2BC and never earlier. They start spawning after the first boss in 2BC, and then spread to the rest of the game as you progress towards 5BC, in which they can spawn anywhere.
That's all and thanks for taking part!
Cheers,
XYZ, Matt, EE & MT
[ 2023-08-30 13:12:15 CET ] [ Original post ]