Full notes
Full Bloodmoon Survivors update
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Repeated intro
Greetings Lunar Knights,
What changed
- UI and audio
- Gameplay
- Fixes
Bloodmoon Survivors changes
This week with the conclusion of the playtest, I'd made several fixes to the game's balance, visual clarity, and UI. These are now coming to the demo version. Hopefully these make for a smoother experience and improve the combat.
Improved the UI for arrow pointers on Level up screen and Boss Chest
Added borders to powerups that show their rarity by color
Fixed a bug with Prime target / Mark for death / Absorb / Deflect where they would not trigger during dual wield
Fixed a bug with the UI where the Evolve text was a clickable part of the powerup button, which make it go into an infinite loop of selecting and deselecting the button
Fixed a bug where the player stats increase in size too much when highlighted
Tuned: Permafrost to trigger at higher swings count
Tuned: Poison flask to have a higher explosion radius 3 > 4 from the start
Increased Innerverter range from 14 to 16
Grayed out text for locked bravery levels to better show it’s unavailable to pick
Tuning:Increased the size of bullet wall
Grim Reaper:Changed the color of its particle effects and removed its lighting
- BugChanged the Blood Donor and Flesh Siphon success sounds to not resemble the player level up sound
- Vampirism TreeReworded upgrades to better explain new abilities
Tuning: Split shot made all shots shoot from the front with varying spread patterns
Bug:Soldier quest, fixed a bug where the soldier indefinitely follows the player without fighting
- BugStalwart/Siege Fixed a bug where the powerups were activating their opposites instead of the one you selected
- ImprovementLevel select screen, I changed the text “Victories” to “Difficulties Cleared”
Miasma Evolution
Made it spawn further from the player so it doesn't hide the player sprite
Put the sorting under the player
Poison Bomb Evolution:
Made it spawn further from the player so it doesn't hide the player sprite
Make it so the player sprite sorts on top of Poison Bomb
Big Man Boomerang Evolution:
Set the spawn distance further from the player so it doesn’t hide the player sprite
Make it so the player sprite sorts on top of Big man boomerang
Reaper Evolution:
Make it so the player sprite sorts on top of Reaper
Blade storm Evolution:
Now spawns randomly but away from player’s location, not on the player
Make it so the player sprite sorts on top of blade storm
Hollow Points:
Make it so the player sprite sorts on top of Hollow Points
Set the spawn distance further from the player so it doesn’t hide the player sprite
Reduced particle effects
Vortex Arrow:
Make it so the player sprite sorts on top of Vortex Arrow
Set the spawn distance further from the player so it doesn’t hide the player sprite
Orbital Cannon Evolution:
Make it so the player sprite sorts on top of Vortex Arrow
Set the spawn distance further from the player so it doesn’t hide the player sprite
Reduced particle effects
Source
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