Full notes
Full Boomerang Jack update
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What changed
- Gameplay
- Maps
- Balance
- Events
- Performance
- Fixes
This is our first major difficulty tuning update, focused on the early game. We will adjust as we continue to receive feedback, thank you to the several players who shared with us. The difficulty setting is adjustable at any time in-game, without any reload necessary. We encourage everyone to experiment with the 6 different difficulty options available. Normal is designed for players coming in with limited ARPG experience, Very Hard and Insane are more for Action / ARPG veterans. Additional options are coming in the future.
Difficulty Changes
The Machine Boss drops a bit more health at critical stages, and chef enemy spawns are more spaced out in that fight.
Most enemy attacks do 10% more damage to the player on normal, hard, very hard, and insane.
Bomb enemies attack slightly less often, but each bomb does 15% more damage.
All health pickups, across the game, heal 25% less.
Flaming bottle enemies, shadow assassins and tentacles have 20-30% more health. Tentacles in bossfights are unaffected.
Execution opportunities are 50% less likely to present if the player is not low on health.
Many crates in the early game drop less health, and most pickups fade when not needed.
Enemies drop 20% less health on execution, and larger enemies dynamically drop more or less health, depending upon the player's circumstances. Finishing moves earn more health drops.
Some fights have additional spawns, and the shadow assassins are introduced earlier.
The shockwave drops one less health on the first enemy hit, but overall remains a very strong healing option, especially shockwaving a group of enemies.
The Light Flurry combo does 15% less damage, but still remains a very strong option for taking out high-priority targets. Spiral combos do 8% more damage.
For those looking for a greater challenge, please note that the prologue coming in May will feature high-level, breakneck battles mixing several enemy types.
Other Changes
Credits update.
Improved performance of treasure / chests.
Fixed potential black-screen issue upon entering a particular mid-game level.
Fixed save slots 2 and 3 issues.
Spaced out rafts in swamp area cannons section.
Elapsed time display has been disabled for now and will be re-added in a speedrun mode update.
Larger level exit triggers in a few levels.
Light Flurry combo tutorial is now completely optional and does not stall progress.
Lower fog density in mid-game foggy areas.
Text update optimizations.
New chests in early game.
Creepy Hands for Upgrades added before Machine Boss.
Source
Changelog.gg summarizes and formats this update. How we read updates.
