Full notes
Full Bridgebourn update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- Performance
Bridgebourn changes
Graphics:
Following last patch, I continued doing some graphical tinkering. This new feature, the transparency window, will make the game much more legible, I think!
Additionally, the world map got a new look!
Gameplay:
Some minor gameplay additions and changes as well:
Summon Pillar
Now has a new tree upgrade node - Unbreakable
When pushed, the damage is now based on the speed of the pillar
Slash charge damage
Instead of the damage multiplier lerping from 1x to 2x, it now lerps from 1x to 1.75x, then immediately jumps to 2x when the charge is complete
Performance:
I want to make sure adding all these new graphical features wont hamper the performance on a wide range of devices, so this patch also contains optimizations.
Shader switches reduced by over half. Added a setting to reduce bloom blur passes. These changes may bring you performance benefits, especially on a weaker GPU
Fixed world map processing CPU side even when not open
Fixed a memory leak when moving to different areas
Misc:
Ton of various bug fixes
As always, I'll be chipping away at this enormous passion project of mine. I will do everything in my power to make Bridgebourn the best game it can be. I appreciate every single one of you who has come along on this epic journey. You have my deepest thanks.
Source
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