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Full Carrot Revenge update
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Repeated intro
Hello everyone, Eddie here, developer of Carrot Revenge.
What changed
- Gameplay
- Balance
- Events
- UI and audio
- Store
- Fixes
Carrot Revenge changes
Progress is better than ever and a major demo overhaul happened, please download/update the demo version of the game to check the changes, its a big list so better get started.
MAJOR UPDATES
GAMEPLAY CORE
Main Game Progression (Reworked)
After research I decided to switch the main core progression of the game, before you had a set number of enemies by wave, these waves would be completed by time survived OR by defeating every spawned enemy, however this limited the number of enemies a player could defeat and also made the game extremely linear, meaning that there was little possibility for better runs other than dodging more attacks and getting luckier with the upgrades. From now on every wave has a set time and enemies from that wave stay alive as long as they are not defeated or get out of camera-sight of the player, these changes also mean that an infinite number of enemies can spawn per wave as long as the player keeps on eliminating previous enemies.
Experience Drops (Reworked)
Before, every defeated enemy would drop a set amount of experience which was automatically added to the player experience meter. From now on enemies will drop experience on the floor, which must be picked up by the player, harder enemies will drop more experience meaning that a stronger build will progress with more ease through the levels.
Power Up Drops (New)
Now every enemy has a chance of dropping power ups, these power ups can be used in many different ways but the main goal is to help the player progress through the level, for now we have 5 different power ups available and their drop chances are increased by luck (new skill, more details below).
Stun Mechanic (Reworked)
Before, stun was a mechanic used by the player, now, stun is automatically cast whenever it is available, enemy stuns have a fixed duration, but stun area and stun cooldown can be upgraded when leveling up.
Unique Enemies (New)
Now, some enemy waves have a Unique Enemy which will spawn in a certain time during the wave, these Unique Enemies are improved versions of the regular enemies you encounter on the map, however they have increased damage, health and as a reward they will drop a Unique Chest upon defeat, this Unique Chest rewards the player with a whole new mechanic: Perks.
PERKS (NEW)
For now, you have 9 Perks at your disposal and they are separated into 2 tiers.
Tier 1 - Perks which can be obtained more than once and stack.
Tier 2 - Perks which can only be obtained once but are generally more powerful or deeply change the play style, high risk, high reward.
Perks are chosen randomly however a higher luck stat will increase the chances of higher tier perks being chosen. The player can also chose to SKIP the perk if they find it unnecessary for the current run.
Perks are an awesome way to try different builds and determine a strategy for the run.
For example:
Carrot Juice together with Perfeccionist enables a huge increase of damage dealt at the cost of good dodging skills.
Turtle Patience together with good movement timing will enable a huge increase of damage dealt.
There are many possibilities, try it out!
WEAPONS AND SHOOTING SYSTEM (NEW)
As part of this demo, I've added 8 new weapons to the game along with the original Regular Carrot.
On every run you can get up to 4 different weapons equipped, for now, every run comes with the Regular Carrot as the main weapon, this will change later on with the introduction of Heroes in the Game Full Release.
Each weapon has independent upgrades and can be upgraded infinitely, the more, the better.
For now, we have 4 different types of weapons:
Regular Projectile Attacks which can be AIMED with the mouse OR automatically with the auto aim option. (Bouncy, Carrot'O'Rang, Carrot Spear and Regular Carrot)
Random Projectile Attacks which target a random area around the player (Rain and Torpedo)
Melee Attacks which target areas close to the player (Carrot Blade, Circle of Carrots)
Delayed Attacks (Carrot'mite)
This system is replacing the old Weapon Chest which appeared on the end of every wave, now every level up can contain a weapon to equip (to a maximum of 4 at the same time) and upgrades for weapons you have currently equipped.
Feel free to try variations and find the "meta" for which weapon is stronger, this in combination with the perks is an awesome way to find out new combo possibilities.
UPGRADES, UPGRADE SYSTEM AND SKILLS (REWORK)
As part of the new systems, I've added new skills and upgrades to go together with the new features, as of right now, we have 17 different PLAYER upgrades, 9 weapon unlock upgrades and 18 weapon specific upgrades, totalizing 44 types of upgrade and 221 different upgrades available! (including rarity)
New Player Upgrades: Global Cooldown, Global Damage, Global Scale, Health Regeneration, Luck, Pick Up Range (for experience drops), XP Increase.
Luck Explanation
Luck affects main aspects of the game, for now, luck interfers with:
Upgrades have a chance to roll a better rarity when showing up
Defeated enemies have higher chances of dropping power ups
Perks have a higher chance to be of a higher tier
Now when leveling up, the player has access to the "BLOCK UPGRADE" feature, when this button is activated clicking in the selected upgrade will remove it from appearing again during the run, for weapons this means that any upgrades for that specific weapon will NO longer appear for that run.
For now, player has access to 5 blocks per run, this should be enough to try specific builds which would be harder to get without the block feature.
At the same time, players can use souls to reroll upgrades for that level-up, as explained below.
SOULS (REWORK)
Before, enemies would drop souls on death which could be used in the Weapon Chest, now these souls are used for:
Rerolling upgrades when leveling up
Upgrading starting run stats in the shop
At the end of every run, the player will receive souls accordingly to the total they have when the run ends, this means that spending souls in rerolls will decrease the souls earned in the end but have a chance of improving the run. Finishing the run without dying will also give bonus souls for completion.
SHOP SYSTEM (NEW)
Every soul earned on the run end can be spent in the shop in the Main Menu, every upgrade bought in the shop will help new runs.
ACHIEVEMENT SYSTEM (NEW)
Added integration with Steam for Upgrades, for now there are 44 active achievements, can you get them all?
This system is still under work so expect bugs, please report them if found.
LEADERBOARD SYSTEM (NEW)
Added Global and Friends Leaderboard for the demo, highest score is determined by number of kills in the run, try to be number 1!
ADDED LANGUAGE SUPPORT - PORTUGUESE (BR)
Added localization for portuguese language for my fellow brazilians, you can switch language on the top right in the Main Menu in the Language icon right next to the Options Button.
SAVE SYSTEM (NEW)
From now on, all your progress will be saved! It can also integrate with Steam Cloud for convenience!
Minor Changes
Updated display icons for Blocked, Dodged and Immune Hits on the Player.
Critical and Rage Hits now display differently to regular hits.
Added hud for the equipped weapons and their cooldowns on the left of the screen.
Added hud for the equipped perks on the right side of the screen.
Added a new hud on the top-left showing run stats.
Added a New Enemy Type for the Prison Blocks.
Added Harder Variations of all former Enemies of the Prison Blocks.
Fixed Scaling Issues on 16:9 / 4:3.
Added new resolution options.
Added new crosshair options.
Added a map portal to the end of map, this is used to end run in case of success.
Reworked main menu background and main menu UI.
Increased Map Size and Added Small Events (Can you find them?).
Added a tooltip during run to show important events. (Uniques, Chests, Power-Ups, Quests, etc.).
Reworked Cutscenes.
Reworked many sprites used in the game.
Polished many animations used in the game.
Added a new Unique Chest animation for perk retrieval.
Reworked the Level-Up UI to show the stats changed (before/after).
Improved sound effects through the game.
Please report any bugs via Discord or in the Community Hub, I hope you enjoy this version, stay carroting!
Eddie.
Source
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