Full notes
Full Carrot Revenge update
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Repeated intro
Hello everyone, Eddie here to tell you about our latest demo update, V2.1.
What changed
- Compatibility
- Gameplay
- UI and audio
- Maps
- Balance
- Performance
CONTROLLER AND ACCESSIBILITY SUPPORT
Added controller support – connect your controller and you should be able to use it in-game.
You can also toggle auto-aiming OFF while using the controller. Simply press the Right Trigger and aim with the Right Stick, a visual aid will appear on the screen near Rabbit, showing the direction the projectiles will travel.
Just like with the mouse auto-aim, the auto-aiming controller option works with the following weapons:
Regular Projectile (Starting weapon)
Carrot-o-rang
Bouncy Carrot
Spear
As part of this change, the selected button is now highlighted. This also allows for keyboard control without the use of the mouse at all, which should help movement-impaired players.
I would also like to mention that, just as before, all KEYBOARD binds can be changed in the Options Panel.
GAMEPLAY CHANGES
Reduced individual map duration from 15 minutes to 10 minutes.
This change was made based on the overall feel of each run. 15 minutes was too long and difficult to balance toward the late game. Now, every regular enemy wave has a duration of 1 minute.
Map Boss appearance changed from a random position on the map to a Map Boss Arena.
In version 2.0, the map boss would appear somewhere in the map, making it hard for new players to understand what they were supposed to do at the map's end. Now, I've implemented a Map Boss Arena. At the end of the 10 minutes of the current map, the player will automatically teleport to the Map Boss Arena. The boss still has to be triggered just as before; however, this will make it clearer what the player has to do at every stage of gameplay.
DEFENSE REWORK
The Defense upgrade felt lacking, even though it was the main form of survivability next to dodging.
I've fully reworked how defense works. Now, whenever you have a Defense Upgrade, a shield will be displayed on top of your health pool. This layer of defense will absorb damage as long as it is active.
Defense starts regenerating 5 seconds after being triggered and regenerates at a rate of 2 per second.
Defense upgrade changed from a percentage increase to a flat value increase.
UPGRADE SYSTEM CHANGES
Legendary weapon upgrades now increase all 3 main stats for every weapon (Cooldown, Damage, and Scale) instead of just 2.
Reduced the First Reroll Cost from 5 to 2.
Now, the first level-up will ALWAYS offer three weapon unlock choices. I've implemented this to increase the chances of the player getting their favored weapon as soon as possible.
Removed Rage Damage Multiplier from the upgrades (more information on Rage Changes).
PERKS CHANGES
Added four new Tier 2 Perks
Added an option to block perks. The number of blocks available is shared with level-up upgrades. This should help players make more efficient decisions for their builds.
Unique chests will always offer a Tier 2 Perk until the player obtains their first perk. Since Tier 1 perks should be cumulative to changes made by Tier 2 perks, this will allow for easier build decisions without removing the randomization factor.
New Roots movement speed reduction changed from 20% to 15%.
WEAPON CHANGES
Improved torpedo weapon behavior. Now it targets a random visible enemy instead of a random position on the screen.
Torpedo initial cooldown increased from 5 to 8 seconds.
RAGE CHANGES
Having two types of damage multipliers felt wrong, so I've removed the rage damage multiplier and made the rage phase deal critical strikes instead of rage damage.
VISUAL CHANGES
Added a tutorial screen to help new players.
Added an openable stats bar near the player's health information that shows persistent stats which are affected by perks.
ENEMY CHANGES
Improved Destroyer of Worlds movement and attack phases
Added a new attack to the Destroyer of Worlds: Planet Throw.
BUG FIXES
Fixed Level Up UI scale inconsistency.
Fixed cases of enemy flickering while in a very close position to the player.
Fixed a case where getting in opening range of two unique chests at the same time would only open one.
Fixed enemy removal cases.
Reworked enemy spawning for better performance.
Fixed a case where clicking the screen while leveling up would select one of the assorted level up choices before the player could actually see them.
Fixed cases where Health and Move Speed perks were miscalculating the value of the change.
Fixed cases where upgrading a weapon would not increase its visible level in the HUD.
Fixed cases where critical hit chance was not being effectively used to determine whether a critical hit occurred.
Fixed issues related to blocking Upgrades/Perks logic.
As always, thank you very much for playing Carrot Revenge! Feel free to talk to me via Discord or in this Post Replies. Stay safe!
Source
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