In this update6
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Full Carrot Revenge update
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Repeated intro
Hello everyone, Eddie here with the latest update for Carrot Revenge
What changed
- Gameplay
- Balance
- Events
- Maps
- Performance
- UI and audio
Carrot Revenge changes
NEW WEAPON TYPE - CARROTOTEM
I've noticed that third and especially fourth weapon upgrades normally felt underwhelming.
By the time you reach them, your first and second weapons should have already received many upgrades, and the higher difficulty to level up as the game progresses leaves fewer opportunities to invest in those later weapons. To address this, I'm introducing Carrototems.
Carrototems are support weapons that occupy the same slots as regular weapons, meaning you are still limited to four weapons total. You don't necessarily need to use Carrototems, but they have an increased chance of appearing as the fourth weapon option during level-ups compared to regular weapons.
In this update, I'm adding 8 different types of Carrototems, each interacing with enemies or the player while within their area of influence (visible circle).
Carrototems only appear if the player has at least 2 weapons equipped
Carrototems have an increased chance to appear with 3 weapons equipped
Carrototems offer three upgrade options:
1. Cooldown
2. Size
3. Cooldown and Size
Carrototems are affected by Global Cooldown and Global Size upgrades
Player can have a maximum of two active Carrototems at once
Carrototems are meant to serve as powerful support tools that reward strategic synergy with your build, and in most cases, they should provide more value than a fourth standard weapon.
VISUAL IMPROVEMENTS
This demo brings visual upgrades to most enemy models present on the Prison Blocks map, many of which had been in use since the earliest version of Carrot Revenge. I've also created a new cover image for the game. Let me know what you think!
Updated visuals for 9 enemies on the Prison Blocks Map
Improved projectile visuals on the Prison Blocks Map
Unique Enemies no longer have a glowing outline
Added a new icon for enemy executions (replaces the old 9999 display)
Added a new visual aid for equipped weapons, showing base cooldown, damage and scale
NEW PERKS & PERK CHANGES
Three new perks have been added to expand build options beyond movement speed and scale cap.
Trickster Perk: Now scales with Defense Changes instead of removing defense entirely. This means that after acquiring the perk, any further defense upgrades will also increase dodge chance.
For every three Tier 1 perks the player accepts, the next perk roll is guaranteed to be a Tier 2 perk (if any are still available).
GAMEPLAY & ENEMY CHANGES
Enemy Movement
Improved enemy movement to allow for better distribution of enemies on the screen and also increase dodging possibilities for the player
Bouncy Carrot
Now upgrades speed instead of size - enabling bigger combos and higher overall damage
Improved bounce logic for more consistent behavior
Visually enhanced sprite
BUG FIXES & PERFORMANCE IMPROVEMENTS
Fixed cases where power-ups and experience could drop out of bounds
Fixed an issue where the Moon Power Up wasn't hitting certain enemy types
Fixed a case where the Unique Chest Interface would disable its own animation
Improved luck algorithm for more reliable upgrade rolls
Improved visual material usage, reducing the game disk size in 50%!
I hope you enjoy this update,
As always, thank you for playing Carrot Revenge!
Eddie
Source
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