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Steam News19 July 20241y ago

PATCH - 0.1.95

In this update, I made small changes that will have a significant impact on gameplay, such as unlocking the rarity system regardless of the wave you are on and reducing the base attack frequency of enemies, which increa

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Full Catacomb Rogue Clawsaders update

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What changed

1 fix1 addition6 changes0 removals
  • Gameplay
  • Store
  • Balance
  • Server
changedIn this update, I made small changes that will have a significant impact on gameplay, such as unlocking the rarity system regardless of the wave you are on and reducing the base attack frequency of enemies, which increases as waves progress. The rest of the changes are listed below.
changedBy request, I changed the color of the outline lines in the tutorial that indicate where the player needs to go in the shop to make it easier to see what needs to be purchased;
changedRevised the card rarity system, making the RNG factor much more apparent. Previously, the rolls followed maximum limits on the card level according to the wave. I changed it so that it is possible to get any card level up to level 4 even in wave 1, but you will need to be lucky for that to happen;
fixedEnemy damage was scaling very abruptly and nonsensically, so I COMPLETELY revised the system to have fixed values for health and damage increases that alternate every 10 waves (each mini boss);
changedIncreased base values of the cards, as well as their subsequent upgrades, to make higher-level cards more meaningful with more significant values;
changedDamage from the boss "Coffin" and ground enemies (slugs) now only deals damage if the "absorb" effect is not active. Previously, the damage would bypass the "absorb" card effect;

Catacomb Rogue Clawsaders changes

changedIn this update, I made small changes that will have a significant impact on gameplay, such as unlocking the rarity system regardless of the wave you are on and reducing the base attack frequency of enemies, which increases as waves progress. The rest of the changes are listed below.
changedBy request, I changed the color of the outline lines in the tutorial that indicate where the player needs to go in the shop to make it easier to see what needs to be purchased;
changedRevised the card rarity system, making the RNG factor much more apparent. Previously, the rolls followed maximum limits on the card level according to the wave. I changed it so that it is possible to get any card level up to level 4 even in wave 1, but you will need to be lucky for that to happen;
fixedEnemy damage was scaling very abruptly and nonsensically, so I COMPLETELY revised the system to have fixed values for health and damage increases that alternate every 10 waves (each mini boss);
changedIncreased base values of the cards, as well as their subsequent upgrades, to make higher-level cards more meaningful with more significant values;

In this update, I made small changes that will have a significant impact on gameplay, such as unlocking the rarity system regardless of the wave you are on and reducing the base attack frequency of enemies, which increases as waves progress. The rest of the changes are listed below.

  • By request, I changed the color of the outline lines in the tutorial that indicate where the player needs to go in the shop to make it easier to see what needs to be purchased;

  • Revised the card rarity system, making the RNG factor much more apparent. Previously, the rolls followed maximum limits on the card level according to the wave. I changed it so that it is possible to get any card level up to level 4 even in wave 1, but you will need to be lucky for that to happen;

  • Enemy damage was scaling very abruptly and nonsensically, so I COMPLETELY revised the system to have fixed values for health and damage increases that alternate every 10 waves (each mini boss);

  • Increased base values of the cards, as well as their subsequent upgrades, to make higher-level cards more meaningful with more significant values;

  • Damage from the boss "Coffin" and ground enemies (slugs) now only deals damage if the "absorb" effect is not active. Previously, the damage would bypass the "absorb" card effect;

I thank everyone who provided me with feedback and suggestions. I emphasize again that any questions, criticism, or suggestions can be sent in the discussions tab here on Steam or in the official game server found on the store page.

Note: I am alternating game updates to once a week, preferably on Fridays. This way, I can focus calmly on each aspect I am working on and reduce the frequency of quick updates that introduce new bugs due to lack of testing.

Source

Steam News / 19 July 2024

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