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Steam News26 July 20241y ago

PATCH - 0.1.96

This week, I didn't add much, but several existing aspects of the game were tweaked, which I believe will contribute to a more rewarding gameplay experience for players. Details are provided below.

Full notes

Full Catacomb Rogue Clawsaders update

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What changed

4 fixes5 additions6 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
  • Fixes
addedThis week, I didn't add much, but several existing aspects of the game were tweaked, which I believe will contribute to a more rewarding gameplay experience for players. Details are provided below.
fixedThe accuracy attribute was displayed incorrectly for players in the in-game pause menu, giving the impression that the accuracy value increased very little with each upgrade. However, this was just a visual issue and has been fixed;
addedAdded YELLOW/ORANGE color to represent the maximum value of an attribute in the pause menu, giving players a better sense of which attributes are already maximized;
addedArrows indicating ground enemies (slugs) now have an alert icon next to them to emphasize the danger and an audio effect for easier identification;
addedSome cards had outdated descriptions, which could cause players to avoid picking certain cards purely due to the low value, discouraging them from testing new cards;
changedIncreased the base value of tokens (gold) obtained when eliminating mini bosses. The value increases progressively;

Catacomb Rogue Clawsaders changes

addedThis week, I didn't add much, but several existing aspects of the game were tweaked, which I believe will contribute to a more rewarding gameplay experience for players. Details are provided below.
fixedThe accuracy attribute was displayed incorrectly for players in the in-game pause menu, giving the impression that the accuracy value increased very little with each upgrade. However, this was just a visual issue and has been fixed;
addedAdded YELLOW/ORANGE color to represent the maximum value of an attribute in the pause menu, giving players a better sense of which attributes are already maximized;
addedArrows indicating ground enemies (slugs) now have an alert icon next to them to emphasize the danger and an audio effect for easier identification;
addedSome cards had outdated descriptions, which could cause players to avoid picking certain cards purely due to the low value, discouraging them from testing new cards;

This week, I didn't add much, but several existing aspects of the game were tweaked, which I believe will contribute to a more rewarding gameplay experience for players. Details are provided below.

  • The accuracy attribute was displayed incorrectly for players in the in-game pause menu, giving the impression that the accuracy value increased very little with each upgrade. However, this was just a visual issue and has been fixed;

  • Added YELLOW/ORANGE color to represent the maximum value of an attribute in the pause menu, giving players a better sense of which attributes are already maximized;

  • Arrows indicating ground enemies (slugs) now have an alert icon next to them to emphasize the danger and an audio effect for easier identification;

  • Some cards had outdated descriptions, which could cause players to avoid picking certain cards purely due to the low value, discouraging them from testing new cards;

  • Increased the base value of tokens (gold) obtained when eliminating mini bosses. The value increases progressively;

  • Staff abilities (right button) now apply the effect in the same way as Theodore's normal projectiles while his ability is active;

  • Added a new mechanic to the racket staff and an impact feedback sound effect;

  • There was a priority conflict for the bee staff about what to attack in boss fights. This has been corrected in the code;

  • Significantly increased the maximum capacity of bees (with cards);

  • Adjusted enemy damage scaling values again;

  • Fixed a visual bug that did not display the base projectile damage of staves on the mini boss;

  • Damage values now stay on the screen longer for easier visualization;

  • Fixed a bug that did not display the damage dealt with the base projectile of staves on the mini boss;

For the focus next week, I intend to complete the effects system for accessories, which will allow for many more strategic/ gameplay approaches.

Source

Steam News / 26 July 2024

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