In this update4
Full notes
Full Chemical Combat update
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What changed
- Gameplay
- Balance
- Performance
- Fixes
Chemical Combat changes
BOSS FIGHTS 🐲
A deadly Wyvern now guards the exit to each floor, featuring three distinct boss phases - rapid dashes, powerful shockwaves, and a large swing attack.
NEW REACTIONS 🧪
The update features many entirely new reactions, as well as revamps of many old reactions to have new icons and clearer effects:
Marble: summons a large, obstructive marble pillar
Tornado: summons a deadly tornado which pulls in nearby enemies
Magnetise: attracts all nearby enemies into large clusters
Irradiate: periodically stuns enemies
Smoke: obscures enemy vision
Pressurise: explodes after applying multiple stacks
Glaciate: causes a large, icy explosion
Refine: increases crit chance
Shine: increases throwing accuracy
Blight: enemies take additional damage on hit
Glitter: spreads applied elements on death
Embrittle: increases blunt and physical damage
Ionise: increases electric damage
Oxidise: increases the effectiveness of damage over time effects
Volatile: increases explosion and fire damage
PROCEDURAL GENERATION 🗺️
The procedural generation of the dungeons now uses a more complex system to produce longer single paths with safe puzzle rooms off to either side rather than a random distribution in a grid. More new room types and chests should be coming soon...
OPTIMISATIONS 💡
The game now uses a custom lighting system which should be less intensive on the GPU and allows for coloured lights and pixel-perfect shading
Made a few of the puzzles slightly more forgiving
Made the clickable areas on the potion bench larger to make it easier to drag in elements
Buffed some reactions which were far too weak in comparison to others
Fixed some issues with the phantom's darkness effect getting stuck on the screen, Freeze and Levitate's effects lingering around once enemies died, and Alcohol permanently messing up targeting
Source
Changelog.gg summarizes and formats this update. How we read updates.
