HomeGamesUpdatesPricingMethodology
Steam News1 May 20251y ago

Update 0.14.2

Another huge patch, a few months in the making. After this one, it's full steam ahead trying to get act 2 out.

Full notes

Full Chronocide update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition2 changes1 removal
  • UI and audio
  • Store
  • Gameplay
  • Balance
removedFIXES: - Memory leak after ending a level - Hero animations have wrongly been 24 fps instead of 25 since a few months ago - Enemy stats modifiers calculated more exactly - Melee enemies swing more accurately at their target - Changed how client actions are cancelled, might remove rare cases when Electrum gets stuck on nothing - Looping ambient level sounds didn't care for volume settings - Adventure modifier for pickup radius was wrong - Some rounding issues in the arsenal - Visual inconsistencies with some upgrades in the arsenal - Paladin "more damage" aura not applied to every damage type - Damage modifiers calculations more consistent (and more correct) - An insane amount of bug fixes
changedCHANGES: - More traps/skins have better visibility in-game - Slightly more control while in mid-air - Portal icons in minimap are now animated and shown even if not on same height layer - "Final wave!" text after countdown when it's the final wave - Slightly easier to see which enemy entrances are active every wave - Stats in arsenal are now also calculated based on selected curios - Stats in arsenal now show how their values are calculated - "Accuracy" has now mostly been replaced with "Spread" in arsenal upgrades - Better minion AI - Better enemy AI - Upgrade system completely re-written - Stats upgrades now shown with markers instead of numbers
changedADDITIONS: - Save/load upgrade templates (e.g. "anti-fliers" or "traps ftw !!1!") - Minions' active commands now visible with icons and lines
addedBALANCE: - Harder enemy variants now have more resistances - Tweaked attack distances of melee enemies and minions - Tweaked (mostly increased) values of weapons, traps, upgrades, minions and curios

Another huge patch, a few months in the making. After this one, it's full steam ahead trying to get act 2 out.

FIXES: - Memory leak after ending a level - Hero animations have wrongly been 24 fps instead of 25 since a few months ago - Enemy stats modifiers calculated more exactly - Melee enemies swing more accurately at their target - Changed how client actions are cancelled, might remove rare cases when Electrum gets stuck on nothing - Looping ambient level sounds didn't care for volume settings - Adventure modifier for pickup radius was wrong - Some rounding issues in the arsenal - Visual inconsistencies with some upgrades in the arsenal - Paladin "more damage" aura not applied to every damage type - Damage modifiers calculations more consistent (and more correct) - An insane amount of bug fixes

CHANGES:

  • More traps/skins have better visibility in-game
  • Slightly more control while in mid-air

Portal icons in minimap are now animated and shown even if not on same height layer - "Final wave!" text after countdown when it's the final wave - Slightly easier to see which enemy entrances are active every wave - Stats in arsenal are now also calculated based on selected curios - Stats in arsenal now show how their values are calculated - "Accuracy" has now mostly been replaced with "Spread" in arsenal upgrades - Better minion AI - Better enemy AI - Upgrade system completely re-written - Stats upgrades now shown with markers instead of numbers

ADDITIONS: - Save/load upgrade templates (e.g. "anti-fliers" or "traps ftw !!1!") - Minions' active commands now visible with icons and lines

BALANCE: - Harder enemy variants now have more resistances - Tweaked attack distances of melee enemies and minions - Tweaked (mostly increased) values of weapons, traps, upgrades, minions and curios

Source

Steam News / 1 May 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.