In this update3
Full notes
Full Colorless Odyssey update
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What changed
- Balance
- Gameplay
- UI and audio
Colorless Odyssey changes
Major
Separate damage into different types: normal, fire, poison, frost, electric and soul
Enemies got an animation on their health bar when taking damage
Refactor weapon levels into Mastery Level, increase slowly but is saved between runs, max level 30
You can leave a game run and return to it later (save in a room clear of enemies), save everything
Enemies armor
Some enemies have now an armor bar in addition with their life bar.
The armor reduce elemental damage taken by 30% (all type except normal and soul damage) and the debuffs that aren't pure stat debuff have their chance to apply divided by 5
Bleeding and Poison effect ignore armor
Effects combo
- Burn + Frost Burn has been changed toapply a **Thermal Explosion** effect (1.5s, reset time when reapply) when the two are present and a new one is applied, at expiration, trigger a **Thermal Explosion**, dealing damage based on the number of stacks x total effect time passed x 2% of the health lost during that time.
New Frost Burn + Poison: Poison will not expire and Frost Burn will increase his damage 50% faster
New Burn + Poison: Apply Acide, deals 0.01% of the max armor per stacks 4 times per second and increase damage done to health by 1% per stacks
New Short-Circuit + Burn: Increases the execution rate per short-circuit stack multiplied by movement speed by 0.5%, fire damage is inflicted twice as often (0.25s instead of 0.5s)
New Short-Circuit + Frost Burn: Weakens, increasing damage taken by 2.5% per stack of both effects
New Short-Circuit + Poison: While moving, deals additional poison damage per meter traveled equal to the number of poison stacks
Levels
Enemies and allies have now a level that determine their health and damage
Enemies have a random level around the average one
Allies earn experience when an enemy is killed to level up
Summon weapon give their level to summons, also no more projectiles for spawn, spawn on cursor position
Added
Total damage done in the run, with detailed per damage type in pause menu and at the end of a run
Max Summon stat, limit max summons (exclude weak summon like thunder spirit)
Added 21 new summon related relics and 17 other relics
Added a new type of weapon named Charged Weapons, they need to be charged instead of naturally recovering their cooldown, modifying a lot of weapons with this
Added to some charged weapon a way to shoot with a Perfect Timing if you release the attack key 0.15s before fully charge, enhancing the shoot by 100% damage, 50% speed and size
Added 13 new weapons
Added a way to test discovered relics in the hub, renaming the Weapon Synthetizer just the Synthetizer
Quality of life
Compact stats displayed in pause menu and improve it
In endless, enemies will drop 20% of color shards amount (instead of nothing)
Prevent weapon shoot when position is not viable, will now not trigger the weapon cooldown
Summons spawned by weapon will get their stats and color power
Loots drop with a bouncing animation from the same position and should not go in holes or walls now
Change how projectile turn around another object like soul swords to make it better
Prevents having two healing rooms in a row
Add animation when a gold/reroll/color shard/relic is pickup
Pickup all collectible when entering a door
Added an option (can be disabled) to follow the mouse with the camera
Give color shard at the end of the run based on your items (increase with low clear time and perfect rooms)
Able to scroll in interface while being hover weapons/relics
Improve DPS to show it on the last 5s
Disable particles and other effects for 1s if the game is under 15fps
Able to dash while falling to cancel it
Improve knockback system
Started to redraw old weapons
Balancing and fixs
Not fully tracked until early access (changelog texts are limited in characters)
Source
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