This update was mainly focused on reducing the feeling of grind in the game, which has been experienced by some players.
Full notes
Full Cosmonator update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions6 changes0 removals
Balance
Events
Gameplay
addedWe have edited the balancing of the Reward Modifier curve, making it slightly less punishing overall and especially late game. We've also made some slight adjustments in other areas. The difficulty of some levels has been tweaked and individual level rewards have been tweaked slightly in some episodes. The player also starts with slightly advanced firepower (one extra bullet) to accommodate this curve adjustment, but the overall experience should be much less grindy for those players who experienced too much grind while still being challenging for everyone else. We've also made a notable change in the way that the Challenge Rewards system (for beating levels with 75% health remaining) works. Only some key levels now have the challenge reward feature available, but the reward in those cases is significantly more, making it more of a special event and less of a saturated feature. Existing profiles will feel the positive curve adjustments to some extent, but for the effect to be experienced in full it will be ideal (but not essential) to create a new profile. Please enjoy! Features
addedChallenge Reward system: only key missions now have the 75% health 'challenge reward' bonus feature, but the reward is much more significant.
changedAvailable challenge rewards indicated by cash icons on the starmap.
changedReward modifier curve edit. Overall softer curve, especially late game.
changedImprovements
changedFlash spell edit: more time slow effect, less time stop effect.
Cosmonator changes
addedWe have edited the balancing of the Reward Modifier curve, making it slightly less punishing overall and especially late game. We've also made some slight adjustments in other areas. The difficulty of some levels has been tweaked and individual level rewards have been tweaked slightly in some episodes. The player also starts with slightly advanced firepower (one extra bullet) to accommodate this curve adjustment, but the overall experience should be much less grindy for those players who experienced too much grind while still being challenging for everyone else. We've also made a notable change in the way that the Challenge Rewards system (for beating levels with 75% health remaining) works. Only some key levels now have the challenge reward feature available, but the reward in those cases is significantly more, making it more of a special event and less of a saturated feature. Existing profiles will feel the positive curve adjustments to some extent, but for the effect to be experienced in full it will be ideal (but not essential) to create a new profile. Please enjoy! Features
addedChallenge Reward system: only key missions now have the 75% health 'challenge reward' bonus feature, but the reward is much more significant.
changedAvailable challenge rewards indicated by cash icons on the starmap.
changedReward modifier curve edit. Overall softer curve, especially late game.
changedImprovements
This update was mainly focused on reducing the feeling of grind in the game, which has been experienced by some players.
We have edited the balancing of the Reward Modifier curve, making it slightly less punishing overall and especially late game. We've also made some slight adjustments in other areas. The difficulty of some levels has been tweaked and individual level rewards have been tweaked slightly in some episodes. The player also starts with slightly advanced firepower (one extra bullet) to accommodate this curve adjustment, but the overall experience should be much less grindy for those players who experienced too much grind while still being challenging for everyone else. We've also made a notable change in the way that the Challenge Rewards system (for beating levels with 75% health remaining) works. Only some key levels now have the challenge reward feature available, but the reward in those cases is significantly more, making it more of a special event and less of a saturated feature. Existing profiles will feel the positive curve adjustments to some extent, but for the effect to be experienced in full it will be ideal (but not essential) to create a new profile. Please enjoy! Features
Challenge Reward system: only key missions now have the 75% health 'challenge reward' bonus feature, but the reward is much more significant.
Available challenge rewards indicated by cash icons on the starmap.
Reward modifier curve edit. Overall softer curve, especially late game.
Improvements
Initial firepower improvement: Start with 4 bullets fired instead of 3.
Flash spell edit: more time slow effect, less time stop effect.
Guardian Drone spell: gem augment edit - spell's defensive effect doubles in efficiency when player stops firing.