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Full notes
Full Crab Champions update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Store
- Workshop
- UI and audio
- Balance
Crab Champions changes
Patch Highlights
NEW WEAPON: ICE STAFF
NEW ABILITY: ELECTRO GLOBE
NEW MELEE WEAPON: PICKAXE
TURRET REVAMP
INFINITE PEDESTAL
NEW ISLANDS
NEW ENEMY: HORNET
XL TOTEM
NEW ABILITY VISUALS
Patch Notes
GENERAL
Turrets have been reworked, all turret spawning turret perks have been all moved to Ability mods in order to give you agency over when and where to spawn them as in the previous system they often spawned outside the map bounds or far away. Turrets now lose health over time but there are ways to extend their lifetime with perks and create infinite turret builds!
Added new infinite shop pedestal type: one can be found on every reroll and the loot doesn’t despawn when purchasing, allowing you to invest heavily in one particular piece of loot
Added new enemy: Hornet
Added new enemy: Elite Hornet
Added new enemy: Hammer Crab
Added new enemy: Elite Ramming Grub
Grubs lacked identity so have been reworked to have a ram attack and have been merged with mini grubs
Added new island type: Harvest
Added 1 new Tropical island
Added 2 new Arctic islands
Added 4 new Desert islands and reworked some of the least fun ones
Added 1 new Volcanic island and improved some of the least fun / most cramped existing ones
Added unique shop islands for each biome
Added 5 new songs
Added Tony snoring sounds
- Reworked Iceremoved max stack limit, enemies now take all stacks as damage when thawing and thawing now automatically happens a short time after freezing
Added 23 new achievements: Abilities and Melee Weapons can now earn medals just like Weapons can
Added new inventory category: Melee Mods
The following Perks have been moved to be Melee Mods: Vampire, Big Claws, Sharp Claws, Iron Claws, Blender, Ice Claws, Fire Claws, Brawler
Added new Melee Mods: Lightning Claws and Poison Claws
Added new weapon mod: Pumpkin Shot: Chance to lob explosive pumpkins along with your shots
Added new ability mod: Bounce Explosion: Abilities gain bounces and explode on each bounce
- Added new ability modHeat Sink: Ability cooldowns reduced
Added new ability mod: Landmine Explosion: Abilities spawn landmines when exploding
Landmine base damage increased from 33 to 75 (as it is affected by damage falloff)
Added new perk: Lingering Fumes: Enemies apply existing poison stacks to nearby enemies when eliminated
Added new perk: Poisonous Armor: Poison nearby enemies when breaking enemy armor
- Added new perkHealth Is Power: Damage increased by 1% for every 50 health you have
- Added new perkSpeed Is Power: Damage increased by 1% for every bonus movement speed % you have
- Added new perkSilver Lining: Damage increased each time you take damage
Added new perk: Lightning Dash: Dashing shocks and knocks back nearby enemies
- Added new relicTurbo Ring: Fire rate increased by 2% after clearing each island
- Added new relicRing Of Healthy Turrets: Turret health increased by 400%
Added new relic: Twin Ring: All turrets spawn in pairs
- Added new greed relicRing Of Tankiness: Max health hugely increased but movement speed heavily reduced
- Added new relicRing Of Wisdom: Critical hit chance increased by 1% after clearing each island
Added new challenge modifier: Icy Enemies: All enemy attacks freeze you
Added new challenge modifier: Twinned Enemies: Enemies spawn in pairs
Added new challenge modifier: Healing Enemies: Enemies heal nearby enemies when eliminated
Added new challenge modifier: Landmine Rain: Landmines rain down from the sky at random
Many new VFX and sounds added to replace placeholder content
The number of physics crowns in the lobby now match the wins of the hosting player
Added 3 new skins: Chrome, Vampire and Heat
Greatly reduced bandwidth when there is a lot going on in multiplayer games by combining damage events that happen in a short space of time together. This has the side effect of crits behaving slightly differently- if you land a shotgun blast on an enemy all at the same time, critical hits will be rolled on the total damage dealt, not per pellet. With this change you should no longer get kicked from a game due to too much going on. Also cases where you go down to 1 FPS due to a lot happening at once should be much rarer
Enemies get knocked around less in general: I’ve made many tweaks here but in general you’ll notice enemies feel more “solid” and in place, allowing for more consistent and focused damage to be dealt to groups of enemies especially with abilities
Perks like Juggernaut or Up The Ante now affect Elite and Boss islands- each 100% extra enemies reached spawns an extra boss / elite
Hazard damage areas (fire, ice, poison) now only apply their effects when actually landed on the ground and stepping in them to prevent less cases where damage is taken in mid air which could often feel cheap. Lightning damage areas function the same for now as they don’t deal damage and just slow you down
AOE explosions now have damage falloff to deepen the combat feel. Previously if an enemy was even slightly touching the outer radius of an explosion, they’d receive full damage so there was no real incentive to aim your abilities- it’s now much more satisfying to line up and directly hit enemies with your grenade and other explosions. This in turn also makes incoming damage from enemies more fair- if you dodge an enemy attack but are very slightly still in the hitbox, you’ll receive far less damage than before. The only AOE damage type that does not get affected by this falloff is melee as it felt bad to lose damage if not right next to an enemy
Salvaging pickups now always gives 50% of the pickup cost even when the Expensive Shops modifier is active (previously it only gave 33% of the value)
Shop prices on all difficulties are now closer (as on Easy they were cheaper than intended and on Ultra Chaos they were a bit too expensive)
Shop prices are 5% cheaper per player in multiplayer (previously they were 20% more expensive per player, now are 15% more expensive per player)
Added new “Arcanifying” enhancement (I will find a better name for this later)
Added new “Targeting” enhancement (works like Targeting shot but for enhanced projectiles)
Added rarities to Enhancements and removed Spiraling and Chaotic enhancements as they were pretty much debuffs
Improved enhancement filtering to make it impossible to roll freezing on Fireball Shot or homing on Homing Shot for example
Enhancement Totem price decreased and is 50% less likely to explode on use
Valued Customer now works when using the Enhancement Totem
GENERAL BALANCE CHANGES
3 portals spawn by default on multi choice islands making it easier to counter the feeling of bad RNG
Runs are now counted as wins even if you get eliminated when looping- this means you can see how far your build can go without risking losing a victory stat / rank
The number of islands per biome has been reduced from 8 to 7 for pacing reasons (5 combat islands, 1 shop and 1 elite / boss)
Turret spawning perks have been moved from the Damage to the Skill loot pool (other than Fire Turret and Poison Turret which are staying in the Elemental loot pool)
Sentry Turret fire rate doubled
Mortar Turret damage doubled
Poison Turret poison stacks increased from 10 to 100
Enhanced Turrets turret damage increased from +75% to +100%
Turrets no longer block projectiles which means no more situations where you have a big cluster of turrets that are all blocking each other and end up dealing no damage
- All damage dealing greed perks are now multiplicative instead of additivethis is indicated by the “global damage multiplier” keyword being used. This includes Brawler which previously only added a flat damage % rather than multiplying the total melee damage multiplier
Crystal scaling has been rebalanced to scale up way less sharply (which means shops break much later and prices in general are lower and easier to memorize)
Crystals visually dropped by enemies matches the amount you pick up (so bonus crystals are much more satisfying visually)
The Rush blessing goal is now shared by teammates to make it easier to achieve in multiplayer
Reroll totem cost has been halved in the first shop you visit
Totems now only explode when you’ve gotten a buff from them at least once (excluding Glass and Fuse totems being destroyed by damage or time)
Loot totems now cost 25% of your health (up from 20%)
Crystal totems now cost 25% of your health (up from 10%)
Crystal bundles can no longer be salvaged (only because it didn’t make sense to do it)
Starting health reduced from 300 to 150. Keeping the early game feeling dangerous is part of what makes these kinds of games fun- having 300 health just meant that the first biome often felt overly safe especially now that I've made the early game easier
Reduced demolition nest starting health and loop health scaling
Bananas have been removed from the game for now (in the beta I tried removing the heals from hearts (so they only gave max health) and people still chose them over bananas so now hearts just heal AND give max health)
Gold totems can no longer spawn hearts or armor
Crystal totem chance to explode increased from 25% to 50% as it was possible to go on very long streaks of gaining crystals which could break the balance of the game- still possible now but less likely
Mirrored Projectiles no longer trigger from damage over time damage or ability damage as they could spam projectiles
Increased elimination requirements for the Rush blessing on Horde islands so that they are an actual challenge
Bronze Hearts now give 100 max health (down from 125) and Gold Hearts now give 500 max health (down from 650). Silver hearts are unchanged
Adjusted locked slot unlock cost scaling to be cheaper
Halved the amount of fire stacks applied to you when stepping in lava on the Volcanic biome
WEAPON BALANCE CHANGES
Auto Rifle damage increased from 5 to 8
Auto Rifle projectile speed increased by 400% to feel more “hitscan” and responsive
Dual Pistols damage increased from 5 to 6
Burst Pistol damage increased from 6 to 8
Orb Launcher weapon mod trigger multiplier increased to match what the Auto Rifle has
Orb Launcher mag size increased from 36 to 42
Sniper fire rate increased by 25%
Minigun damage increased from 2 to 3
Flamethrower spread heavily reduced
Flamethrower range increased
Flamethrower level of the starting Fire Shot mod has been increased from 2 to 4, making it much more consistent to fight flying enemies instead of relying on the fire areas below
Rocket Launcher damage increased from 35 to 50 (to help counter the new radial damage falloff a bit- direct hits will now be more rewarding)
Arcane Wand explosion radius increased by 75%
Laser Cannons damage increased from 2 to 3
- Marksman Rifle was feeling underwhelming to many people so I made a few changesno more scope, new crosshair, damage increased from 8 to 12 per bullet and fire rate reduced slightly
WEAPON MOD BALANCE CHANGES
Targeting Shot now acts as a copy of your main shot and can trigger on hit weapon mods
Torpedo Shot damage increased from 100 to 250
Triangle Shot damage increased from 100 to 200
Steady Shot damage increased from +50% to +75% when aiming
Money Shot crystal gain per shot hit reduced from 4 to 1 (still a big buff due to new crystal scaling)
Rapid Fire fire rate buffed from +10% to +12%
Light Shot fire rate buffed from +15% to +20%
Health Shot cooldown increased from 1 to 2 seconds
Spike Strike damage increased from 50 to 300 and cooldown reduced from 4 seconds to 1 second
Firework Shot / Explosion projectile damage increased from 30 to 50 and I’ve made them move 50% less chaotically so you can more reliably aim them
Spore Shot and Spore Explosion mushroom damage increased from 25 to 75
Shotgun Blast damage increased per pellet from 10 to 32 and projectile lifetime increased by 33%
Ice Strike cooldown reduced from 10 to 5 seconds
Removed unused debuffs so Random Shot will be more effective
ABILITY BALANCE CHANGES
Grenade damage increased from 75 to 150
Ice Blast direct impact damage radius increased from 0 to 7.5m
Ice Blast ice stacks per tick increased from 25 to 40
Ice Blast projectiles themselves now freeze enemies (not just the lingering damage area)
Since ability damage mods scale ice stacks on Ice Blast, I’ve reduced the ice stacks it applies from 40 to 25
Ability Ring cooldown reduction reduced from -75% to -50% (now that Heatsink is a thing)
Black Holes no longer knock landmines and barrels away (making them an anti synergy) and instead suck them in along with the other enemies
Improved Black Hole suction logic so that enemies will no longer overshoot the black hole center, making it hard to actually aim at them
Increased Black Hole damage per tick from 3 to 5
ABILITY MOD BALANCE CHANGES
Clone Explosion now properly triggers ALL ability mods as if you had thrown another grenade leading to much more fun combos (especially when building into turrets)
Removed cooldowns from ALL ability mods other than Ultra Mushroom (cooldown reduced from 9 to 4 seconds) and Crystal Barrage (cooldown reduced from 4 to 1 seconds)
Firework Explosion cooldown reduced from 8 seconds to 3 seconds
Bomb Explosion cooldown reduced from 6 seconds to 3 seconds
Energy Ring damage per hit increased from 3 to 10
Ultra Mushroom damage increased from 50 to 200
Removed boring / underwhelming ability mods (Heavy Grenade, Spiral Grenade, Snake Grenade)
MELEE WEAPON BALANCE CHANGES
Hammer now works as expected and won’t deal damage until hitting the ground rather than always dealing damage after a set delay
Hammer damage increased from 100 to 125
Dagger now slightly knocks back enemies
Claw damage increased from 30 to 50 and knockback strength doubled
Melee damage now triggers sooner in the claw and dagger animations, allowing them to be reliably spammed with high levels of Blender (you should now be able to actually turn into a blender)
You are now briefly immune to damage when on a downwards slam with the hammer or pickaxe
Melee VFX now uses the correct tint of the melee weapon / debuff used
PERK BALANCE CHANGES
Ice Cube, Oil Can, Metal Rod and Poison Vial (perks that increase damage to enemies with a specific debuff active) have now all been consolidated to a new perk: Elemental Expert: Damage increased to enemies based on the number of unique debuffs (fire, poison, lightning etc.) applied to them
Reworked Icebreaker: Ice damage is dealt to nearby enemies (each level increases radius)
All ice perk debuff stacks buffed (mostly doubled from their previous values)
Amber Resin healing amount buffed from +25% to +50% to make it a more reliable way to scale healing
Grim Reaper now heals for a % of your max health instead of flat healing
Hot Steam damage increased from 50 to 300
Critical Thinking damage reduced from +33% to +25% (as this is a global crit damage multiplier it is still very effective)
Sonic Boom knockback increased by 250%
Sonic Boom damage radius increased by 50%
Sonic Boom damage increased from 20 to 200 but cooldown increased from 2 to 5 seconds
Shockwave damage increased from 15 to 50 but cooldown increased from 3 to 8 seconds
Slugger damage and radius increased from +33% to +100%
Damage Aura damage increased from 3 to to 25 and radius doubled but damage falloff means you need to get close to enemies to deal that full 25 damage
Exploding Enemies, Freezing Enemies, Flammable Enemies, Electric Enemies and Poisonous Enemies base radius increased by 20% and cooldowns reduced from 3 to 1 seconds
Exploding Enemies damage increased from 50 to 300
Fire Aura, Ice Aura, Lightning Aura and Poison Aura damage increased from 15 to 50
Crystal Combo and Damage Combo now count 1x combo so you get a benefit from them even if you aren’t currently at a higher combo than 1x
Power Armor damage per armor plate increased from 10% to 12%
Big Hearts max health gain decreased from +100% to +75%
Bonus Crystals crystal gain increased from +33% to +40%
Sharp Claws damage increased from +50% to +100% to bring it more in line with Damage Shot / Damage Explosion
Sturdy Totems has been moved up to Epic rarity but now works PER totem rather than a confusing per island limit. There’s one caveat here: in multiplayer the totem will compare number of times it has been used to your sturdy buff so if 4 players all have Sturdy Totems level 5 and one teammate uses the totem 5 times, you won’t be able to use it another 5 times. Also this change fixes Sturdy Totems not working on totems when you find it in a chest on the same island as a totem and try to get the extra use
Rigged Totems has been removed (as it only affected 3 totem types (Health, Chance and Gamble) and wasted a perk slot) but these totems are now affected by Ring Of Luck to compensate
Poison on enemies has been capped at 250 stacks but they decay half as fast and this cap can be increased by the Toxic perk
Cursed Lottery has been removed for now as it is an easy win due to the infinite shop pedestals
Double Edged Sword / Gold Coating have been removed from the loot pool for now as they break the game due to the new crystal scaling
Up The Ante damage increased from +20% to +25% but additional enemies spawned increased from +15% to +20%
Juggernaut max health increased from +50% to +75% but additional enemies spawned increased from +15% to +20%
Powerslide damage increased from 2 to 5 and fire stacks per hit doubled
Driller chance to spawn bonus loot increased from 4% to 5%
Equalizer simplified as the wording was confusing
Iron Claws damage increased from 150% to 300% and the downside reduced from -50% to -40%
Removed perks that were bloating the loot pool / not unique enough to be interesting: Nourishing Salvage, Finishing Move and Healthy Combo
RELIC BALANCE CHANGES
Relic slots increased from 6 to 8
Relic chest portals have double the chance to show up compared to before
Ring Of Power is now multiplicative instead of additive
Ring Of Precision is now multiplicative instead of additive
Ring Of Destruction no longer works on friendly destructibles (mushrooms, barrels, landmines etc.)
Crystal Dividends has been moved to a relic: Ring Of Dividends: Gain 10% of your total crystals as a bonus after clearing each island
- Red Fury has been moved to a relicRing Of Fury: Global damage multiplier increased by 50% for 5 seconds after eliminating an enemy (Note that previously it was a non global damage multiplier so this is a big buff and will scale with your run)
- Adrenaline has been moved to a relicAdrenaline Amulet: Fire rate increased by 33% for 5 seconds after eliminating an enemy
Reinforced has been moved to a relic: Ring Of Reinforcement: Gain two extra armor plates each time you pick up armor
Regenerating Armor has been moved to a relic: Ring Of Regenerating Armor: Gain an armor plate at the start of each island
Ring Of Luck trigger chance reduced from 100% to 75% (so that Health totems won’t be guaranteed due to the change to how Sturdy Totems works)
Ring Of Gravity rarity increased from Epic to Legendary
ENEMY BALANCE CHANGES
Simplified Ant attacks so that you can reliably predict what they will do: Red Ants now always do single projectile attacks and Poison Ants now always fire in an arc
Simplified Purple Skull attacks so that they always do a triple shot (before they also had a single shot attack that could last longer than anticipated / the animation implied)
Blocker Skulls now shoot a double shot instead of an X shot to reduce projectile spam
Enemies now respect their spawn limits so no more situations where multiple Elite Pumpkins spawn on a single island
Bosses now only reduce debuff stacks (like fire or poison) by 25% instead of 50% previously, making elemental builds more effective against them
Melee crabs are more aggressive up close and swipe more frequently
Ice crabs are now slippy
Purple Skull projectile speed increased by 25%
Scorpion health increased by 33%
Elite Poison Grub now summons mini grubs in addition to the regular lesser grub enemies
Elite Poison Grub slam attack now spawns 3 energy rings instead of 1
Elite Poison Grub projectile damage areas reworked: they now deal no damage but apply more poison stacks when stepping into them
Elite Barrel Skull attacks adjusted to be a bit more varied
Enemy barrels in general were underwhelming so their explosion radius has increased by about 33% to be more dangerous (you can use this increased radius to your advantage too as barrel explosions hurt enemies too, just don’t stand too close!)
Improved homing barrel logic to be able to continue tracking players when losing line of sight
Enemy sizes adjusted (many harder enemies are now larger and easier to hit)
Crabs that do launching attacks have double the wind up time, giving more time to react
Elite Fire Crab / Elite Ice Skull launch attack radius lowered by 20%
Reduced Elite Lightning Crab health slightly to bring it in line with the other elites
Enemy health on Horde islands starts off lower so the first few waves are easier
Damage reduction for elites and bosses when looping with the Unfair Bosses modifier active has been reduced from 30 seconds to 20 seconds (so it wears off faster)
Increased the spawn cost of pumpkins, poison ants and regular red ants so that they’ll spawn in slightly lower numbers
Red Challenge Crystals can now spawn more than 1 type of enemy at once
Enemies now take 200% more damage from hazards (so lining them up around barrels, rocks and explosive enemies is more rewarding)
Fewer enemies spawn on the first 3 biomes (non looping) for better pacing as it could feel like a bit of a slog before runs got going. This also nicely increases the contrast as the runs get more and more chaotic as time goes on
Fire, Ice and Poison Slugs no longer leave trails of their debuff behind when moving as this was the main source of bad performance when multiple were on screen at once. Their on death damage areas now last a bit longer (from 5 to 8 seconds) to compensate
Improved enemy spawns on the ice cave loop island where enemies would often get stuck on the left side
Grenade Crab projectile speed and explosion radius slightly increased (they were overly nerfed before and should be a threatening enemy)
Launcher Crabs now have worse aim but fire a triple shot instead of a double shot
Enemy fire damage area lifetimes have been reduced from 6 seconds to 4 seconds so it should be much less likely to run into situations where the entire ground is covered in fire
Removed damage cap on all Elite and Boss enemies that prevented them taking more than 15% of their max health in a single shot
Enemies that are immune to ice (Elites and Bosses) now take full ice damage but can continue moving and attacking as usual
Enemy health increase per horde wave increased from +10% to +25% (ideally on longer hordes they can actually be overwhelming)
Enemy crystal rewards on Horde islands are based on their original max health to keep Horde islands balanced while still allowing for huge amounts of enemies to spawn
Ants now have a longer spawn animation to give you more time to react before they start attacking
Barrel Skull projectiles that spawn barrels no longer deal 1 damage- no more ruined flawless challenges!
Added new sounds for Starfish to improve their telegraphing and slightly increased their damage radius
QUALITY OF LIFE CHANGES
You can now drop crystals for your teammates (finally!)
Adjusted enemy hitboxes to prevent them getting stuck in walls
Projectiles can now be fired in any location (no more weapons invisibly breaking on parkour islands) and the blue barriers around each island will block projectiles (making bouncing shot builds more effective on open islands)
Added some new placeholder totem visuals for the Random, Glass, Gold and Fuse totems to better identify them
Any crystals spawned AFTER an island has been cleared in Ultra Chaos difficulty no longer need to be manually picked up (to prevent boring backtracking to distant destructible rocks)
Friendly energy rings are now green to make it easier to distinguish between friendly and enemy rings
Made a simplified green health bar for turrets to more easily tell them apart from enemies
Changed the Volcanic biome sand to a lighter color to improve visibility
You no longer collide with turrets as they often just got in the way
Added UI to see how many crystals your teammates have. This replaces the score UI text for now, will decide on what to do with that in the future
Breaking destructible rocks / landmines no longer knocks enemies back (this had an anti-synergy with fire rocks as they’d be knocked AWAY from the fire zone)
Lesser projectiles (like Mace Shot) now update their tint if they have an elemental debuff from enhancement totems
Optimized Crimson Haze VFX as they were causing FPS drops on busy islands
Weapon mastery challenges that required Nightmare difficulty now also work when you win on Ultra Chaos
Landmine Shot / Landmine Explosion landmines are now spawned in a much more stable way- no more landmines flying off in random directions and missing the target!
Removed the camera shake that happened when Critical Arrows hit nearby which was very annoying in combination with Damage Aura
You no longer trigger your own landmines by walking near them
Improved parkour spawns and adjusted banana positions for cases where players were sliding under them
Improved barrel physics to be less unstable
Improved cases where enemies took a long time to spawn on certain islands
Reduced interact radius to prevent situations where you’d accidentally enter a portal while choosing chest loot
Increased global projectile limit from 500 to 750 and projectiles are cleaned up 66% faster so it should be harder to reach the projectile cap
You can now stand on top of enemies
BUG FIXES
Finally fixed the issue that caused non-hosting players to get kicked from multiplayer games when too much was going on at once
Fixed dual wield weapons canceling Pickaxe and Hammer damage when firing at the same time. This will be improved in the future to also work consistently on claw and dagger
Fixed issue that caused you to get eliminated when interacting with spiked chests while poisoned
Fixed some perks exploding barrels when you spawned into an island, dealing unavoidable damage
Fixed issue that caused shop loot to cost 0 crystals when going far enough into a run
Fixed issue that could cause less pickups than usual to appear in chests
Fixed issue that allowed the same relic to spawn in multiple chests on the same island even if you had just picked up that relic in a previous chest
Fixed bug that prevented Auto Loot from working on Rare Treasure / Driller / Boss key pickups when no chests spawned (due to High Roller or similar)
Fixed Steam achievements not completing even if you had the corresponding in game challenge completed already
Fixed auto melee not working when melee cooldown reduction perks were equipped
Fixed big lag spikes that could happen when firing at teammates with piercing weapons such as the flamethrower
Fixed Aura perks not working after you respawned in multiplayer games
Fixed issue that caused terrain to change shape at high FOVs
Fixed Thorn Shot not dealing the full amount of damage advertised as they expired too soon after hitting enemies
Fixed various holes in the borders of different islands that could create softlocks
Fixed not all barrels getting destroyed when islands are cleared
Fixed flickering / disappearing chests when at the edge of the screen
Fixed spore mushrooms not aligning to enemies correctly
Fixed Driller not calculating correctly in multiplayer games- you should see it trigger more consistently now
Added the correct Driller % chance to the inventory UI for multiplayer games (previously it didn’t show the scaled value- shared Driller chance divided by the number of players * 0.5)
Fixed issue that allowed you to parry (block) your own damage areas which made healing trivial with the Ring Of Parrying
Fixed visual bug that prevented turrets from rotating correctly for non hosting players
Fixed Elite Barrel Skull barrels spawning under the ground
Fixed bug that allowed Arcane to crit and deal huge bonus damage in certain situations
Fixed demolition nests having inconsistent amounts of armor plates
Fixed Amber Resin not working with perks like Grim Reaper
Fixed explosions being invisible on Minimal weapon effects setting
Fixed some destructibles like spore and ultra mushrooms being immune to turret damage
Fixed auto looting keys also giving you the salvage crystals for them
Fixed the difficulty UI being cut off on some screen resolutions
Fixed incorrect aura perk inventory descriptions (they now all deal the correct debuff amounts)
Fixed turrets not targeting shielded enemies even after the shields had been broken
Fixed turrets not visually aiming at enemies properly
Fixed issue that caused circular crosshairs to disappear when aiming
Fixed exploit that allowed non-hosting players to farm wins at the victory crown island
Fixed several rare crashes
Fixed several Relic inventory description values not matching up with their actual values
Removed the > 100% resolution quality graphics setting options as they were lowering performance with little to no visual gain
As always thank you so much for playing my game, it's the reason that I'm still here working on it 🦀
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