Full notes
Full Crush the Industry update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Events
- Gameplay
Crush the Industry changes
Hi friends. Just a small update with a lot of small adjustments and changes to enemy encounters and game balance.
Post-battle heal/money rewards have been reduced.
Skipping adding a skill at the post-battle rewards screen now gives the player $1.
Toxic Slime (non-spawned version) health increased to 25 (from 20).
Supervisor Sweets health increased to 195 (from 190).
Cute Lil Slime attack damage changed to 2x2 (from 1x2).
Risque Influencer attack damage increased to 24 (from 23).
Sally status effect buff (power) increased to 4 (from 3).
Overstimulated Newbie attack pattern changed to 2x5 (from 3x3).
Minor Burnout attack damage increased to 12 (from 10).
Meeting Blob attack damage increased to 20 (from 19).
Mad Maestro status effect buff (block) increased to 8 (from 6).
Glenn health increased to 22 (from 20).
Glenn attack damage increased to 6 (from 5).
Critical Neckbeard health increased to 125 (from 120).
Creative Block health increased to 135 (from 130).
Creative Block attack damage increased to 12x3 (from 11x3).
Creative Block starting buff (Dispel) increased to 6 (from 5).
Catchy Tune attack damage increased to 5 (from 4).
Uncreative Slime health increased to 40 (from 38).
Spaghetti Code Monster health increased to 220 (from 215).
- Spaghetti Code Monsteradded a 5 Decay status effect to sanity attack pattern.
Anonymous Neckbeard health increased to 180 (from 175).
Game Designer Mole attack damage increased to 12 (from 11).
Unbalanced Mechanic status debuff (Burn) increased to 40 (from 30).
- Taskmasteradded a 1 Power status effect to his buff-all pattern.
Taskmaster attack damage increased to 23 (from 22).
Ominous Figure attack damage increased to 12x3 (from 11x3).
CEO starting buff (Block) increased to 30 (from 25).
CEO starting buff (Dispel) increased to 3 (from 1).
CEO attack damage increased to 17x2 (from 16x2).
Several minor bug fixes.
What's next: I'd like to implement alternate enemy attack patterns (finally) for every enemy in the game. The goal would be to introduce more variety and less predictable encounters. This would add over 100 (maybe 200?) new battle patterns.
This will take me a bit of time to cook up, as we juggle these updates with our second game's development. But look for that in a future update.
As always, thanks to all players who have taken the time to leave us a Steam review or drop into our Discord (especially you cool cats who shared your feedback on the game in there).
Stay frosty.
-Travis & Zafi
Source
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