In this update5
Full notes
Full Dark Samurai update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Server
- Fixes
- Performance
Dark Samurai changes
Debuffs
We've added poison damage over time, a curse that stacks damage until it hits, and other debuffs to the game. The confusion debuff causes enemies to lose their target and wander around aimlessly.
Multi-skill upgrades
We've added upgrades that affect more than a single weapon or skill. With the right combination of weapons you can make the most out of these upgrades.
Multiplayer
You've been bringing your friends to the playtest, which we appreciate that. To facility even more multiplayer sessions, we've added public matchmaking. We've also fixed reviving, late joining, and reconnecting after disconnect.
Changes
Added public matchmaking.
Added poison damage over time.
Added curse delayed damage.
Added confused debuff.
Added enraging by attacking with fire.
Added marking as a skill.
Added bonus crit chance to marked.
Added fragmentation grenades.
Added quadruple grenade
Added critical strike symbol.
Added katana strike instant attack.
Added goldberg flags for chests.
Added cross skill procs.
Added projectile piercing upgrade.
Added poison upgrade for shuriken.
Added segments to ammo bar.
Added curse upgrades.
Added melee range upgrade.
Added fire arrow explode on kill.
Added skill tags: instant, area, blunt, sharp, projectile, dual wield, two handed, arcane, earth, fire, ice, wind, holy.
Changed damage over time (burn, poison, bleed) to be independent of duration.
Removed duplicate fire explode upgrade.
Removed concept of negative armor.
Removed visualization of shattered armor.
Removed Shikoku enemies past the 20 minute mark.
Converted burn damage calculation to exponential decay.
Converted spear spike into a standalone attack.
Fixed choppy movement of projectiles, loot, shadow clones, fire aura, attack telegraphs, and player ghosts.
Fixed extracting gold from run.
Added loading screen messages.
Fixed enemies getting stuck while pathing.
Fixed neutral enemies pathing to origin.
Fixed enemies chasing past the player.
Fixed enemy movement after recovering from stun.
Fixed yumi volley radius upgrading.
Fixed primary weapons not aligning with player aiming.
Fixed first grenade getting thrown north.
Fixed tag based damage upgrades.
Fixed exception when reviving player.
Fixed desync on late join.
Fixed particle system trigger velocity calculation being wrong above 100 fps.
Roadmap
We practice Open Development, creating our games in public. You have access to all our builds and our entire Trello task tracking board. In return we would love to hear your advice for making the game better.
Source
Changelog.gg summarizes and formats this update. How we read updates.
