Full notes
Full Dead Event update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Maps
- Balance
- UI and audio
Thank you for playing Dead Event! I hope you enjoy the new content and improvements, and I look forward to continuing to enhance your creature-growing experience. The game will continue to grow like our creatures. I will be adding more and making the game better based off community feedback every update. Thank you for your understanding and patience as I work on this project! Happy creature growing!
Gameplay Changes and balance:
Increased level cap to 125, with further increases planned for big map content updates after the game's release, including more maps like caves and underground areas.
Lowered Stamina costs for all skills significantly.
Lowered size on Koh slightly.
Removed Serpenn Devise second passive and replaced it with an active stun skill "Fearful Stun" to stun the target with fear.
Raised size on Snek and Serpenn and Clamper Slightly.
Koh Offspring now give HP recovery and HP leech per level, buffing the user.
Koh now consumes HP with skills instead of stamina.
Buffed Clamper Shell Reflect to give duration and HP regen per level.
Reduced the chances of bonus attributes dropping from 5% to 1%, making them rare and more valuable for trades.
Raised Shrine Cost.
Went over all skills changing values for balance.
Went over all items changing values for balance.
Reduced map Harvests spawn amount slightly, from 70 to 60.
Balanced creature base stats, passive skills, buff skills, and most skills according to current values.
Changed Noetic Paralyze skill duration from 0.1 to 0.01 per level.
Removed cast time from Skitter skills.
Unfortunately, I broke Noetic with this update. Despite spending hours trying various fixes, including copying and pasting from an older working version, I remain completely stumped. Therefore, I have made the difficult decision to temporarily remove Noetic until I can resolve the issues. It pains me to take this step, but I can't leave it broken in the meantime. The Noetic was the 2nd creature I made back in Alpha when I was a noob at game development so it's kind of scuffed and its one of the most underplayed creatures. Rest assured, I am determined to make Noetic even better when I bring it back. I have some exciting ideas in mind, and instead of simply fixing the current version, I've decided to rebuild it from scratch. Although it will take some time, the end result will be worth the effort. Noetic will return, improved and more reliable than ever before. I look forward to reintroducing a superior version of Noetic as soon as possible. No worries if you had items on your Noetic or any stats it will carry over and you will get that creature back with all its stuff once I rebuild it back into the game.
Increased leveling difficulty slightly.
Overlays are no longer part of set items to give stats only cosmetic.
Audio and Visual Enhancements:
Added new sound FX to water areas and birds.
Temporarily removed music until a looping soundtrack is implemented.
Added post-processing effects to the game for improved visuals.
Removed about 1/2 of the trees on the map and made the remaining trees 3x bigger to increase island forest immersion.
Touched up the map to have more immersion.
Before and after difference in post processing:
Item and Drop Rate Changes:
Increased crit chance and damage along with block chance and damage on RNG bonus drops from 2% max to 5% max roll.
Humans now have a high chance to drop space
Source
Changelog.gg summarizes and formats this update. How we read updates.
