Full notes
Full DEATHRUN TV update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone!
What changed
- Balance
- UI and audio
- Fixes
- Gameplay
DEATHRUN TV changes
Fancy a bit of DEATHRUN TV this weekend?
Well lucky you, the devs at Laser Dog have been hard at work actioning feedback, adjusting the studio lights and come up with another update to the pilot episode!
Here's a lit of all the changes
Tap roll to cancel slow-mo in roll.
Enemies receive 3x the damage from explosions that players do.
Added interactable UI prompts.
Increase the size of the weapon UI and made the bars scale from the middle.
Fixed duplicate mutations appearing in the mutation selection screen (Allowing all mutations on this screen).
Tweaked weapon 'charge' UI to show when you're almost out of charge.
Managed the replicate the issue where a buzzer doesn't enable when you kill all enemies and fixed. Hoping that was the only case but keeping our eye on it!
Prevent pausing on death screen.
Added invulnerable time when hitting certain things such as slime trails.
Made bloom work again - for targetting enemies.
Fixed gameplay controller screen being active during pause/mutation screen.
Prevent rockets exploding in walls when shooting next to a top wall
Greater 'safe spawn area' in arenas.
2.6D?
Bigger - closer weapon UI.
In game UI on pickups.
Fix grenade pickup and better grenades.
Balance and difficulty tweaks.
Slight buff on gold weapons.
Weapon tweaks.
As always we are so grateful for the amazing feedback and love hearing how much fun you're having with the demo.
If you haven't already, head over to the Discord and join the growing community of Deathrunners!
Source
Changelog.gg summarizes and formats this update. How we read updates.
