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Full Demon Hunt update
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Repeated intro
Hey everyone,
What changed
- Gameplay
- Maps
- Balance
- Server
- Events
- UI and audio
Demon Hunt changes
It's been a long time of silence, and I owe you an honest explanation.
Developing this game was a long, isolated process and by the time it launched, I had burned out really hard.
I needed to step away and spend some time with family and friends. It was something I genuinely needed to keep going.
I'm not going to pretend otherwise.
Since the new year I've been back at it. Heads down, focused on finishing this update.
I didn't want to come back empty handed or make promises I couldn't keep, so I stayed quiet and kept building until I had something real to show.
The update is out today. Thank you for waiting. It means more than I can say.
And to those who stuck around through the silence, I'm truly sorry.
You deserved better communication, and I'll do better from here.
Here's what's included in the update:
-NEW BIOME
Coldbreak Plains, a whole new biome with a complete new mob set, bosses and elites.
2 New Final bosses with their unique threat modifiers, 4 Mid Bosses, 5 Elites and 17 new mobs.
I've also split the first biome Willowmire, into two separate biomes, the second half is now its own region called Barren Fields for more variety.
Barren Fields' environment is built out and its dedicated enemies are on the way.
-NEW MECHA
Warden, a new mecha with an offensive helper drone and dash ability with its talent tree.
Your drone follows you around during the hunt and shoots projectiles at closest enemies.
Dash ability lets you cover longer distances in short bursts as an alternative to the previous sprint-like abilities.
-NEW WEAPONS
Burst - Fires rapid volleys of Void projectiles that pierce through enemies
Tendril - Extends Caustic beams that latch onto nearby enemies and branch out to reach additional targets
-NEW ARTIFACTS
Elemental Booster - Increases each elemental type damage
Ultra Instinct - Every x seconds a random weapon temporarily behaves like an Ultra
Gilded Arsenal - Increases Damage for every rarity tier of your equipped weapons
Resonant Field - Reduces enemy projectile speed
Wave Memory - Increase Damage for every Elite enemy killed
Refinement Protocol - Increases Critical Power
Iron Stance - While standing still, increases Damage and Armor
Killing Blow - Each kill grants a stack of Damage Bonus
Convergence - Increases Damage for every elemental spawn on screen [Combustion, Void Rift, Wildfire, Blackhole etc.]
Overclock - Every x Seconds gain a burst of Attack Speed for a duration
-NEW ITEMS
6 new Unique items for new weapons and 6 new set items for new final bosses.
-ENDLESS MODE
A new way to challenge yourself, after you kill the final boss you can continue your hunt and push your build as far as it can go.
You take more damage and more enemies spawn as the waves progress. You don't gain any meta progress during the Endless phase of the run.
-GLYPHS
A new way to spend your skill points in the later stages of your hunt.
Once you've collected all available weapons and artifacts, Glyphs will appear in their place instead of blank panels.
Each Glyph offers a small stat bonus and unlike weapons or artifacts, you can pick the same Glyph multiple times and stack them as much as you want.
-BANISH
Permanently remove a weapon or artifact from your level-up pool so it never appears again.
You start each hunt with a limited number of free banishes. Once those run out, you can spend skill points to banish instead.
The same applies to rerolls, if you're out of reroll charges, you can spend skill points to reroll as well.
-REAGENT CONVERT AND AUTORECYCLE
You can convert your reagents from one to another now in the base.
And you can auto-recycle your loot to reagents directly during the hunt. You can see the option in the inventory panel.
-MOUSE MOVEMENT
You can now control your mech with the mouse You can enable it in the settings.
-AUTOSAVE
Your run autosaves between each wave, you can continue where you left off after exiting the game.
I've also made improvements to reduce freezes. There's still more work to do here, but it should be better.
-STORAGE
2 new storage tabs [3 in total] in the base.
-UI
Condition Bars - Shows active effects like shrines and artifact procs in the UI as bars
Location arrow - Points to high rarity items that dropped on the ground.
HP Bar above the elite enemies.
-MISC
Particle count setting
New achievements
New models for some of the Elites in Willowmire
New sound effects for Force Shield, Halo, Surge, Arc, Disc
BALANCE
-ARTIFACT Hunt Rush, Damage : [%12, %14, %16, %20, %24] => [%10, %15, %20, %25, %30] Punishment : [3, 3.2, 3.4, 3.6, 4] => [2, 2.5, 3, 3.5, 4]
-ARTIFACT Extreme Protocol, Attack Speed : [%16, %20, %24, %28, %32] => [%8, %12, %16, %20, %24]
-ARTIFACT Phase Shifter, Evasion : [%10, %20, %30, %40, %50] => [%2, %4, %6, %8, %10]
-ARTIFACT Reflex Driver, Critical Chance : [%10, %20, %30, %40, %50] => [%4, %8, %12, %16, %20]
-ARTIFACT Entropy, Max Health is decreased by %50 => %25
-ARTIFACT Erosion Sigil, Apply Chance : [%20, %24, %28, %32, %36] => [%12, %16, %20, %24, %28] Damage : [12, 14, 16, 18, 20] => [8, 10, 12, 14, 16]
-ARTIFACT Determination, Increase Leech while below %25 => %50
-MECHA Spectre shield recharge 2 seconds => 3 seconds
-MECHA Strider Starting HP 60 => 50
-MECHA Brute Starting HP 50 => 60
-MECHA Spectre Starting HP 50 => 40
-WEAPON Arc Emitter, lowered the amount emitted
-WEAPON Halo, decreased the second and third halo radius to %60
-WEAPON Dualsaber, Flame Damage %40 => %60
-WEAPON Grenade, Rain Attack Speed 8 => 10, Grenade Movement is Faster
-WEAPON Blaster, Shatter Damage %60 => %70, Explosion Damage %60 => %50
-WEAPON Surge, Attack Speed 1.4 => 1.2, Base Damage 20 => 18
-WEAPON Minigun, Volatile Radius 0.8 => 1 , Base Damage 12 => 10
-WEAPON Mortar, Base Damage 120 => 100, Carpet Damage 32 => 28
-Evasion and Armor Cap %80 => %60
-More enemies spawned with high threat
BUG FIXES
-You could upgrade set items with insufficient reagents before, this should be fixed.
-Mecha movement animation should be smoother now.
-Key rebinding should work without reloading the scene. Your bindings may reset to default once with this patch.
-And many more small fixes
Hope you enjoy the new features, and many apologies again.
Thank you so much everyone.
-Cem
Source
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