Full notes
Full Devil Jam update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- UI and audio
We’re continuing to work hard on improving the game, and today’s update brings a number of adjustments inspired by your feedback. Thank you so much for helping us make the game better!
If you’ve noticed improvements, a review would be greatly appreciated. It really helps us continue developing the game.
Here’s what’s new:
Gameplay:
Main stage waves shortened from 30 to 20 minutes
Challenge stages also rebalanced for quicker player scaling
Items have 5 tiers instead of 7
Enemies now scale in strength more quickly
Additional balancing of weapons and abilities, usually granting them more affecting slots
Reduced killcounts on some of the early quests, allowing for faster progression for new players
Infected speggs from the Pride’s infected status effect now display their damage at the end of a run
Darkness Descends now makes you fight a Tier 2 boss instead of Tier 1
Quality of life notes:
Shrine options can now also be selected by using 1, 2, 3, just like the level up choices
Passive have a more clear activation indicator
Increased scaling of UI on handheld devices
Cleaned up the Run End screen UI
Bugfix notes:
Fixed bug where the game complete sequence had no sound
Fixed bug where Wrath’s Appetite for Destruction did not apply properly
Fixed bug where VFX were not being pooled correctly
Fixed bug where the Evasion and Luck altars gave the wrong buffs
Fixed bug where the Synth God's Shrine animation did not play in The Overgrowth
Fixed bug where pausing in Destroyer Of All before leveling up softlocked the game
Fixed bug where sometimes the audio failed to load on startup
Fixed bug where Sloth’s Bow Down gave more Area than intended
Thank you
The Rogueside team
Source
Changelog.gg summarizes and formats this update. How we read updates.
