In this update6
Full notes
Full Echoes of Red update
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What changed
- Gameplay
- Balance
- Maps
- Performance
- UI and audio
- Fixes
Echoes of Red changes
✨ Major Additions ✨
Added the possibility to MANUALLY AIM. By pressing RMB (rebindable), you can now toggle this mode and point each weapon in a specific direction of YOUR CHOICE.
When receiving damage from an enemy, the player now gets 0.35s of invulnerability.
Every menu now grants 0.5s of invulnerability when closed, so the player can't take damage or get grabbed instantly.
Added the "Map Selection Menu", ready for the NEXT BIG UPDATE.
💪 Balancing 💪
Player inputs are now twice as responsive.
Sub-Elites can no longer spawn with more than 4x the health of the last Elite.
The "Devour" Elite now gets half of its "difficulty speed multiplier" boost.
Decreased the "big wave spawn multipliers" for each difficulty (1.5x-10x-8x-6x-4x-2x-2x-2x-2x, previously 3x-10x-9x-8x-7x-5x-5x-5x-5x).
Removed the 5-15% chance for an Elite to spawn at the start of a run on higher difficulties.
Reworked the auto-aim system. It's now snappier than ever.
Decreased the base Snake's Max Health (1200, previously 1500).
🚀 Optimizations 🚀
Reworked how props such as graves, minerals, mushrooms, and more are handled by the game, making them ~10x faster in terms of performance.
Every prop is now pooled instead of being generated from scratch every time.
Completely reworked how props are enabled/disabled near the camera margins.
Changed the mineral collider from a box to a circle.
Reworked how mushrooms are generated and how their animations are handled.
Greatly optimized how the game checks if a zone is covered in dark sludge.
The game now preloads 9 chunks (previously 3) to prevent any form of stutter in the early game.
Reworked how chunks are generated/unloaded. No more stutters while moving around the map.
Optimized how each damage number handles its initial calculations when spawning.
👀 UI and Visuals 👀
Added some "shadow pixels" under the invulnerability indicators on enemies.
Increased the size of damage numbers (3, previously 2.5).
Changed how card descriptions appear. The game no longer displays the rarity text for each card, leaving more space for descriptions while also centering the unlock requirements.
Added warning triangles to the sides of the "Madness", "One Hit", "Endless Elites", and "Survival" difficulties.
Decreased the minimum shake factor (0.3, previously 0.4).
Added camera shake when eliminating an Elite, defeating a final boss, obtaining a new weapon level, or acquiring another weapon.
Slightly changed the "Madness" and "One Hit" difficulty icons.
Added spacing between the earnings icon and its value when destroying a grave.
Changed the "Brightness" and "Screen Shake" text colors in the pause menu from red to yellow.
🔊 Audio 🔊
Added a scrolling sound to the language slider.
🛠️ Fixes 🛠️
Fixed some language misalignments in the main menu pause menu.
Going back with the "Back" key from the language menu no longer plays no sound.
Fixed a misspelling in the Italian translation of the "Star Pet" card.
Some HUD elements in the main menu that weren't supposed to be visible were still showing while playing on Steam Deck.
The "Locked Content" text in the demo had no custom font.
The "Devour" Elite no longer follows the player when the "Stealthy Dodge" equipment is active.
Fixed a bug that left the "Beginner" difficulty title in Italian if it was the last selected difficulty before loading the main menu.
Others
The transition screen now remains visible until the game loads the first chunks.
You now have to be inside the relevant menu to scroll its content with the mouse wheel.
To trigger the final boss fight, the boss must enter a 16:9 zone, regardless of the monitor aspect ratio.
Removed Herobrine
Source
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