Full notes
Full Eldritch Exterminators update
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Repeated intro
Greetings, Exterminators!
What changed
- Gameplay
- Events
- Balance
- Maps
- Performance
- UI and audio
Eldritch Exterminators changes
Today’s update is a special one! To start with, we have revamped all of the enemies currently in the game to match the upgraded art for our weapons. With a shiny new coat of paint, the starving souls of the fallen will march toward you with renewed beauty, almost making you sad to destroy such artful renditions of the Old Ones’ will. But once you see the new Bosses barreling toward you, only then can you appreciate the power Their Will can grant upon a wayward soul.
Moving BEYOND the enemies, a new Tribulation has been revealed: BEYOND!! See what we did there? ;D This new Tribulation adds a new level of difficulty for our hungry Vessels. With steeper enemy scaling, we are introducing a new challenge, and are planning updates coming to add more depth to these brutal levels.
On another note, we have removed the Transmutations, as we felt their attainment relied too much on failing runs to improve them. As a result, we have rebalanced almost every stat in the game to reflect this change in mechanics. On top of this, we have streamlined collecting Runes to be attained as soon as they are unlocked. Oftentimes collecting runes seemed to discourage experimentation, and could even make players feel cheated if they didn’t get the “right” build to survive a Tribulation to unlock them. Now, as soon as you are notified of receiving the Rune, it is unlocked and added to your Armory for the next round.
An important update to the map and how we make them has occurred as well. Previously, we used infinite map tiles that looped around on each other via procedural generation. We have decided to aim for a better player experience with curated static maps with borders. This will enable us to better tune enemy abilities and movement abilities, as well as provide more unique and interesting map gameplay opportunities. You Exterminators will also have to adjust your strategy to account for a slightly more limited travel ability in any one direction so as not to get yourself boxed in.
These changes are a large part of an even larger update. There have been rebalancing, renaming, and performance fixes aplenty to help improve the overall experience. As always, we welcome feedback in our Discord, the Steam Discussion Forums, and through your reviews. You can find the finer details of our many updates below.
Until next time, E̷̘͔̪͒͝x̷̧͎̃͛͐̈ẗ̸͚̜̲̳̀̔̒e̶̛͇̓r̶̞̓̄̉̚ṃ̵̪̈́͑̈́͠ĩ̶̧̜͇n̸͓̠͌à̵̦̪̆̎t̷̛͈̋̊̄o̷̩̓r̷̞͇̭͉̉s̴̎̆͆̚͜ͅ
Major Changes
Updated the art of all of the enemies
- Added the Beyond Dev NoteThe Beyond is a new tribulation level, going up to Beyond 99
Removed Transmutations Dev Note: Over the time of the development we have been going back and forth on how to change it or improve it, but it felt more like, oh I have to fail X amount of runs before I get to have fun or a good run. We made tons of balance changes to reflect this change.
Runes no longer have to be taken to victory to unlock Dev Note: Every rune requiring it be taken to victory was overly punishing, and led to a content draught, where you were not unlocking things as often as you should.
Maps now are a static size Dev Note: Rather than an endless empty map, we opted to change to medium-sized curated static maps
Additions
Added tooltips to Artifact Cards
Added Regenerate Keyword
Added Vulnerable Keyword
Added Magnify Keyword
Added Quicken Keyword
Added Reach Keyword
Added Precise Keyword
Renamed Slow -> Frost
Renamed DoT -> Soul Fire
Renamed Blast -> Explosive
Added a visual effect for Frost
Added a visual effect for Soul Fire
Changes Completely reworked Health and Healing, and healing artifacts
Gun Balance
Default Health increased by 20%
Default Rerolls 1 -> 7
Default Banishes 1 -> 7
Default Pickup Range: 75 -> 90
Default Dash Cooldown 4 -> 3 seconds
Default Aura Size: 1600 -> 3000
Default Coil Damage: 30% -> 40%
Dretch Bane: Min Damage -2 -> 0
Dretch Bane: Fire Rate 400 -> 480
Orik’s Flightline: Min Damage -2 -> 0
Orik’s Flightline: Fire Rate 480 -> 600
Virin’s Atomizer: Fire Rate 420 -> 500
Madrugar: Min Damage -2 -> 0
Madrugar: Fire Rate 600 -> 800
Increased Knockback radius on damage taken by 50%
Soul Balance
Soul of the Berserker: Health 3 -> 30%
Artifact Balance
Rebalanced many artifacts, properties, and unspeakables
Novas are now randomized in their direction
Removed Rapid-Fire Property
Properties are limited to 10 per round
Fire Rate Artifacts are now standard
DoT Tick Rate: 0.75 -> 0.8 seconds
DoT Duration: 2.25 -> 2.4 seconds
Slightly reduced blast radius scaling, blast radius with 1 blast radius is unchanged
Dev Note: Blasts with the right build could envelop the entire screen.
Bomb: Damage 80 -> 40
- RemovedGalvanized Dart, Unstoppable Fury, Volatile Penetrator, Void Pong, Unstable Coating, and Rebounding Rounds Dev Note: Converter artifacts had two versions, one of which was just an upgrade, so we removed weaker versions, so it doesn’t require grabbing two artifacts to get the full effect of converter artifacts
Enemy Balance
Enemy Density 60 - 420 -> 100 - 500
Tribulation Health Scaling: 8% -> 4%
Reduce Enemy Projectile initial speed by 50%
Boomer: now has a visual for it’s range
Ranged enemies now fire sooner after spawning
Mage is now a ranged enemy and moves with a circle strafe
Fisher now increases the speed of all enemies while alive
Bosses can now push smaller enemies
Bosses are now immune to Knockback
Slime King: Health 1080 -> 1000
Slime King: Damage Resistance: 2 -> 1
Cyclops: Health 2400 -> 2000
Cyclops: Damage Resistance: 3 -> 2
Doctor now applies Poison stacks rather than doing direct damage
Dev Note: Poison is a deal damage based on the number of active poison stacks
Mutant: Health 3600 -> 3000
Soldier: Health 4800 -> 4000
Soldier: Damage Resistance: 3 -> 4
Mimic: Health 6000 -> 2000, now scales of enemy health rather than boss health
Performance
Improved performance impact from the map
Improved performance of artifacts that affect all enemies
Improved performance of many artifacts
Improved performance of enemy projectiles
Improved performance of ground drops
Fixes
Fixed typos
Fixed projectiles disappearing before they should
Fixed Blast Damage being locked to zero with Virin’s Atomizer
Fixed DoT Tick Rate not affecting the tick rate of DoT Damage
Fixed Jurahi’s Daisy not working
Fixed Slow not stacking
Fixed Slow increasing speed instead of decreasing
Fixed Slow stacks having a duration of 1000 seconds
Fixed M’Trgdar’s Schemes creating more than the intended amount of projectiles
Fixed Teklan’s Phantasm calculating projectile size incorrectly
Fixed an error when a Coil kills an enemy
Fixed incorrect tooltip on the main menu
Fixed Trinkets not dropping at the rates that they should
Fixed Zar’gat giving the incorrect amount of Aura Size
Fixed artifacts that increase pickup range “while still” not working
Fixed Critical Damage text in the pause menu not visible
Fixed Dash Cooldown & coil speed tooltip showing the incorrect values
Fixed Coil Speed showing the incorrect speed
Fixed Redundant Generator decreasing Coil Speed rather than increasing it
Fixed Ricochet being less reliable the more enemies there are
Fixed Magrugar never losing stacks
Fixed enemy projectiles sometimes moving at the incorrect speed
Fixed Tribulation 5 Breakthrough having astronomical health scaling
Fixed Tooltips not sizing themselves correctly
Fixed Harrath’s Peace regenerating less health than intended
Fixed tooltips sometimes flickering
Fixed Aetheric Gloves not providing any healing
Fixed M`Thrgdr’s Rebound performing the effect of M`Thrgdr’s Pong
Fixed Edge Runner not being able to be collected
Fixed enemies sometimes not moving towards the player
Fixed closing strafe enemies not moving towards the player
Fixed some artifacts giving too much soul worth
Source
Changelog.gg summarizes and formats this update. How we read updates.
