Update log
Full Evil Egg update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Compatibility
- Balance
- Gameplay
- Maps
- Performance
major update, leaderboards will be reset. old leaderboards can still be viewed from old versions (accessed via beta branch).
mainly QOL and balance changes. some artefacts were having too big (or too little) an impact on gameplay balance, so i've normalized them - both by adjusting the artefacts and the game loop itself.
arcade2000 support :) click the a2 button in the rankings page... if you dare
greenoids now have a chance to carry ammo (up to 1 per room), even without beggar's bowl. bowl's behavior is unchanged, but it should now feel less like a must-have.
pyro tank changes:
flames swell in size briefly, doing more damage during this period.
slightly larger flame hitbox (not represented visually).
flame damage affected by damage upgrade.
flame size affected by range upgrade.
flame size also affected by movement speed.
no more sfx spam when flames hit invulnerable targets.
death cap fungi can damage enemies much more frequently and take less damage from them. they also start with brief intangibility to prevent your bullets from immediately destroying them.
blast armor explosions are a little bigger.
ring of dispersal damage now falls off with distance. this artefact was so insane i think i dont really have to explain this one. will no longer nuke half the room when you pick up an item.
slightly decreased Prayer Knot's damage. before it was doing comparable damage to the rail gun with almost as much utility. with full upgrades including all projectiles, it did 11 damage (13 with homunculus) while rail gun shot for 13 (+ a 10 damage explosion). now it does at most 9.5 (11 with homunculus). it should no longer let you quickly take out several high priority targets for free while still providing a tangible benefit to the beginning of waves.
Amulet of Rage, Crown of Frenzy, and Magic Mirror are all still contenders for being overtuned no-brainer picks (currently all top 10 scores use them in 1.0). however I can't think of a way to tone them down without making them worthless or unfun, and none really mess with the fundamental challenges. so i will leave them for now, but i might revisit them in the future.
blinkers are now vulnerable for 3 frames after landing, with no melee hitbox.
bullets no longer deal knockback after bouncing off the wall.
slightly reduced spawn density of Patrol Officers.
Hands are less affected by forces when grabbing the hatchling.
Chargers are pushed less by other enemies (and push them less).
new stats page, accessible from the main menu. some stats may be off as they are newly added.
less intrusive, more polished missile timer display.
codex readability improvement.
default "soft" screen shader is a little less heavy at the cost of lower fidelity. the original is still selectable, now called "soft hq".
fixed obscure bug where removing death cap with surgeon transforms friendly fungi into hostile fungi post-level (purely visual bug, they couldn't damage you).
optimized enemy spawning performance and they should be more evenly distributed now too.
possible fungus performance improvements, might affect how fungi push away nearby entities
noses and mouths are added to the general enemy pool after level 40
egg elevator now starts activated.
final boss difficulty now scales with depth.
royal guards now start spawning a little earlier in final boss phase 2.
end game score multipliers have been increased for a max total of x3.0.
a secret :)
Source
