Update log
Full Evil Egg update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Compatibility
- Balance
- Gameplay
- UI and audio
- Fixes
Another balance change, so leaderboards will be wiped again. Remember you can view and submit to older leaderboards by selecting the old version as a beta branch.
Pyro Tank
Reduced 1.1 damage buffs, size buffs are unchanged.
Death Cap
Slight DPS nerf.
Finally added codex info for enemy/hazard weight classes. Typical enemies and hazards belong to a weight class. Higher-weighted enemies are generally stronger while lower-weighted enemies tend to be more numerous. In most levels, each wave will spawn one type of enemy and hazard per weight class. Enemies span 4 weight classes while hazards only have 2. Hold the "show timer" button on the enemies and hazards pages to highlight the weight class of every known entry.
Added control option "autofire". when enabled, the hatchling will automatically shoot with primary fire all the time.
Added control option "autofire shoot to aim". when enabled, holding the shoot button works like the aim key (stops firing) during autofire. Enabled by default.
Added input to toggle autofire on and off. Unmapped by default.
Most bonuses are now shown in the codex by default.
Added more glossary entries.
Added UI graphics for relevant glossary entries such as hearts, upgrades, xp, etc.
The game will no longer save during sensitive gameplay (which can cause lag spikes), instead waiting for level transitions, cutscenes, or opening a menu.
Ammo no longer spawns during the final boss final phase when you don't have a weapon.
Swapped score multipliers for Defender and Untouchable end bonuses.
Last patch's secret is a little tougher and I fixed a visual bug.
Source
