Update log
Full Evil Egg update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
A major goal of this patch is to rework certain artefacts. Artefacts should reward skillful play and encourage diverse play styles - some felt like they overlapped in a "passive dps/crowd control" niche that goes against Evil Egg's design philosophy. I've reworked and rebalanced them to better reward skill expression. General balance changes have been made as well.
Another goal is to make post-game difficulty more fun and high-stakes for good players - it's obvious now that the original logarithmic difficulty scaling was a mistake, making high level runs drag on as they reached higher depths. Now, after beating the Embryo, the rate of increase in spawn counts is fixed to the slope between levels 20 and 21. Previous levels are unaffected. At the end of this post is a graph comparing old spawn scaling vs new - the Y axis represents the multiplier on how many enemies can spawn in a wave. Incidentally, level 100 in this patch is equivalent to level 200 in the last one.
War Bell changes
Fire rate increased, knockback slightly increased.
Now requires close proximity to Greenoids to trigger (range increased by +range).
Greenoid bullets travel much farther.
Greenoids focus on the closest enemy instead of a random one.
Greenoids fire at enemies from further away.
Pyro Tank changes
Trail damage increased to 1.1.0 levels.
Fades out much quicker.
Activating boost now triggers a backblast that pushes back nearby enemies and deals damage.
Stop Watch changes
Triggering the effect multiple times in quick succession now extends the duration instead of resetting it.
Other sources of slowdown (taking damage, dying, completing levels) also trigger the effect at max duration.
The slowdown now affects the wave timer.
No longer affects friendly fungi.
Death Cap changes
Damage reverted roughly to 1.0.0 levels, retaining other buffs.
Friendly fungi only propagate briefly (1.5s) after kills, during the Speed Demon bonus period, or after the level is completed.
Completing a Quick Wave gives friendly fungi a temporary speed boost to propagation, the strength of which is based on spare time remaining.
- CosmeticNew bonuses: Heartless/UpgradelessScore bonus and partial XP refund for skipping rooms with pickups.
- CosmeticNew bonus: Speed DemonRewarded for completing a wave in 6 seconds or less. Stacks with Quick Wave, same stats.
Shamed Spirit changes
Spawn invulnerability duration reduced (10 frames -> 3 frames).
HP reduced (3 -> 2.5).
Updated some sprites that were previously just recolors to look more unique.
Hard room adjustments
Previously, hard rooms used a spawn count modifier as if they were on the current level * 2 - so a hard room on level 25 acted like level 50. Now they're 20 levels ahead instead. Since this uses the new linear scaling rather than the old logarithmic system, hard rooms stay hard relative to the level they're on for longer, instead of quickly converging toward roughly the same difficulty.
Score multiplier bonus for hard rooms reduced from 0.05 to 0.04.
Fixed bug where fungi stopped passively healing after reaching max health, even if they took damage afterwards.
New leaderboard categories for different input types:
1. Absolute mouse aim
2. Twin analog (also appears in 1, allows relative mouse)
3. Twin digital only (e.g. WASD + arrow keys) (also appears in 1 and 2)
The leaderboard you enter is automatically determined by your inputs during the run. More permissive boards include runs from more restricted boards. The mouse aim leaderboard is the default and contains runs of all input types.
Added an optional control
Source
