In this update5
Full notes
Full FIRESTARTERS update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Gameplay
- Server
- Performance
FIRESTARTERS changes
PURCHASE PHASE CHANGES
Purchase Phase no longer automatically ends when the player cannot afford to buy anything, which may have led to confusion.
Purchase Phase now operates on a 30 second timer that the player can manually skip at any time using the "Ready Up" key.
Combined Max Health, Max Armor, and Movement Skill Upgrades into a single upgrade to increase its value and avoid clogging the purchase queue.
Altered the purchase queue items for both of the currently available Storms.
MULTIPLIER CHANGES
Hitting/Killing Sufferers now contributes to the accumulation of "Variety" and "Clean" Multipliers (though they still offer 0 direct points and don't count for Medals).
We expect that this may result in an increase in the average run score.
BUG FIXES
Fixed a bug that would cause the red icon signifying the location of the next enemy to spawn to persist if the user exits and re-enters the Arena during a Special Test. (Thank you, rain!)
BACKEND IMPROVEMENTS
VSync now prioritizes a low-latency driver implementation that should eliminate screen tearing but may not limit framerate to the monitor's refresh rate.
The low-latency driver implementation may not be available on on all hardware. If it is not available, traditional VSync will be used as a fallback.
We recommend using the dedicated Framerate Limit setting rather than VSync to limit the game's framerate if desired.
Further updates have also been made to user GPU selection logic for rendering.
DEVELOPER COMMENTS
The balance-focused changes presented in this patch are intended to improve the cost/benefit tradeoff of spending points to purchase unlocks and upgrades. Please let us know what you think of these changes and if you have any suggestions for further improvements.
Thanks and have fun!
Studio Kerosene
Source
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