Full notes
Full Gatedelvers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Balance
- Fixes
Gatedelvers changes
NEW CONTENT
Added fourth world: Tower of Law. - The game now has a final boss. (It doesn't have an ending yet)
New playable character: Scout
- New itemSniper Rifle - New item: Banana Peel
New deck: All or Nothing
Added more crabs.
New Brittledeep miniboss: Candle Maker
Added a new propeller hatted shopkeeper.
BIG CHANGES
Crabs are now immortal.
Increased all player characters weight by 0,1. (Effectively reduces knockback and hitstun received slightly.) - Increased all elite enemies weight by 0,3.
Increased all characters air control slightly. - Improved jumpboost consistency when landing from a jump with fully charged sprint ready. - Holding jump now automatically jumps again when landing.
Reworked Durability into Ammo. - Ammo fully refreshes between areas, so removed Repair Stations.
Added a new item rarity: Junk. Junk breaks when used and can't be infused.
Dropped infused items will automatically be sent to Pocket after 20 seconds.
Pit is no longer a part of normal runs, but can still be accessed from below the Hub.
Added jars with coins in them to all worlds (except the Tower). - Reduced gold from Bags of Gold from 10 -> 5.
Vending machines can now be rerolled for 5 gold.
Uninfused infusion materials will now set their durability and mana discounts to 0. ( @TurtleSuc )
WORLD/ENEMY CHANGES
Added Earth and Astral conjured elementals to the Archives as enemies.
Witnesses are now more animated.
Small Admiral bossfight rework.
Brittledeep will now occasionally spawn hat rooms.
ITEM CHANGES
Shield bash now spends all your block and converts it to damage. (Doubled for innate block.)
Damage-focused spells can now roll weapon enchantments. ( @Aewynne )
Combo-infused boots now allow chainstomping the same enemy.
VISUAL CHANGES
Added card art for Frost & Flame, Trifecta, Static Shock and Critical Guard.
Gave Valkyrie a new model.
Added new VFX for ambushes.
Lots of little visual improvements that I'm not gonna write here, because you can see them.
BUGFIXES
Fixed enemies not spawning in the Ruins. - Fixed placing a beam redirector not re-equipping active item. - Fixed elite Pages appearing like regular Pages. - Fixed earth elementals having an existential crisis after their tackle if they missed. - Fixed spellsword discount buff marker having collision. - Fixed some things not having info for death summary. - Fixed Schadenfreude+ instead checking for Firm Stance+ for the upgraded effect. ( @Fwutters ) - Fixed the join menu falsely still claiming you can't join during the tutorial. ( gigavlad & Amdir) - Fixed difficulty modifier unlock conditions for top and middle row being swapped. - Conjured Elementals now give credit for their kills to the holder of their summoning item. - Fixed enemies only moving diagonally in specific situations using random movement; most noticeably on crabs. - Fixed a bug where targeting an item wouldn't display its tooltip until you un-targeted and re-targeted it. - Fixed Concussive Fist stunning allied characters. (am noah) - Fixed Elite Gunners becoming immune to having their attack interrupted after firing one shot. ( @Fwutters ) - Fixed steam achievements and an unlock notification still triggering for the removed deck Traveler's Pact. (am noah) - Fixed bounce-infused melee deflecting projectiles with 0 velocity. (Fwutters) - Fixed sprint state staying on client players after they get hit out of sprint if they kept holding the sprint button. ( @zaprice & @Cellestus ) - Fixed fog poisoning timer hiding behind boss health bars. (Cellestus) - Fixed client players not seeing fog timer increase when levelling up. (zaprice) - Burn, Chill and Wet can no longer be applied to Invulnerable targets. (Cellestus) - Objects and enemies should no longer spawn on top of Curse/Blessing pools. - Made some improvements to multiplayer jump rope replication. ( @JustDoom & @am noah )
Source
Changelog.gg summarizes and formats this update. How we read updates.
