In this update6
Full notes
Full Impaler Gold update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Gameplay
- Performance
- Fixes
Impaler Gold changes
Hey everyone,
We've been collecting feedback since the "Gold" update, and we're coming back with a round of changes aimed at improving gameplay, visuals, and overall performance. We've shortened the campaign rounds, increased weapon damage, and increased the frequency of jump pad spawns. We've also made some key technical improvements, which resulted in faster loading times and fixes for the death cam, as well as a few UI issues.
Dive into full patch notes:
Content
“Health Bars” upgrade was replaced with a new upgrade called “Lost Souls”
Visuals
“Steroids” upgrade has a visual effect when active (a trail that follows the player)
“Vampire” has a visual effect on heal
“Bullet Time Heal” provides instantaneous heal w/a visual effect
Added suction animation to evil offering for added clarity
“Jump Boots” upgrade has an associated effect when air jumping
Improvements to all smoke effects
Improved coloring of various projectiles
Added back ceiling fog in the campaign arena
New particle effect for "Bouncer"
Improved visuals of "poison spikes"
Improved some spark particle effects
Removed "creep" decal from under drone sacks (looks better without)
Improved drone sack particle effects
increased density of some smoke effects
Audio
New audio for “Bouncer” upgrade
Balance / Gameplay
Campaign round times shortened to 60 seconds down from 75
Increased duration of bullet time slightly
Rocket launcher direct hits do more damage
Bullet time can be activated by stomp (shooting still default)
“Bullet Time Activation” setting added to toggle between shoot and stomp
Jump pads spawn slightly more frequently
Increased healing slightly across all difficulties
Increased all weapon base damage by 15%
Increased the mass of all projectiles for more impulse on enemy monsters (feels more powerful)
Improved logic for choosing monster lineups in the campaign
Reduced likelihood of hornet spawns (was too prevalent previously)
Hard and nightmare difficulties have more frequent shielded and "big" monsters
"Bouncer" upgrade buffed significantly and has a much more noticeable effect
Low health healing thresholds and rates more generous
Healing upgrades are now more effective
"Poison spikes" are more effective against air monsters
The last offering will explode instead of despawning at the end of the round
UI/UX
Removed some rounded UI elements in favor of rectangular
Various minor fixes
Fixed coin counter not being visible in the pause menu
Technical / Bugs
Reduced load times
Some small optimizations
Upgraded UI library in hopes it avoids memory crashes for users with AMD Smart Access Memory enabled
Fixed death cam (was completely broken prior to this patch)
See you in the next one!
Apptivus and Retrovibe
Source
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