Full notes
Full Infommi update
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Repeated intro
Hello everyone! Today we will be announcing all planned changes to Infommi with it's 2.0 update; Keep in mind that these are only the planned changes and additional major changes might come in the future.
What changed
- Balance
- Maps
- Gameplay
- Performance
- Events
- UI and audio
Infommi changes
Overall gameplay changes:
Difficulty is no longer a "On/Off" switch; Instead, you can activate numerous Relics right before starting a game, which change difficulty in different ways:
Some change raw stats (reducing your starting health, decreasing your movement speed, etc... ). These relics have multiple levels, usually from 0 to 3.
Others change the gameplay entirely, ranging from disabling your ultimate until you win or die, to bosses randomly spawning outside of boss rooms.
You can now enter any boss room at any stage of the game, which means that you can go to the top room first and bottom room last if you want to, however every boss increases in difficulty the further down the game you are.
Physics have been completely reworked!
Framerate stability is now a thing.
Character Changes:
Ultimate abilities can not only be used in boss rooms, but they can also be leveled up to 3 times!
Characters are no longer unlocked by beating the game; Instead, every character now has a challenge, and once you complete that challenge, you will unlock that character permanently.
Defeating a level 1 boss and killing 50 enemies in a single game unlocks Steve.
UI has been completely changed, with a focus on making passives much clearer on what they are. All passives will now be in the bottom left corner of the screen, not in the middle every 23 frames and to the left for the rest of it (We see you IzerFeuer). (Sample)
We will keep you updated with further changes along the way, so stay tuned!
Source
Changelog.gg summarizes and formats this update. How we read updates.
