Hi everyone, I hope you're all having an amazing week! There're new features and balancing changes on today's update. First, let's start with the Angel & Devil system.
In this update3
Full notes
Full Kitty Survivors: Rogues of Catmere update
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What changed
0 fixes2 additions7 changes1 removal
Balance
Gameplay
Maps
changedThere're new features and balancing changes on today's update.First, let's start with the Angel & Devil system . When you defeat an elite or boss, there's a chance to spawn an angel or a devil. Angels will always reward you with an ability and ask for nothing in return. They might increase your max health, heal you or boost one of your stats. The devil on the other hand will offer you better abilities, but will ask for some of your max health in return. It can give you an extra life, boost your stats or give you exclusive abilities. If you don't like what he's offering you, don't worry. You can always reject his offer.
changedThere're new features and balancing changes on today's update.Now about the balancing changes. After watching gameplay videos and playing the game over and over again I decided to make a few changes.
changedThere're new features and balancing changes on today's update.There were some perks and weapons in the game that made it really hard to achieve a satisfying difficulty balance. Perks like Multishot , Rubber Shot and Not in the Head were too strong. In addition to that, if the player combined those with the Boomerang weapon, the challenge of passing a stage was halved. I understand there will always be OP combinations and I actually like that, but there's a fine line between overpowered and not fun anymore. When you make it too strong, it affects every balance so far and with no challenge, the game gets boring really fast. So check below what has changed.
changedBalancing changes:Decreased Multishot extra projectiles from 4 to 2.
Multishot extra projectiles4→2↓Multishot extra projectiles decreased, nerfPiercing damage-25%→-33%↓Piercing damage decreased, nerf
Kitty Survivors: Rogues of Catmere changes
changedFirst, let's start with the Angel & Devil system . When you defeat an elite or boss, there's a chance to spawn an angel or a devil. Angels will always reward you with an ability and ask for nothing in return. They might increase your max health, heal you or boost one of your stats. The devil on the other hand will offer you better abilities, but will ask for some of your max health in return. It can give you an extra life, boost your stats or give you exclusive abilities. If you don't like what he's offering you, don't worry. You can always reject his offer.
changedNow about the balancing changes. After watching gameplay videos and playing the game over and over again I decided to make a few changes.
changedThere were some perks and weapons in the game that made it really hard to achieve a satisfying difficulty balance. Perks like Multishot , Rubber Shot and Not in the Head were too strong. In addition to that, if the player combined those with the Boomerang weapon, the challenge of passing a stage was halved. I understand there will always be OP combinations and I actually like that, but there's a fine line between overpowered and not fun anymore. When you make it too strong, it affects every balance so far and with no challenge, the game gets boring really fast. So check below what has changed.
removedRemoved "Sharp Weapon" Perk.
addedMultishot perk added again.
Hi everyone, I hope you're all having an amazing week!
There're new features and balancing changes on today's update.
First, let's start with the Angel & Devil system. When you defeat an elite or boss, there's a chance to spawn an angel or a devil. Angels will always reward you with an ability and ask for nothing in return. They might increase your max health, heal you or boost one of your stats. The devil on the other hand will offer you better abilities, but will ask for some of your max health in return. It can give you an extra life, boost your stats or give you exclusive abilities. If you don't like what he's offering you, don't worry. You can always reject his offer.
Now about the balancing changes. After watching gameplay videos and playing the game over and over again I decided to make a few changes.
There were some perks and weapons in the game that made it really hard to achieve a satisfying difficulty balance. Perks like Multishot, Rubber Shot and Not in the Head were too strong. In addition to that, if the player combined those with the Boomerang weapon, the challenge of passing a stage was halved. I understand there will always be OP combinations and I actually like that, but there's a fine line between overpowered and not fun anymore. When you make it too strong, it affects every balance so far and with no challenge, the game gets boring really fast. So check below what has changed.
Balancing changes:
Removed "Sharp Weapon" Perk.
Multishot perk added again.
Decreased Multishot extra projectiles from 4 to 2.
The perks "Not In The Head" and "Rubber Shot" are now Devil abilities.
Piercing damage decreased from -25% to -33% by enemy hit.
Boomerang rework:
Boomerang now shoots straight forward and after reaching a certain distance goes back to the player.
Deals 70% damage when returning.
Knockback decreased by 50%.
I hope with these changes the game gets more enjoyable!
In case you guys have more things you'd like to share with me, about balancing or features in general, join our Discord or post to the Community Hub!
Ps: In the upcoming weeks I'll finally be adding the Codex, a new stage with new bosses and enemies and more detailed descriptions of perks, weapons, stats modifiers, materials and so on. I'm planning on adding new perks and achievements as well.