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Full Kritter: Defend Together update
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Repeated intro
Hey Kritters!
What changed
- Gameplay
- Balance
- Events
- Fixes
Kritter: Defend Together changes
First of all, a huge thank you to everyone who jumped into the 1.0 release yesterday. Seeing you defend M.Ark and tackle the new Act 3 content has been incredible!
While you were fighting for survival, we were monitoring your runs and feedback. Today, we are pushing a quick update to refine the experience, balance some over-performing classes, and squash those early release bugs.
Gameplay & Graphics
- Faster NavigationWe added dozens of waypoints in Acts 2 and 3 to make returning to M.Ark much smoother. Less walking, more defending!
Act 3 Visuals: The third act just got a fresh coat of paint. Graphics have been upgraded to make the final push feel even more epic.
Balancing
The Kritters We noticed some classes were a bit too safe or powerful. We are tuning them to keep the challenge alive:
- NinjaSlight reduction in main attack (35 to 30) and Kunai damage (50 to 45). Scarecrow CD is now 10s, and backstab damage is slightly lowered to 125%.
- DefenderShield CD increased to 12s, and gadget duration upgrades have been reduced by 50%.
- TrackerLandmine CD increased from 5s to 8s.
Engineer: Turret projectile upgrades now add 3 projectiles (down from 5) to prevent total screen-wipe too early!
The Bosses Some of our big bads needed more "oomph" to match your skill levels:
- Pepe RockyMove speed increased (12 to 16). No more easy kiting!
- Alexia & CyrilHealth increased by 30%.
- Elen MaskA significant buff for our favorite tech mogul. Health up by 25%, armor increased to 200, and damage boosted by 20%.
Items & Defense
- Easy OpeningNow Epic rarity. Damage bonus adjusted to 2%.
Power Nap: Now Rare (remains Unique).
Act 3 Wave 4: We felt this wave was a bit too quiet. It is now significantly harder. Watch your back!
Bug Fixes
Leaderboards: Run timers are now correctly uploading. Time to prove who is the fastest!
- Pepe RockyFixed his missing whirl telegraph and the achievement bug.
Megalomania: This achievement is now working properly.
- TurretsFixed bugs where ammunition stacked exponentially, didn't display correctly, or fired at targets out of range. Client players can now see their own turret ammo.
Act 2 Bosses: They no longer drop two nuclear cores (which was breaking quest progression).
- NarrativeFixed the final boss death dialogue and various translation issues.
Level Design: No more getting stuck in that specific hole in Act 2.
Thank you for your patience and your reports! Keep the feedback coming in the Discord and Steam, and good luck with those Act 3 runs. Also, here is a reminder of the roadmap we will be following:
See you,
Tom & Bastien, LJF Games
Source
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