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Full Kritter: Defend Together update
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What changed
- Gameplay
- Maps
- Events
- Fixes
- Server
- UI and audio
Kritter: Defend Together changes
Hello my dear Kritters!
Thank you for you patience and your dedication in giving us feedback to improve the game.
During the last three days since the last patch, we fixed dozens of bugs, balanced the game to ease your progression and changed a few gameplay elements to make the game more fair.
Here is a highlight of what's new :
The endless mode waves have been reworked so the difficulty of the wave 20 is equivalent to the previous wave 10. Progression will be smoother and higher waves reachable. Also, you won't find irrelevent items in endless mode.
The first boss is easier. We heard you and agree that the first boss should not be that hard.
Chests no longer throw items aways so none will be expeled from the map of fall into the ground.
The quality of the wave reward items now depend of the defense rank you get.
More than 25 bugs fixed with a lot of multiplayer ones.
I'd like to thank again each of you for all your help. As you may know, we are a tiny team of two with a unique dev, so fixing all those bugs in a short amount of time is tough. We also understand the few negative reviews we had due to the many bugs the game had during the first week of release. But if players want to play cool indie games not made with AI, you gotta chill a little and give some time to those tiny teams to reach the full potential of their ideas before hurting them with those bad reviews.
If you have not yet joined our discord server: feel free to join to give us your feedback and discuss with us and our community so we can improve Kritter and make it even better!
Cheers,
Bastien from LJF Games
See the full patch note right bellow for more details.
Patch note 1.0.8
Quality of life
The chests no longer throw items but drop them on the ground in front of it, fixing the issues of flying items and items falling in the ground.
If you build or upgrade something while moving, your movement will continue once you release the Action button.
Act 1 & 2 world have been cleaned of obstacles that interfere with player projectiles.
Gameplay
Landmines now explode if you drop them right on an enemy.
The reward screen and shop in endless mode no longer suggest rewards about exploration.
Endless mode waves have been reworked so the difficulty of the wave 20 is equivalent to the previous wave 10. Progression will be smoother and higher waves reachable.
The better your rank, the better your luck : C rank = same as before; B rank = +25% luck; A rank = +50% luck; S rank = +100%. Better result means better rewards.
The shop now has items with quality depending on the luck of the player. Legendary and Epic items will be found less often there.
Charging enemies like the land mowers or the Patrice (big yellow mobs in act3) don't go through walls anymore.
Balancing
The difficulty of the sixth wave of act 1 has been reduced.
The first Act Boss is easier now:
Most attacks damage have been reduced by 30%.
The whirl attack triggers its first damage after 1.3 seconds (was 1.1).
The number of enemies has been slightly reduced.
The Rock shoot attacks now has a 5 seconds cooldown (was 4)
The last Boss is way harder now:
Most of the skills deal +30% damages
Armor is now 500 (was 200)
Carbon drill now gives more resources -> 30 / 60 / 90 carbon (was 25 / 40 / 60)
- Tracker rolePrimary attack +10 dmgs and landmine cooldown reduced by 1 sec.
The item Last Breath now gives 20% of creating an explosion on enemy'ss death. Explosion now deals 150 base damage (was 100) on a 15m radius (was 8).
Build cost of walls lvl 2 is now 50 Carbon / 5 Blue Crystals (was 50 / 4)
Build cost of walls lvl 3 is now 75 Carbon / 10 Blue Crystals (was 80 / 8)
Build cost of walls lvl 4 is now 100 Carbon / 25 Blue Crystals (was 60 / 16)
Multiplayer
If the host is disconnected, every client players are send back inside M.Ark. (It just crashed before ...)
Bugs
Fixed a bug where the turrets would accumulate when upgrading them (you could have 3 turrets in one).
Fixed a bug where enemies could stay in front of a wall without attacking it.
Fixed a bug where walls could not be upgraded in third act and endless mode.
Fixed a multiplayer bug where the skill tree could be empty if you left a game as a client or if your host was deconnected.
Fixed the multiplayer bug where players were invisible when coming back to the pod after being in the role selection tube.
The Quest about killing enemies no longer reset and show you the right amount.
The challenges about skill level, wall level and turret level now properly indicate when they are done.
Fixed a bug where you could exit a run and keep your resources.
The secondary attack of the Engineer now hit the resource deposits.
The clock sound at the end of a wave was not timed well.
There was an arena that didn't spawn Pierre, it's now fixed.
Fixed a bug where your Kritter would auto attack after a dash if you were still holding your attack during the wave reward screen.
A new fix to avoid items to fall into the ground has been added. Not sure if it really fixes the problem though.
Fixed a bug where M.Ark had two turrets in endless mode.
If you didn't have enough money to build a basic turret but you could build a rail gun, the preview was red. It's now fixed.
Fixed a bug where the inventory shown at the end of the run would not show you item details.
Fixed a bug where Alexia could dash intro the gallery.
The teleporter markers could something not be show. It should be fixed now (note that I'm not 100% sure).
The Last button in the 3rd act boss room no longer deactivate when you click on it. It should not be possible to get stuck there anymore.
The languages drop down from the settings in a run was empty. It's now fixed.
Fixed a multitude of tiny errors invisible to the player.
Source
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