What changed
0 fixes0 additions3 changes2 removals
- Balance
- Gameplay
- UI and audio
- Maps
changedVoid Anchor (boss) • Phase attacks using Reaper-style volleys, per-phase cooldowns, and projectile trails. • Phase behaviour: brief invulnerability, phase dash, telegraphs and black-hole layer tuning. • Black holes are pull-only (no damage-over-time); pull strength tuned from centre to edges. • Hazard wells account for visual size and escalate across phases. • Arena boundaries revised (with a partial revert for certain out-of-arena cases).
changedGlobal & combat • Impact pulse when bosses change phase. • Boss scale now scales with wave progression. • Contact / pulse damage tweaks; better diagnostics for odd hit detection edge cases.
removedPlayer • Player Singularity-style ability: boss-matching visuals with a grow-in; frost aura no longer pulses. • Coin pick-up magnet triggers right before the real transition between waves. Spawning & presentation • Enemy spawn is guaranteed after the portal reveal completes. • Telegraph layering order fixes.
removedShop & UI • Boss HP bar shows phase info (Russian label where applicable). • End-of-run damage summary: moved lower; removed the damage-type column for clarity. • Stats panel & shop: clearer stats, owned-count on stackable items, stat lines sorted in item text, frame and padding polish.
changedStat icons • Icons load and map to the intended stat order. • Icons on the stats panel and passive item cards; fallback icon for uncategorised stats. • Layout iteration: sizing, padding, alignment; English text wrapping; main stats colour-coded, extra stats neutral; reward picker aligned with shop presentation where relevant.
Lunaris changes
changedVoid Anchor (boss) • Phase attacks using Reaper-style volleys, per-phase cooldowns, and projectile trails. • Phase behaviour: brief invulnerability, phase dash, telegraphs and black-hole layer tuning. • Black holes are pull-only (no damage-over-time); pull strength tuned from centre to edges. • Hazard wells account for visual size and escalate across phases. • Arena boundaries revised (with a partial revert for certain out-of-arena cases).
changedGlobal & combat • Impact pulse when bosses change phase. • Boss scale now scales with wave progression. • Contact / pulse damage tweaks; better diagnostics for odd hit detection edge cases.
removedPlayer • Player Singularity-style ability: boss-matching visuals with a grow-in; frost aura no longer pulses. • Coin pick-up magnet triggers right before the real transition between waves. Spawning & presentation • Enemy spawn is guaranteed after the portal reveal completes. • Telegraph layering order fixes.
removedShop & UI • Boss HP bar shows phase info (Russian label where applicable). • End-of-run damage summary: moved lower; removed the damage-type column for clarity. • Stats panel & shop: clearer stats, owned-count on stackable items, stat lines sorted in item text, frame and padding polish.
changedStat icons • Icons load and map to the intended stat order. • Icons on the stats panel and passive item cards; fallback icon for uncategorised stats. • Layout iteration: sizing, padding, alignment; English text wrapping; main stats colour-coded, extra stats neutral; reward picker aligned with shop presentation where relevant.
Thank you for playing. Summary of changes since v1.8:
Void Anchor (boss) • Phase attacks using Reaper-style volleys, per-phase cooldowns, and projectile trails. • Phase behaviour: brief invulnerability, phase dash, telegraphs and black-hole layer tuning. • Black holes are pull-only (no damage-over-time); pull strength tuned from centre to edges. • Hazard wells account for visual size and escalate across phases. • Arena boundaries revised (with a partial revert for certain out-of-arena cases).
Global & combat • Impact pulse when bosses change phase. • Boss scale now scales with wave progression. • Contact / pulse damage tweaks; better diagnostics for odd hit detection edge cases.
Player • Player Singularity-style ability: boss-matching visuals with a grow-in; frost aura no longer pulses. • Coin pick-up magnet triggers right before the real transition between waves. Spawning & presentation • Enemy spawn is guaranteed after the portal reveal completes. • Telegraph layering order fixes.
Shop & UI • Boss HP bar shows phase info (Russian label where applicable). • End-of-run damage summary: moved lower; removed the damage-type column for clarity. • Stats panel & shop: clearer stats, owned-count on stackable items, stat lines sorted in item text, frame and padding polish.
Stat icons • Icons load and map to the intended stat order. • Icons on the stats panel and passive item cards; fallback icon for uncategorised stats. • Layout iteration: sizing, padding, alignment; English text wrapping; main stats colour-coded, extra stats neutral; reward picker aligned with shop presentation where relevant.