In this update4
Full notes
Full Luxmithar update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
Luxmithar changes
New Additions
Added enemy archetypes for attack patterns and targeting behavior.
Added enemy element/role profiles with resistances and weaknesses.
Added RAM-based Energy Grid software cards with live in-run effects.
Added linked tile upgrades:
Overclocked Bloom
Bastion Grid
Added a new build model: Wall.
Changes
Expanded grid strategy with power states and surge windows.
Reworked run generation flow: seeded run content with separate combat randomness.
Improved spawn pacing and combat flow.
Improved lighting/shadow presentation and minimap readability.
Improved Building QuickPanel usability.
Improved level-up/upgrade flow to better support linked upgrades.
Bug Fixes
Fixed consistency issues caused by mixed RNG behavior between run content and combat outcomes.
Fixed multiple enemy targeting/attack edge cases during archetype rollout.
Fixed visual/update issues affecting shadows and minimap behavior in some scenarios.
Other
Integrated and refined core Energy Grid systems behind new mechanics.
General balance and system polish across enemy, grid, and upgrade interactions.
Technical cleanup to support upcoming content updates.
Source
Changelog.gg summarizes and formats this update. How we read updates.
