Full notes
Full Munch update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
- UI and audio
- Compatibility
Munch changes
We're hard at work on the main production of Munch, but decided to add a few more things to the demo in time for the Endless Replayability Steam fest.
Here's a few things we've added and fixed.
New stuff:
A new enemy type: the scout (ranged)
A new playable monster: Morbideath - a Nekro/Flesh hybrid. Since it's a hybrid, it has mixed characteristics - a bit of melee, a bit of ranged, but still 100% metal. To access it, make sure you choose a few Nekro mutations
A new type of upgrade: Relics that can be acquired once you reach the second Era (only 1 in the demo)
A new type of upgrade: Special limb attachments with power effects. Get these by fulling mutating your character in each era.
11 new mutations to select, from the Nekro branch
Healing orbs now drop from some secondary objectives and buildings. Munch on these bad boys to recover some HP
We also think we fixed these things, but you never really know:
Abilities now have their cooldown countdowns
Enemies now explode properly instead of freezing in a death pose
Fixed character getting stuck after dashing
Fixed some UI navigation issues
Thugs now perform their special abilities properly
Fixed Gutpuncher's stun that sometimes wouldn't stun
Peasants no longer get stuck running away from you
Destructible props should break properly now (and drop a little treat)
Some other visual fixes you probably didn't even notice
Some balancing
As always, feedback is very much needed :) We'll have a beta test in the next couple of months with most of the playable characters, enemies and real procedural level generation etc. Until then we'll likely do another demo update with some level and environment changes, balancing etc.
Roof
Source
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