Full notes
Full Necromancer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
- Performance
- UI and audio
I completely spaced so the date itself already passed something like a week ago, but it still warrants celebration. Better late than never!
V 3.1.1
Changelog
+
Banshee and Longinus charging time reduced
Added "Killed By" text in the bottom-left corner Game Log for learning cause of death
Goregun projectiles more accurate, faster
Friendly Juggernaut cost decreased to 4000
Lowered Elite necro count in some sections around 300-400s in
Fixed incorrect tutorial start instructions
Increased soul gains for Elite Revenants as they have more health and spawn in fewer number
Bonebag tooth damage increased from 40 to 50
Improvements to Skybox shader
Lots of visual material changes to try reduce colour saturation levels, balance out palette more
Improvements on finding operations in pre-game loading
Made banking not possible when all weapons or upgrades from an altar have been attained
Changed the sizes of a lot of units to make them easier to hit / more imposing
Made units die if their y position reaches a certain level (below ground) to prevent clipping issues with AI
UI towers no longer use roman numerals. This means towers near the weapon and passive altars can be used to see how many souls have been banked when playing HUDless
Made Tutorial script show what weapons are given when multiple upgrades are auto-unlocked at the tutorial for player to try out
-
Spectral Demons (green guy / Lacerator spawners) now have two other spells, a wandering pillar that one-shots and a "shotgun" of 3 avoidable pillars
Terror Necromancers have more health
Thanks for all the support through the last 2 years!
Love, V0ID
Source
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