Full notes
Full Neon Auto Party update
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Repeated intro
Hey folks,
What changed
- Gameplay
- Balance
Neon Auto Party changes
Thanks for playing the demo/playtest! I've got a new update for ya!
Biggest update is all skill trees have been fully fleshed out. In the playtest version you'll be able to unlock the entire skill tree of each unit. In the demo this will still be locked to the first 5 levels but each unit now has 3 skills in that first tier.
Another big update is that I've made the Fates so you can see their effects before selected one. I really wanted this to be a bit of a memorization exercise and helps with randomization of a run but it doesn't feel like players thought that was very much fun. The choice of 3 should still give some randomization to the run but hopefully you can avoid Fates you really dislike rather than being saddled with them unfairly.
Additionally some balance changes have been added to tune down the first level:
Cleave reduced scaling
Rend only leaves 1 Bleed and slightly less hit damage
Rat/Rat King/Rat Catchers have all had their offensive stats toned down a bit.
A couple of waves in the 1st level have been adjusted slightly.
I've also adjusted the scaling on experienc e. If you can get to the latter 3rd of a level in your first run you should receive a level up on the units you went in with which should help ease your next few runs with a bit of a power spike.
Let me know what you think! I'm working on additional level content and units right now so the playtest version should start to get some more updates along those lines (I'll likely open it up again in the next few weeks as well).
Source
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