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Full Orc Survivor update
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Repeated intro
Hello, this release contains a few bigger updates that I'm really excited for:
What changed
- Gameplay
- Performance
- Balance
Orc Survivor changes
- Roguehero
Initial Rogue class release! The rogue is available, with its base 5 weapons and 5 evolutions. To play as the rogue, complete a run with the warrior class. The rogue's kit emphasizes movement. To support this, the rogue comes with a built in Teleport ability, that can be activated to teleport the orc in the direction he's walking, turning him invincible and moving through enemies in the way. The remaining 5 weapons for the rogue will be coming to an update real soon!
New round start sequence! When starting a new run, the enemies will no longer appear instantly. Instead, pick your weapon of choice off the the pedestals in front of you. This will let new players vary their starting weapons more easily, as it could take awhile to unlock the Weapon Master feature. The Weapon Master feature is still available to be unlocked, which will now add a '?' weapon to the middle pedestal, letting you select from any available weapon at the start of the run.
Rework of Armory mods! With our last release, we had a lot of Mod cards available for all weapons in the armory. However, this resulted in a lot of 'junk' mod cards, which were cards such as Midas Touch that you simply wouldn't ever equip. This watered down the Armory system, and made it a lot less fun. To fix this, we've removed all the junk cards across our weapons, and only left in Mods that we could see people using. We've also set a goal of having at least 3 Rare mods and 1 Contraband mod card per weapon, which are Mods that change the behavior or performance of the weapons in signficant ways. This update contains all the rare mods for the Claws as well as the rogue weapons, but we will be doing more updates in an upcoming release to fix this up for all other weapons, as some weapons only currently have 1 or 2 rare mods.
We've also had an interesting balancing problem - some players have found the game too easy, while others have found it too hard. This has happened due to our scaling mechanisms, which if you're outscaling, it feels too easy, but becomes way too hard when you fall behind. We've done a series of balance changes that hope to fix this balancing problem:
Reduce XP scaling per wave from a bonus 20% to 15%. This reduces the total amount of XP in the final waves, while not affecting the initial XP amounts in the early waves. This will help prevent players from getting too overleveled too early, which results in a run that isn't that fun.
Adjust how we do health scaling. Enemies currently are given bonus HP based on your current wave, combined with your current player level. This has been adjusted so more of their HP scaling comes from your player level than before, with less coming from the current wave. This should make it easier to catch-up for players that have fallen behind in the scaling, while making it harder for players that are pulling ahead. We've also made the player-based health scaling not start to apply until level 10. Which should make it less likely for enemies to start feeling too tanky too soon, which would sometimes happen as early as wave 2!
And finally, this update includes a bunch of small bugfixes and quality of life changes, that should make
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