Full notes
Full Pathogenic update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- Performance
- UI and audio
- Fixes
Hey Parasites!
Welcome back to another biweekly update! As mentioned in the last patch notes, Matt and Roberto have shifted their focus to working on a major update that will soon be revealed, so this update is a bit smaller than usual. Though because of that, they've been making some great progress with the upcoming Intestine level. Take a sneak peek at this work-in-progress area!
Intestine Sneak Peek
The Intestine will be a winding labyrinth filled with dangers and surprises, and new enemies lurk around every corner. Below are some of the adversaries you'll face during your conquest of this new area:
The Intestine level is shaping up very nicely with all the new flora and fauna, giving it a unique charm and, of course, its own challenges. We can't wait to finally add this to Pathogenic for your parasites to explore.
Starting Loadout
The spotlight of this update is the Starting Loadout Screen. You can now customize your pathogen before hopping into a new run, giving each parasite its own playstyle.
You might start with limited customizations, but don’t worry! You'll unlock more starting organelles as you complete different challenges.
We hope this change will give you more customizability for new runs and further distinguish the various pathogens!
Daily Challenge Leaderboard
And last but not least, for the more competitive parasites, you can now see your scores on the Daily Challenge Leaderboard. Complete the daily runs and see how you fare against other pathogens!
Full Patch Notes
Main changes
Starting loadout screen
Unlock system to get more starting loadout options.
Daily runs now have Steam leaderboards
Most non-red enemies now only deal contact damage where their spikes are
Reworked some enemies to only deal contact damage during their dash attacks (while glowing red)
Balance Changes
Increased payouts from cursed chests, armor hearts are now more likely
Increased base dodge i-frames from 0.2s to 0.3s
Increased base bacteriophage damage from 9 to 12
Slightly decreased stamina usage of Rotary Extruder
Halved the stamina usage of Stinger Tendril
Reduced maximum number of shrapnel from Ruptusome to 3, damage gets higher instead
Fixed Resonant Cavity getting too much attack speed, halved the amount of attack speed gained/lost per hit
Increased Conductive Cnidocyst attack speed from 1.5s to 1s
Increased Recuperative Mitochondria overcharge time gain per rarity from 0.5 to 0.8
Increased Pyroflagellum damage from 5 to 7
Lowered Phagosome permanent damage increase from 1% to 0.1%, increased base damage from -70% to -20%
Increased Metabolic Mitochondrion base overcharge from 2s to 2.5s
Difficulty settings no longer affect daily runs
Other Improvements
Updated to Godot 4.6 which includes performance improvements
Switched from Vulkan to DirectX 12 which should be more stable
Added integration with Steam overlay
Bullets are now not affected by glow, improving visibility
Improved recognition of controller models
Genetic Reshuffle can no longer reroll a weapon into a lash
Updated plasmid map UI for max cap
Performance optimizations, like improved culling of the level
Color grading for each level, other visual improvements
Triosome and Bifurcator now spawns melee attacks further apart
Reduced maximum projectiles spawned for some lightning organelles
Increased thickness of Chinese font
Fixes
Fixed invisible walls blocking a level
Fixed overlapping hallways that got generated on top of each other
Fixed loading text that would stay on screen
Fixed disappearing long hallways
Fixed plasmid damage improvements on the bottom half of the body
Mutations will now be more consistent with the same seed
Source
Changelog.gg summarizes and formats this update. How we read updates.
