In this update9
Full notes
Full Pathogenic update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Performance
Pathogenic changes
AMAZING NEWS!
Pathogenic just passed 60,000 parasites/wishlists! A massive milestone for our tiny pathogens, thanks to your support! We really appreciate all of you for helping us shape the evolution of our microscopic roguelike project. Every piece of encouragement and feedback helps make our pathogens deadlier AND a lot more fun to play with.
Currently, Matt and Roberto are polishing and consolidating existing content to make sure Pathogenic has a solid foundation before building new content on it. Particularly, this biweekly update’s focus is on refining the intestine level and improving the quality of player experience.
Polishing the Intestine
We've received a lot of valuable feedback since the introduction of the intestine, and changes have been made to address some of those issues. Some of the rooms and enemies in the new area have been rebalanced and reworked to give everyone an easier time before diving into the higher levels.
At the same time, more content is being added. A new enemy has joined the battle: the Heavy Worm, a resilient adversary that attacks with bursts of energy. Try to keep your distance when fighting this menace.
You might also notice the Intestine sounds a bit different. That's because the Intestine OST has been added as well, though it still needs a little bit more work. Now you can fight all the new enemies while giving yourself a hidden boost with our music (literally, with the help of the sinoatrial node organelle).
Gameplay Improvements
Need a break in the middle of your run? We got you -- you can now exit a run and return to menu or desktop with the game saving your progress! Simply hit "CONTINUE" on the menu screen to hop right back into where you left!
To help your pathogen traverse the human body even faster, the Pathogen can now enter a "sprinting" state with increased movement speed by holding down dodge and sacrifice the ability to attack. Along with other QoL changes and fixes, hopefully your invasion on the human host will be a lot smoother in this new patch.
Lore Intro Video
There's now an introductory cutscene to give you more insight on why a random pathogen shows up in the human body. A dangerous experiment, a careless mistake, an unfortunate coincidence, everything sealing the fate of the doomed host. Starring our programmer and music composer Matt as the Scientist, you can also find new visuals for the menu screen.
Steam post image....though seems like Steam's image compression is not happy about the grainy CCTV footage
Teaser Time!
Before we go into the full patch notes, here's a blurry preview on what Matt and Roberto are making after the Intestine level. It's still a long way before we can say anything else about it, and it might even change drastically over time. Regardless, we'd love to hear your guesses!
Steam post image What kind of organ do you think this might be?
Full Patch Notes
For the full list of changes, please see below:
Main changes
Intestine soundtrack, still WIP
Lore intro video added
New enemy: the Heavy Worm
Save system, you can exit the game and continue from the last finished room
Start rooms in each organ to connect them more visually
Improved stability, game should be crashing less now
Chaining system should be clearer now with arrows pointing which organelles affect which ones and better tooltips
Improved UI
Other Improvements
Rooms are now exclusive to each level to make each level more unique
Ability to reassign individual plasmids, reassignment is now free
Ability to sprint by holding the dodge button
Weapons on cooldown are now darkened
Improved diatom handling
Added option for disabling controller vibration
Added option for borderless fullscreen
Damage dealt in the last room by each organelle added to the expanded tooltip
MacOS ARM build available
Balance Changes
Rebalanced some intestine enemies
Reworked some intestine rooms, added a couple of smaller rooms
Mitotic Nidus now doesn't share cooldowns with the player, has lower attack speed instead
Auto-firing from Photoreceptor doesn't take stamina anymore, has lower attack speed instead
Vacuole doesn't get charged while discharging
Increased Recuperative Mitochondria energy generation on higher rarities
Improved some Helminth evolutions
Source
Changelog.gg summarizes and formats this update. How we read updates.
