In this update6
Full notes
Full RealmGuard update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Store
- Fixes
- Gameplay
RealmGuard changes
Update Notes
HUD & UI Improvements
Overhauled the player HUD to improve readability, information flow, and resource visibility.
Added improved stats to the HUD.
Added a current realm indicator to the player HUD.
Added an ore counter to the HUD overview.
Brain Capacity is now displayed correctly.
Added better visibility for the incoming last wave.
Changed the enemy preview to give players more information about enemy types and traits.
Changed the layout of the weapon menu.
Organized the player's relics and removed default Level 1 spells from the showcase HUD.
Visual & Audio Improvements
Added background blur to loot chests and the chest loot selection screen for better clarity.
Added a random delay to the snooze animation so weapons feel more alive and less robotic.
Improved the visibility, style, and SFX of the Shopkeeper.
Added better icons for weapon blueprint drops.
Added better icons for elemental attack speed.
Changed weapons to use the new material.
Fixed the Level 1 Staff appearing too bright and causing light artifacts.
Reduced the size of Ogre limbs on death.
Balance Changes
Reduced the health of the final enemy in Realm 1 and Realm 2.
Reduced the stats of the Wave 20 boss in Realm 1.
Adjusted the overall armor, health, and movement speed of enemies.
Increased the damage and attack speed of the Dagger.
Buffed the on-hit Spell Relic chance from 5% to 10%.
Nerfed the increased DoT damage of the Nuclear Poison Relic from 10 to 5.
Increased the damage of the Chain Lightning effect when two electric weapons hit from 4 to 10.
Increased the Chain Lightning damage scaling per electric weapon from 2 to 3.
Bug Fixes
Fixed the Brain Capacity bug.
Fixed a bug that caused shop item text to exceed its bounds.
Fixed a bug that caused the wave-after-next icon to remain visible even when the player was on the last wave.
Fixed overlapping speech bubbles.
Fixed a bug that caused instant debuffs to also add a debuff token.
Fixed a visual bug where the Knight would stand up again after the death animation had finished.
Fixed a bug that caused the Axe to always show the blue element material.
Fixed a bug that caused deleted tiles to still be detected as occupied.
Clamped enemy damage calculations so weapons always deal at least 1 damage instead of a negative value when enemy armor exceeds weapon damage.
Text & Clarity
Adjusted relic and spell descriptions for better clarity.
Source
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