Full notes
Full Rise of the Slime update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Maps
- Store
Rise of the Slime changes
Hello, welcome to the first official update post for Rise of the Slime! I've been feverously working on a set of updates to our cute n' squishy slime boy! Take a look at the update notes below and please let me know on the Steam Discussion board or on Discord what you think!
Move it, Backstabbers! Update Notes:
Added PUSH/PULL cards for position manipulation on the field
Backstabs are now in-game - position yourself behind an enemy and stab them with a sword for massive damage!
Unlock Progress Bar added
Jackpot Wheel added to the game - try your luck and win big!
Combat Summons - players can summon familiars to do their bidding (4 summon cards and capacity card)
Entering terrain now triggers intended action and gives debuff according to the terrain you are on
Limited max movement with movement points to counter-balance potential abuse of terrain tiles on movement
Movement range/points now showed on screen
HP upgrade price reduced
Correct run time should show up if the game is running at a faster speed
Card rewards and other places in UI now show correct energy gem
Acid absorb shield high adds the correct amount of shield
Added one custom selected bonus card to the starting deck
Familiars can no longer target shrouded enemies
Chests deal damage on explosion
Lots of tiny UI card interaction and generic bug fixes
----------------------------- Fixes Week 1
Playing the end turn card is now more responsive
Enemies take shorter to do their actions
Camera now pans closer to active enemy to show its actions
Offscreen damage is shown on screen
Can no longer generate infinite cash when removing cards
Updated AI patterns of certain enemies
Ensured all rooms have exits (so you can leave and continue exploring!)
Nerfed starting zone unit HPs
Removed one starting room during room generation boosted card drops
Fixed bug where 40 HP was restored on entering the shop
You can now see how many actions the enemy has (MP)
New card decks now unlock after a certain amount of player deaths, even if you don't reach next zones, for the sake of more fun
Cash now carries over between runs
Lowered shop/upgrade costs
Added unstable energy card, unstable carry over def card and made multiple smaller adjustments to cards
Nerfed corrupt card goblin and the cards it plays
Visual + gameplay bug hotfixes
Other bug fixes and improvements
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Source
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