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Steam News18 February 20242y ago

Patch 1.0.5

Beta Release 1.0.5 Notes: We are back! some development has been worked on but mostly this has been a focus on a few specific things. The final boss has been fully remade.

Full notes

Full Rogue Slime update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix1 addition2 changes1 removal
  • Compatibility
  • Balance
  • UI and audio
  • Maps
  • Performance
changedBeta Release 1.0.5
removedNotes: We are back! some development has been worked on but mostly this has been a focus on a few specific things. The final boss has been fully remade. Damage and health numbers have been re-balanced. Easy is now the default, other difficulties have not been balanced yet. "Empty rooms" are no longer empty. Cost rebalance for some of the shops.
changedBalance changes: -- Changed the amount of regeneration given by divine slime. -- Adjusted difficulty scaling to be in a good state for easy. Other difficulties not yet tested. -- Adjusted health and damage numbers for shade enemies. -- Adjusted damage numbers for Elite skeletons. -- Adjusted damage scaling for bats and elite bats. -- Adjusted how elemental enhancement scales damage for enemies. -- Made shop roulette a bit more expensive. -- Adjusted the speed and trail length on the snail boss, it should now feel a lot better.
addedNew content: -- All empty rooms now instead indicate which boss is coming up. There are 6 different room variants based on the boss. -- Added a "Tutorial" checkbox on the main menu, this should allow the replayability of the tutorial or skipping of such. -- Full rework of the final boss. It now has 4 phases which it progresses through during the combat. -- Final boss phase 1 is similar to the previous phase, but now has more adjusted shooting patterns, including burst and pause. Movement pattern has also been altered. -- Final boss phase 2 is an elemental phase where the boss will throw out tornadoes, fireballs and acid pits all meant to hamper the player. -- Final boss phase 3 is an ad spawn boss with a new add called a "slime spawn" (creative, i know). They are simple creatures intended to serve as an added difficulty. (known bug here, they can spawn outside the map) -- Final boss phase 4 is a chaotic phase in which the boss will do all 3 phases at the same time, this should create some fun and stressful last seconds.
fixedBug fixes: -- Fixed an issue where the final boss would spawn invisible. -- Fixed an issue where the final boss would be unkillable. -- Fixed a graphical issue where the health bar for shade brothers was showing too much health. -- Fixed a performance issue when loading the last floor. -- Fixed an issue where some monsters would scale from elemental damage twice. -- Fixed an issue where fully charging a charged shot would not allow the shot to pierce. -- Fixed an issue where Life steal would not activate. -- Fixed an issue where some hitboxes would outlive their owner.

Beta Release 1.0.5

Notes: We are back! some development has been worked on but mostly this has been a focus on a few specific things. The final boss has been fully remade. Damage and health numbers have been re-balanced. Easy is now the default, other difficulties have not been balanced yet. "Empty rooms" are no longer empty. Cost rebalance for some of the shops.

Balance changes: -- Changed the amount of regeneration given by divine slime. -- Adjusted difficulty scaling to be in a good state for easy. Other difficulties not yet tested. -- Adjusted health and damage numbers for shade enemies. -- Adjusted damage numbers for Elite skeletons. -- Adjusted damage scaling for bats and elite bats. -- Adjusted how elemental enhancement scales damage for enemies. -- Made shop roulette a bit more expensive. -- Adjusted the speed and trail length on the snail boss, it should now feel a lot better.

New content: -- All empty rooms now instead indicate which boss is coming up. There are 6 different room variants based on the boss. -- Added a "Tutorial" checkbox on the main menu, this should allow the replayability of the tutorial or skipping of such. -- Full rework of the final boss. It now has 4 phases which it progresses through during the combat. -- Final boss phase 1 is similar to the previous phase, but now has more adjusted shooting patterns, including burst and pause. Movement pattern has also been altered. -- Final boss phase 2 is an elemental phase where the boss will throw out tornadoes, fireballs and acid pits all meant to hamper the player. -- Final boss phase 3 is an ad spawn boss with a new add called a "slime spawn" (creative, i know). They are simple creatures intended to serve as an added difficulty. (known bug here, they can spawn outside the map) -- Final boss phase 4 is a chaotic phase in which the boss will do all 3 phases at the same time, this should create some fun and stressful last seconds.

Bug fixes: -- Fixed an issue where the final boss would spawn invisible. -- Fixed an issue where the final boss would be unkillable. -- Fixed a graphical issue where the health bar for shade brothers was showing too much health. -- Fixed a performance issue when loading the last floor. -- Fixed an issue where some monsters would scale from elemental damage twice. -- Fixed an issue where fully charging a charged shot would not allow the shot to pierce. -- Fixed an issue where Life steal would not activate. -- Fixed an issue where some hitboxes would outlive their owner.

Source

Steam News / 18 February 2024

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