Full notes
Full SANDRIPPER update
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What changed
- Balance
- Gameplay
Lots of stuff here! The bulk of changes this patch were made with the goal of improving the flow of early to mid rounds by tackling ammo regeneration. Also some late game health attrition changes meant to better reward skill.
CHANGES:
HEALTH: -Health attrition has received a couple changes. Mid-game Cylinders no longer have a 50/50 health drop chance and will now be a guaranteed health drop up to wave 20 (then they stop dropping health). The Obliterator tank now drops health up to wave 25. The Gunship now takes the role of long-term health guy, dropping health up to wave 35. After that, you're on your own. -Gunship spawn cooldown has received some adjustment to compliment the health drop change. It can no longer appear multiple times in the same wave, and its cooldown is now based on waves instead of time. For example, shooting it down on wave 8 will stop it from spawning for 3 waves instead of 3 minutes. Its HP scaling has also been made a more aggressive, a proper boss.
WEAPONS: -The Microwave GIGA BEAM is now cancelable, it no longer locks you into firing until empty. With this change comes a change to the giga beam's radiation capabilities, it now requires you to beam something for longer in order to irradiate it. Beware as this changes the use cases of the giga beam. -The core replacer ATOMIZER now destroys projectiles and stuns enemies. Its also 2x larger. -Neutrino Cannon's upgrade now quadruples its damage but consumes all of its ammo upon firing (always requiring a full magazine to fire). -Annihilator fire rate restored to what it was last patch (a little faster). I didn't really need to change this lol. -The Minigun's spread is easier to manage. -The Slam Cannon's spread now has a maximum and is also easier to manage. -Dragon's Rage rounds damage increased (5 -> 6). -Dragon's Rage projectiles go a bit further. -Mag Cannon's railgun damage increased (1,080 -> 1,200)
AMMO ECONOMY CHANGES: In an effort to make every weapon usable during the early rounds without constantly running out of ammo/feeling forced to pick every ammo upgrade, all weapons now start regenerating ammo sooner but regenerate less of it at a time. -Ammo regen stats now appear in the shed. -Neutrino Cannon: Firing cost increased 1,500 -> 1,600. -Neutrino Cannon: Ammo regen is now 70/sec after 0.5 seconds (was 120/sec after 5 seconds). -SMG: Regen is now 36/sec after 1 second (was 180/sec after 5 seconds). -Minigun: Regen is now 60/sec after 1.7 seconds (was 120/sec after 5 seconds). -Plasma Rifle: Regen is now 60/sec after 2.5 seconds (was 120/sec after 5 seconds). -Slam Cannon: Regen is now 66/sec after 1 second (was 240/sec after 4 seconds). -Dragon's Rage: Regen is now 60/sec after 1 second (was 150/sec after 4 seconds). -Mag Cannon: Regen is now 42/sec after 1 second (was 120/sec after 6 seconds). -Mag Cannon: Upgraded charge shot now consumes more ammo (1,100 -> 2,000) -Annihilator: Regen is now 60/sec after 2 seconds (was 120/sec after 4 seconds). -Microwave Beam: Regen is now 30/sec after 5 seconds (was 30/sec after 7 seconds). -Microwave Beam regular shots cost more (172 -> 190).
MISC: -Once all weapons are unlocked, weapon trucks spawn every 3 waves instead of every 5. -Plasma Rifles and Miniguns stop spawning after the 3rd weapon truck. Other softer-hitting weapons stop spawning but at much later waves, like the Dragon's Rage no longer appears after the 10th weapon truck. -2 weapon trucks spawn at a time in weekly mode. -Weapon drop progression is
Source
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