Full notes
Full Sisyphus Paradox update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- Balance
- Fixes
- UI and audio
As we gear up for our first major update featuring the deployment of the third ship class, we are happy to release our third game update. Besides various bug fixes, we also tweaked many asset parameters and behaviours to make them more fun and better balanced. We also went a few steps further with the new principle established in Patch 0.4.2, where various events cost Hull for the Bio ship, while they apply a cap to the Energy ship's maximum energy for the next combat. We extended this mechanic to more cases, further differentiating the experience between the two ships. Finally, we added some new gameplay features, such as badges for completing combat with a perfect record and controller vibration, in order to make things more immersive and engaging.
We hope you have fun with the new changes!
Here is the full changelog for version 0.4.3:
Added
Guardian Shield and Emergency Hull Condenser now display damage prevented statistics
Untouchable and Perfect badges
Added controller feedback/vibration when the ship is hit
Fixed
Run stats now display total healing and damage prevented per asset when applicable
- RamdriceFixed getting stuck at the end of the screen sometimes
- Tracking GunLevel 3 and 5 descriptions now correctly say reduced fire rate instead of increased
Level 5 Hull Consistency Enhancer now gives 39% boost instead of 40%
Collision damage prevention multiplier was added twice
Changed
- Rapdifire AcceleratorReduced weapon energy comsumption to balance out increased firerate
Stowaway now reduces max energy for the Energy Class
Energy ship events now calculate the temp max energy cost based on total max energy
Increased events' permanent bonus to Hull
Reduced events' permanent bonus to Energy
All weapon and ship damage multipliers from assets are now additive
Hull pernamency upgrade replaced by projectile damage reduction
Guardian Shield: Damage reduction now applies to projectiles only
Javelin fires in spreads in higher levels
Shield Barrier now has a max health restore limit
Flamethrower frontloaded damage reduced and DoT damage significantly increased.
Laser and Phaser fire rate increased.
- Missile HellReduced cooldown and cost of use
Radfield: Halved the damage it takes when it destroys a projectile. This should make it last longer.
Decoy: Major increase to how much damage the decoys can take
Multilauncher: Missiles are now fired in tighter spread across all levels
Missile Hell is now the default special for the Energy class
Damage numbers are displayed by default
Source
Changelog.gg summarizes and formats this update. How we read updates.
