In this update6
Full notes
Full SnekromancY update
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What changed
- Gameplay
- Workshop
- UI and audio
- Balance
- Performance
- Fixes
SnekromancY changes
New Features
Added holdable items. Bombs are now carried and can be triggered manually with Spacebar (remappable).
Added new holdable item types: Shield, Hammer, and Shoe.
Added a score display to the in-game HUD.
Gameplay Changes
Bombs no longer detonate immediately on pickup. They are stored as the current held item and used on demand.
Only one holdable item can be carried at a time. Picking up a new one drops the old one.
Added Shields: absorb incoming damage and visually degrade as they weaken.
Added Hammers: smash nearby wall tiles on impact.
Added Shoes: grant a movement speed boost while carried.
Larger snakes and minions now apply a small movement speed penalty after a certain size.
Self-collisions no longer block the snake (but still deal damage same as any other collision), so that snakes won't get totally blocked.
Phylactery now restores the snake to 4 pending segments instead of a single segment.
Portia now has bouncing attacks.
Widow now has bouncing multi-hit attacks instead of wall-ignoring attacks.
Manual aim mode no longer fires on treasure levels, or before any enemies have spawned.
Balance
Previous level bosses now appear less frequently as normal spawns.
Wave names were simplified.
Fewer monks spawn.
UI and Stats
Level and run records are now displayed more clearly.
All-time best records get more prominent formatting.
Record stats are shown before normal stats in results screens.
Level records no longer count the first recorded value as a new best.
Combining minions now preserves the selected minion's custom name when possible.
Fixes
Fixed a crash in enemy chase path handling when paths were too short.
Fixed enemy state loading to fail gracefully if a state script cannot be loaded.
Fixed electric debuff spreading so it cannot recursively spread forever.
Fixed enemy nearby detection group name mismatch.
Fixed pooled objects not restoring physics processing correctly.
Fixed pooled objects being reset at the wrong time when returned.
Fixed invalid pooled instance handling.
Fixed minion pickup parent checks.
Fixed projectile trap placement to use the global grid size instead of hardcoded 16.
Fixed several Vector2/Vector2i type mismatches.
Removed debug logging and unused pathfinder/debug code.
Performance
Cached upgrade filtering lookup data.
Cached minion line-of-sight checks briefly instead of recalculating every frame.
Switched several distance checks to squared-distance comparisons.
Reworked blood decals to use a circular buffer instead of repeatedly shifting arrays.
Avoided unnecessary copies when retrieving inspectable sprites.
Improved spawner placement setup by avoiding redundant wall-position duplication.
Source
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