In this update7
Full notes
Full SNKRX update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Fixes
- Store
- Performance
SNKRX changes
This update adds 1 new class, 8 new units, implements several balance changes, a few QoL features and tons of bug fixes.
Sorcerers
Added the sorcerer class:
Sorcerers (2, 4, 6): sorcerers repeat their attacks once every 4/3/2 attacks
Added 7 new sorcerer units:
Arcanist (tier 1 sorcerer) - launches a slow piercing orb that launches other piercing projectiles, Lv.3 effect: +50% attack speed for the orb and 2 projectiles are released per cast
Illusionist (tier 3 sorcerer, conjurer) - launches a projectile that deals X damage and creates copies that do the same, Lv.3 effect: doubles the number of copies created and they release 12 projectiles on death that pierce and ricochet once
Witch (tier 2 sorcerer, voider) - creates an area that ricochets around the arena and deals X damage per second, Lv.3 effect: the area periodically releases projectiles that chain once
Silencer (tier 2 sorcerer, curser) - curses 6 nearby enemies for 6 seconds, preventing them from using special attacks, Lv.3 effect: the curse also deals X damage over time
Vulcanist (tier 4 sorcerer, nuker) - creates a volcano that explodes the nearby area 4 times, Lv.3 effect: the number and speed of explosions is doubled
Warden (tier 4 sorcerer, forcer) - creates a force field around a random unit that prevents enemies from entering, Lv.3 effect: creates the force field around 2 units instead
Psychic (tier 2 sorcerer, psyker) - creates a small area that deals X AoE damage, Lv.3 effect: the attack can happen from any distance and repeats twice
Difficulty
- Curserschanged cursers to only trigger their curse when at least one enemy is nearby.
- Explodersdecreased projectile speed, damage and amount released by exploders on death (blue enemy). Many people have complained about these enemies and now, while they're still powerful, they should play a less dominant role in ending your runs.
- Headbutterschanged the headbutter (orange enemy) to have his extra headbutt damage dropped whenever he hits a wall or another enemy. This should help prevent units dying from random headbutter bounces. The headbutter's trigger range has also been slightly increased.
- Swarmersincreased move speed, damage and amount of critters released (purple enemy).
Shooters: shooters (white enemy) now scale with NG+ difficulty.
- Tankincreased tank HP (yellow enemy) and added a special attack.
- Damageslightly decreased damage for all enemies across all difficulties.
- Base difficultyslightly decreased the base game's (NG+0) difficulty.
- Boss HPincreased boss HP for levels 18, 24 and 25 (again).
Tier Changes
- Hostchanged to tier 3
- Corruptorchanged to tier 4
- Outlawchanged to tier 2
- Sageadded forcer class, now the sage is both a nuker and a forcer
- Wizardchanged to tier 2, changed Lv.3 effect to chain 2 times (from 3), added nuker class
- Lichremoved from the game, will come back at a later update
Added the Magician:
Magician (tier 1 mage) - creates a small area that deals X AoE damage, Lv.3 effect: the magician becomes invulnerable for 6 seconds but also cannot attack
QoL
Item rerolls: items can now be rerolled for 15 gold.
- Camera movementadded an option to turn the camera's movement off.
- Direction markeradded an option to enable a marker to be placed in front of the snake. This should make it easier to tell in which direction you're moving at all times.
- Tootipsadded tooltips for "restart run" and "guide/tutorial" buttons on the shop. This should help prevent unfortunate accidental run restarts.
- Cooldown visualsremoved cooldown visuals for units that don't have cooldowns, like the Squire, Chronomancer and Psykeeper.
Bug Fixes
Fixed a bug where quitting on level 1 would automatically jump to level 2
Fixed a bug where the shop's lock state would carry over after a run death/win/restart
Fixed a bug where items from a previous restarted run would remain after the 1st round of a new run
Fixed a bug where the leader's (snake head) distance was off by 1 or 2 pixels on certain speeds
Fixed a bug where Divine Punishment would continue triggering after death
Fixed a bug where you could die and win at the same time
Fixed NG+ difficulty only being able to be lowered, now you can lower or increase it (up to your maximum acquired value)
Fixed text that was going outside the screen for the priest and the assassin
Fixed blade's Lv.3 effect's damage text not being rounded
Fixed a visual bug with the cleric: its cooldown was showing as faster than it actually was and thus gave the impression of not healing when it should
Fixed a crash triggered rarely by infested enemies on death
Fixed a crash whenever the fairy would try to select a unit that just died this or last frame
Fixed a crash that would happen when trying to restart the game when selecting passives
Future Updates
Due to the game's overwhelming success (thanks everyone for playing) I've decided to keep updating it for at least the next 2-3 months. These updates will come weekly and will be similar in scope to this one. I'll try to push an update every Friday morning (morning for Americas, afternoon for Europe, night for Asia), although I may be late sometimes.
If you see that there's an update for the game being downloaded on a day other than Friday it generally means I pushed a small bug fix or small improvement to the game. These changes will be listed in Friday's patch notes.
Concurrently with these weekly updates, I'll also be building up to a bigger update that I plan to release at the end of this 2-3 month period (may be a bit longer than that depending on how it goes). This update will be a new game mode that should increase the game's replayability considerably and also help fix some fundamental balance issues that are harder to address in the game's current state.
Finally, as I'm catching up on most bugs that people have reported I'll start having more time to add new things into the game. If you have any ideas for features you'd like, new classes, units, items, enemies, bosses, anything, please create a thread on the forums with your ideas! I may not respond to all threads but I'm reading everything and good ideas from people playing the game are always appreciated!
Thanks a lot for playing and I hope you have fun!
Source
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