In this update15
Full notes
Full SNKRX update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Store
- Performance
- Fixes
- UI and audio
SNKRX changes
This update adds a new item levelling system, reworks all items and adds 27 new ones, as well as some rebalancing and lots of bug fixes.
Item Levelling
Most items can be now levelled up to Lv.3 in increments of 5 gold per XP: Lv.1 -> Lv.2 cost: 2 XP = 10 gold Lv.2 -> Lv.3 cost: 3 XP = 15 gold
Levelling an item up grants it additional stat bonuses. For instance, Amplify: +20/35/50% AoE damage. This means that if you pick up Amplify and spend 25 gold to level it up to Lv.3, all your units will deal 50% increased AoE damage.
Items
General:
Centipede: +10/20/30% movement speed
Ouroboros Technique R: rotating around yourself to the right releases 2/3/4 projectiles per second
Ouroboros Technique L: rotating around yourself to the left grants +15/25/35% defense to all units
Amplify: +20/35/50% AoE damage
Resonance: all AoE attacks deal +3/5/7% damage per unit hit
Ballista: +20/35/50% projectile damage
Call of the Void: +30/60/90% DoT damage
Crucio: taking damage also shares that across all enemies at 20/30/40% its value
Speed 3: position 3 has +50% attack speed
Damage 4: position 4 has +30% damage
Shoot 5: position 5 shoots 3 projectiles per second
Death 6: position 6 takes 10% of its health as damage every 3 seconds
Lasting 7: position 7 will stay alive for 10 seconds after dying
Defensive Stance: first and last positions have +10/20/30% defense
Offensive Stance: first and last positions have +10/20/30% damage
Kinetic Bomb: when an ally dies it explodes, launching enemies away
Porcupine Technique: when an ally dies it explodes, releasing piercing and ricocheting projectiles
Last Stand: the last unit alive is fully healed and receives a +20% bonus to all stats
Voider:
Seeping: enemies taking DoT damage have -15/25/35% defense
Deceleration: enemies taking DoT damage have -15/25/35% movement speed
Annihilation: when a voider dies deal its DoT damage to all enemies for 3 seconds
Curser:
Malediction: +1/3/5 max curse targets to all allied cursers
Hextouch: enemies take 10/15/20 damage per second for 3 seconds when cursed
Whispers of Doom: curses apply doom, deal 100/150/200 damage every 4/3/2 doom instances
Forcer:
Tremor: when enemies hit walls they create an area based on the knockback force
Heavy Impact: when enemies hit walls they take damage based on the knockback force
Fracture: when enemies hit walls they explode into projectiles
Swarmer:
Meat Shield: critters block enemy projectiles
Hive: critters have +1/2/3 HP
Baneling Burst: critters die immediately on contact but also deal 50/100/150 AoE damage
Ranger:
Blunt Arrow: ranger arrows have +10/20/30% chance to knockback
Explosive Arrow: ranger arrows have +10/20/30% chance to deal 10/20/30% AoE damage
Divine Machine Arrow: ranger arrows have a 10/20/30% to seek and pierce 1/2/3 times
Mage:
Chronomancy: mages cast their spells 15/25/35% faster
Awakening: +50/75/100% attack speed and damage to 1 mage every round for that round
Divine Punishment: deal damage to all enemies based on how many mages you have
Rogue:
Assassination: crits from rogues deal 8/10/12x damage but normal attacks deal half damage
Flying Daggers: all projectiles thrown by rogues chain +2/3/4 times
Ultimatum: projectiles that chain gain +10/20/30% damage with each chain
Nuker:
Magnify: +20/35/50% area size
Echo Barrage: 10/20/30% chance to create 1/2/3 secondary AoEs on AoE hit
Unleash: all nukers gain +1% area size and damage every second
Enchanter:
Reinforce: +10/20/30% damage, defense and aspd to all allies with at least one enchanter
Payback: +2/5/8% damage to all allies whenever an enchanter is hit
Enchanted: +10/20/30% attack speed to a random unit with at least two enchanters
Sorcerer:
Freezing Field: creates an area that slows enemies by 50% for 2 seconds on sorcerer spell repeat
Burning Field: creates an area that deals 30 dps for 2 seconds on sorcerer spell repeat
Gravity Field: creates an area that pulls enemies in for 1 seconds on sorcerer spell repeat
Mercenary:
Magnetism: gold coins are attracted to the snake
Insurance: heroes have 4 times the chance of mercenary's bonus to drop 2 gold on death
Dividends: mercenaries deal +X% damage, where X is how much gold you have
Warrior:
Berserking: all warriors have up to +50/75/100% attack speed based on missing HP
Unwavering Stance: all warriors gain +4/8/12% defense every 5 seconds
Unrelenting Stance: +2/5/8% defense to all allies whenever a warrior is hit
Removed items:
Wall Echo
Wall Rider
Point Blank
Longshot
Hex Master
Force Push
Void Rift
Blessing
Immolation
Items are divided by class but unless explicitly stated they apply to all classes. For instance, despite being in the nuker section, magnify (+20/35/50% area size) applies to everyone. On the other hand, unleash (all nukers gain +1%...) only applies to nukers since that's specified in the passive's text.
Items for healers, psykers and conjurers will come next week.
Balance
- Voiderincreased DoT damage bonus to 20/40% (from 15/25%)
- Mercenarydecreased gold drop chance to 8/16% (from 10/20%)
- Shop rerolldecreased cost to 10
- Minerchanged to tier 2
- Merchantchanged to tier 1 and added a cap of 10 to generated interest. This means that a merchant will not generate interest for more than 100 gold.
- Arcanistchanged projectiles shot by the orb to pierce once (from infinite)
- Beastmasterchanged Lv.3 effect to spawn 4 small critters instead (from 2)
- Corruptorchanged Lv.3 effect to spawn 2 small critters instead (from 3)
Exploder (blue enemy): will now create a mine on death which will explode into projectiles after a delay, this delay is smaller on higher NG+ difficulties. Many people are having problems with blue enemies still and this feels like a fair change without having to change its damage again.
- Shooter (white enemy)decreased projectile fire rate and speed, and now its projectiles will be blocked by enemies. Many people have complained that this unit feels unfair, and these changes should add some more counter play possibilities.
- Tank (yellow enemy)decreased knockback resistance
- Level 25 elitedecreased knockback resistance. This should make the boss bounce back a little after hitting one of your segments, which should decrease the frequency at which it kills multiple segments at once.
QoL
Added shop unit markers. It now should be easier to tell when you already own something and how many more you need to complete it
Added dark transitions. This is an option to make all transitions dark for those who prefer the entire game to not have too bright colors
Added your build to be visible in the passive selection screen
Added unit names to the "your build" section of the end game screen (and passive screen)
Changed Volcano's icon to be a triangle instead of an X so it isn't confused with a spawn marker
Added tier text to characters on the shop screen
Added a visual effect when defensive ouroboros is active
Improved Beastmaster and Corruptor's attack descriptions
Bug fixes
Fixed a crash that happened when rerolling items too many times
Fixed a crash involving broken state for Pets, Critters or Volcanos
Fixed a crash when gold would be picked up with a miner in the party
Fixed a crash when jester's curse would trigger
Fixed multiple crashes that would happen when picking up gold
Fixed a bug where shop level wasn't respected on the shop's first roll
Fixed a bug where level 2 and level 3 achievements were not triggering correctly sometimes
Fixed a bug where NG+ level wasn't increased when the game is beaten but only when the NG+ button was pressed
Fixed a bug where mouse cursor wasn't visible on death
Fixed a bug where clicking "window size-" too many times could crash the game
Fixed a bug where the nuker class was not counting towards vagrant's and psyker's active set bonus
Fixed NG+1 and NG+5 achievements not triggering (this happened only between last Sunday night and Monday morning due to a small update I pushed breaking it)
Fixed ouroboros technique passives not working with mouse controls
Broken save state bugs
Fixed a bug where quitting on level 2 would go back to level 1 shop
Fixed a bug where units could be duplicated in the shop by locking and quitting the game
Fixed a bug where the shop would be rerolled after quitting in the arena
Fixed a bug where passives would sometimes disappear from a run after quitting
Fixed multiple other bugs related to locking the shop and quitting
Bugs of this nature were the hardest to fix so far and I'm not sure if I got them all. From my tests everything should be working fine now and these exploits shouldn't be available anymore. But if you notice anything weird happening with a run's save states, like the shop being rerolled, passives disappearing (or appearing), units being wrong, etc, please create a thread on the forums. It's best if you have steps to that can reproduce the bug, although that's not necessary.
Next week's update
The next update will feature a rework of healer and psyker classes, as well as possibly the addition of an endless mode to the game. If I don't have enough time to add the endless mode I'll focus on the class reworks + a backlog of QoL features that I haven't been able to get to since release (like the options menu being available from anywhere and not just the arena, as in every normal game in existence...)
If you have bug reports, suggestions, ideas, etc, create a thread on the forums. Despite not replying I'm reading everything and taking it all into consideration.
Thanks for playing and I hope you have fun with this week's update!
Source
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