In this update3
Full notes
Full Super Chaos update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
Super Chaos changes
Impulsively importing mechanics from our next secret project
Wild Superpower Changes
New defensive superpower that makes Rifts push instead of pull and allows some healing in Rift, enabling a "sit in a Rift" playstyle
New superpower that magnetizes enemies and Rocks via Hex/Antihex, allowing more control and clumping
New reckless superpower that makes longer Blasts pull instead of push and restore Energy, try not to smash enemies into your face!
Remixed a superpower to make Rock copy your Blasts
Remixed a superpower to pull Rifts towards you during Ward, allowing control over Rift locations
More remixes might arrive...
New Enemy Mechanics
New large enemy that moves slowly and spawns pseudo-projectiles (based on biome spawn rate not to be too overwhelming, number of enemies is always <=6)
New pseudo-projectile enemy that dies quickly but moves very quickly as well
New spirit enemy subtypes copied from normal enemy subtypes (swimmer, dasher, hybrid)
Golden enemies now strongly repel Rifts
Other Changes
Video Intensity is now 40% by default
Tweaks and small bugfixes
Source
Changelog.gg summarizes and formats this update. How we read updates.
