In this update2
Full notes
Full Super Chaos update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- Maps
- Balance
Super Chaos changes
The game price will increase after this sale ends, and a major replayability improvement update (already available on the beta branch, needs more testing, it's very large) will be released after this one to fit the new price
Changes in this Update
Added Bosses: very large enemies that have base enemy traits but also can spawn pseudo-projectiles and have their own levels and always control-resist your strongest color to make players "work" for it like a review requested
Set Boss Levels as levels 3/6/10, each having 1/2/3 bosses respectively, Boss Levels don't have waves
Added two new biomes for bosses, one creates fast bosses that rarely spawn pseudo-projectiles, the other one creates slow bosses that spam pseudo-projectiles
Set Levels 1/4/7 to always be in a normal biome and Levels 2/5/8/9 to randomly switch between Decaying and Energized biomes (after at least one Win)
Pseudo-projectile enemies now no longer have eyes or spawn anything on being killed
Every 6th pseudo-projectile enemy is instead spawned as a tiny normal swimming enemy to enable on-kill effects during Boss Levels
Cyan enemies now scare Wisps
Rose enemies now repel Rock
Gold enemies now have a maximum to how much they can repel Rifts to stop Rifts from leaving the arena too quickly
New background ambient music for Boss Levels
Upcoming Replayability Improvements
Some mutations will become much more extreme and different from their base mutations, no longer ensuring every attack type, and focus on drastically altering your playstyle instead of on being just a small modifier (looking at you, Dash mutations)
Superpower selections will simply not give you anything useless, for that mutations will only be swappable at run start, not before every level
Strong superpowers will gain chaotic effects or playstyle-altering downsides (sidegrades instead of nerfs, like turning blasts long but thin like lasers)
Superpowers that are too similar to each other will gain additional differentiating effects
Superpower choice selections will be reworked to offer upgrades/hybrid attack upgrades first, and sources of attacks (Oscillation, Genesis, Abyss, Prominences, Contagion etc.) only after Boss Level waves
Additional silly chaos like an ability to collapse arena walls (yes, it's overpowered because you are invulnerable) during Ward will be added to the more boring superpowers
New Annihilation (extra Dmg+Lifesteal) mechanic on reducing Antihex via Hex or Hex via Antihex, because right now the interaction of simply cancelling is boring
The goal is to make everything feel unique and (mostly) chaotic
Deadline: end of January/start of February, as we are working on our next project in parallel
Source
Changelog.gg summarizes and formats this update. How we read updates.
