In this update1
Full notes
Full The Odyssey of Commander Cookie update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
The Odyssey of Commander Cookie changes
I’ve gone through your feedback like a curious cat in a storage room and looked closely at how some systems scale and interact. This patch scratches at the core gameplay and pounces on early game balance issues to make things smoother and more satisfying.
Thanks for playing and keep the feedback coming!
Cards
Increased spawn probability for:
"More Weapons"
"Projectile Split"
Adjusted conditions for the Support cards "Defensive" and "Offensive". They will not be included in your deck if you don’t have at least one Support unit.
Players now start with 2 standard rerolls. Additional rerolls can still be obtained as before, by RECYCLING (discarding) Multiplier Modules.
Multiplier Modules
Improved module stat scaling based on multiplier slots and resource amounts. The difference in stats between lower and higher multiplier slots is now more significant across all affected module attributes. Additionally, the amount of corresponding resources has a greater impact, resulting in better scaling for each related stat as more resources are gathered.
Player
Decreased Energy Furball (weapon) base recoil by 40%.
Enemies
Adjusted difficulty curve. Enemies now spawn less frequently in the first 4 levels to allow for a more balanced early game experience.
Adjusted elite enemy drops:
Increased the number of drops based on enemy health. The larger the health pool, the more items they drop.
Decreased the chance for elite enemies to drop one of the three main resources (Tech, Armory, Defence).
Increased the chance of higher value drops, containing larger amounts of upgrade resources or health pickups.
Source
Changelog.gg summarizes and formats this update. How we read updates.
