In this update2
Full notes
Full To Kill a God update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Performance
- Balance
- Events
- Gameplay
- Security
To Kill a God changes
Hey Guardians
Another patch is now live for the To Kill a God demo. This one includes some performance and balance updates, UI tweaks, some QoL additions, and bug fixes. Please keep the feedback and bug reports coming here or in the Discord. - The Glitch Factory Team
Patch Notes - v0.0.12
Performance & Optimization
Enemy Spawner: Switched from spawner packs to an "Arena" spawner system for better performance.
- Enemy SpawnerAdded a logic check to only enable the FPS limiter (enemies will just spawn if the game fps is higher than 30) when a minimum amount of enemies are present, keeping performance stable.
Gameplay & Balance
Initial Nodes: After acquiring your first Initial Node, the remaining unpicked Initial Nodes are now reconfigured into simple passive bonuses.
- Reward TotemREMOVED!
Loot: Equipment drops on the ground now clearly display their Icon and Rarity.
User Interface (UI) & UX
- TravelImplemented a new UX design for chaining nodes/traveling.
- TooltipsAdded a new preview tooltip showing how specific stats modify attributes.
- RestAdded a confirmation popup before Resting to prevent accidental clicks.
Controls
- Bind IconsAdded full support for both Keyboard and Gamepad Icons.
Quality of Life
Inventory: Implemented a popup to compare equipment.
Bug Fixes
- ExploitsFixed multiple issues that allowed item duplication.
Crashes: Error handlers and cleaner code. You should expect fewer crashes than before.
Source
Changelog.gg summarizes and formats this update. How we read updates.
