In this update3
Full notes
Full Vivid Intrusion update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Fixes
- Gameplay
- UI and audio
Vivid Intrusion changes
Balance & Optimisation
Thank you for playing the demo, and if you haven't, now is a great time! Unfortunately the demo had pacing issues and optimisation issues. This update seeks to fix most of that, and also generally improve the quality of the game. The next updates will be focused on adding more items, enemies, bosses, and arena modifiers!
Balance
Enemies spawn in a much more "wave" like fashion. This improves the late-game by preventing a constant spam of enemies
Added limits to how many of 1 enemy type can be alive
Tweaked item cost for better balance and pacing
Optimisation
Fixed various enemies causing massive physics lag when intersecting
Removed physics calculations from exp crystals, as this caused lag
Other
New "Slicer" enemy
Armored enemies now deflect instead of absorbing bullets
Added tutorial
Added new main menu music
Tweaks to starting stats
Added spawning sounds for enemies
...many other small tweaks
Source
Changelog.gg summarizes and formats this update. How we read updates.
