What changed
1 fix0 additions2 changes3 removals
fixedI know that v1.1.0 just shipped, but better we hotfix sooner than later when stuff becomes too unbalanced! Thanks once again to L Saille (expert Devil Daggers player) for the extensive and quick feedback!!
removedBoss-Fight PacingSpawn stagger is back during boss fights: Bosses became too hard when spawning continued without remorse, so we reintroduced a staggered approach for secondary enemy spawning. While a boss is alive past its grace window, regular spawns queue up and drain out once the boss dies. Stalling still builds post-boss pressure, but you're no longer fighting the Skein and a full Phase 2 rotation at the same time.
changedBoss-Fight PacingGrace windows extended: Skein 20s → 30s, Maw 15s → 22.5s, Nexus 10s → 15s. More breathing room to actually burn the boss before pressure ramps back up.
removedBoss-Fight PacingPer-boss enemy caps: Was a flat 30. Now: Skein 15, Maw 22, Nexus 28. The Skein in particular no longer devolves into too-many-balls-in-the-air.
changedShard EconomyTier 4 and 5 costs lowered. The tier-3+ cost penalty dropped from 1.3x to 1.15x. SHARD IV now costs 13 tokens (was 15). SHARD V costs 19 (was 22). This should allow you to reach SHARD IV very narrowly when the first boss (Skein) spawns.
removedThe MawCore phaser spam halved: Post-arms phaser spawn interval went from 4s to 8s. Phasers no longer snipe you mid-arm.
Grace windows extended: Skein20s→30s↑Grace windows extended: Skein increased, buffGrace windows extended: Skein 20s → 30s, Maw15s→22.5s↑Grace windows extended: Skein 20s → 30s, Maw increased, buff5s, Nexus10s→15s↑5s, Nexus increased, buffPost-arms phaser spawn interval went4s→8s↑Post-arms phaser spawn interval went increased, buffVoid Daggers changes
fixedI know that v1.1.0 just shipped, but better we hotfix sooner than later when stuff becomes too unbalanced! Thanks once again to L Saille (expert Devil Daggers player) for the extensive and quick feedback!!
removedSpawn stagger is back during boss fights: Bosses became too hard when spawning continued without remorse, so we reintroduced a staggered approach for secondary enemy spawning. While a boss is alive past its grace window, regular spawns queue up and drain out once the boss dies. Stalling still builds post-boss pressure, but you're no longer fighting the Skein and a full Phase 2 rotation at the same time.
changedGrace windows extended: Skein 20s → 30s, Maw 15s → 22.5s, Nexus 10s → 15s. More breathing room to actually burn the boss before pressure ramps back up.
removedPer-boss enemy caps: Was a flat 30. Now: Skein 15, Maw 22, Nexus 28. The Skein in particular no longer devolves into too-many-balls-in-the-air.
changedTier 4 and 5 costs lowered. The tier-3+ cost penalty dropped from 1.3x to 1.15x. SHARD IV now costs 13 tokens (was 15). SHARD V costs 19 (was 22). This should allow you to reach SHARD IV very narrowly when the first boss (Skein) spawns.
I know that v1.1.0 just shipped, but better we hotfix sooner than later when stuff becomes too unbalanced! Thanks once again to L Saille (expert Devil Daggers player) for the extensive and quick feedback!!
Boss-Fight Pacing
Spawn stagger is back during boss fights: Bosses became too hard when spawning continued without remorse, so we reintroduced a staggered approach for secondary enemy spawning. While a boss is alive past its grace window, regular spawns queue up and drain out once the boss dies. Stalling still builds post-boss pressure, but you're no longer fighting the Skein and a full Phase 2 rotation at the same time.
Adaptive queue bleed
Once the queue builds past 2 entries during a boss fight, it bleeds one out every 6 seconds.
At 4+ entries
every 4 seconds.
At 6+
every 2.5 seconds. Post-boss release is smooth rather than overwhelming.
Grace windows extended: Skein 20s → 30s, Maw 15s → 22.5s, Nexus 10s → 15s. More breathing room to actually burn the boss before pressure ramps back up.
Per-boss enemy caps
Was a flat 30.
Now
Skein 15, Maw 22, Nexus 28. The Skein in particular no longer devolves into too-many-balls-in-the-air.
Shard Economy
Tier 4 and 5 costs lowered. The tier-3+ cost penalty dropped from 1.3x to 1.15x. SHARD IV now costs 13 tokens (was 15). SHARD V costs 19 (was 22). This should allow you to reach SHARD IV very narrowly when the first boss (Skein) spawns.
The Maw
Orb-per-weakpoint mechanic: Each time you destroy one of the Maw's weakpoints, one spawner orb appears at the arena edge. 10 orbs across the full fight (9 arm weakpoints + core). Pressure ramps with progress rather than overlapping with the boss mechanics themselves.
Core phaser spam halved: Post-arms phaser spawn interval went from 4s to 8s. Phasers no longer snipe you mid-arm.
Endgame
Post-Nexus pressure softened 25%: The late-game sqrt escalation curve was scaled back. At t=1000s the multiplier is now 1.96x instead of 2.28x. Still ramps on and on, just less brutally.