In this update2
Full notes
Full Wicked Seed update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Fixes
- UI and audio
Wicked Seed changes
Adjustments
Health restoral actions when done at full health (taking a break, fast travel, etc) will no longer count as "times healed" when calculating post game score or for the "No Heals Needed" achievement
Due to the potential of stale data persisting, you can no longer load a saved game while in combat. If you need to do so, please Quit to Title first
On game launch and after each successful data save, a save backup will be created in the same location as your save file with the extension ".bac". If you need to restore the backup file, remove the current save file and remove the ".bac" extension on the backup file
Adjusted the way Double Attack is handled (Mangler bestiary bonus and Trigger weapon part). Previously it would add an additional shot, but now it will add the same amount of shots done per attack with that weapon. This should make the double attack bonus consistent across all weapon types
The projectile volleys that occur during the final boss fight will now check the player's position at the start of the volley and not for each projectile. This should reduce the tracking effect they have and make it easier to move out of the way
Ground effects and Grasper explosion will no longer kill you, but instead leave you at 1 HP. Taking damage from these effects at 1 health will temporarily slow you down
Increased the damage dealt to enemies that move in ground effects (like the Grasper's acid puddle) to incentivize using this mechanic more to your advantage
The number of Retchkins that can spawn during the Vilekin fight has been limited to 3
Graspers receive armor if they perform an uninterrupted melee attack. This behavior has been removed on Normal difficulty
Slightly reduced the health of some enemies starting at the Sewers, but enemies in the final areas remain unchanged. This was to soften the difficulty curve in the middle of the game, but leave it untouched for the final areas
- You now start NG+ with the Axe and Crowbar (notethis change is only applied to clear files after the hotfix, not existing ones)
Added an option to hide the axe while it is on your back. It will only be shown when blocking, parrying, and during brutal attacks
Reduced the amount of armor Bloodclutch receives after recovering from stagger on Normal and Hard (Normal: 2, Hard: 3, Despair: still 5)
Made the following adjustments to the Blitz weapon:
Increased base firepower
Reduced time to aim
Added a new trait: Greatly increases damage dealt of subsequent attacks (stacks with Overwhelm part)
Fixed
Fixed an issue where changing the difficulty on a NG+ clear file would not set the proper amount of coffee servings for the chosen difficulty
Fixed the duplicated Rush item description
Fixed the tooltip for Imperatrix to mention it expends energy on each attack
Added additional safe guard to combat soft lock while attacking fleeing enemies
Source
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