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Patch Notes A small patch focused on polishing Novak, Endless Mode, and overall balance. After this update, well be shifting our focus to a larger content release its going to take some time, but itll be worth the wait. Stay tuned!
[hr][/hr]Novak
Charged attacks now have an orange trail on first-boss difficulty
Fixed an issue that allowed Novak to use second-phase attacks during phase one on difficulty level one
Fixed an issue that prevented the Charged Vertical Attack from being used at long range
Updated visuals for the Charged Vertical Attacks wave
Behavior and balance readjusted
New combo attack: a chain of Charged Vertical Strikes
Novaks HP scaling per level reduced: 300 200
Endless Mode
Endless scores now save even if you close the game mid-run
Fixed an issue where the train door could open before the location was fully loaded
Fixed issues with enemy speed behavior in Endless Mode:
Enemies no longer stand AFK after spawning
Killing the Butcher too quickly could prevent the room from ending and cause a softlock
Agents finisher animations no longer speed up
Balance Changes
Fenrirs Heart buffed required kills to trigger effect reduced: 5 3
Spinner Mine damage reduced: 30 20
Bosses damage scaling per level decreased by approximately 20%
Bosses' damage processing updated
Gunslingers Revolver now deals 1 shield damage
Dev Comment: This change makes Gauss Revolver more comfortable to use on higher difficulties
Thundergods Heart reworked:
New effect: Prevents death and consumes all energy to heal. The effect triggers if you have at least 1 battery. Each subsequent trigger costs 3 more batteries.
Healing slightly buffed: 3/4/5/6% 4/5/6/7%
Ga Bolg:
Combo third strike damage: 25 35
Combo finisher damage: 120 90
Vajra:
Combo finisher damage: 35 60
Miscellaneous
Trap Master achievement is now more consistent
Fixed an issue where allies couldnt damage enemies with shield generators
Fixed an issue where Chemist explosions were triggered by ally attacks
Fixed multiple softlocks caused by falling through elevator floors
Affinity augmentations no longer drop if you already have 7 implants
Increased chance of receiving melee and ranged agents from the same set
Fixed an issue where having too many weapons caused only a portion of them to be saved after restarting the game
Fixed an issue where flying polearms (from Fenrir Spine effect) didnt rotate like other weapons
Fixed shockwave VFX notify in Balmung combo finisher
Fixed an issue where the Heavy Rounds weapon mod could stunlock bosses
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