Hellooo,
The Whack-a-Mole update is ready to download! We're adding 3 new Survival weapons, 3 new mutations, the Collector's Intern and tweaking the difficulty curve.

TLDR of the changes:
- 3 big, heavy weapons
- 3 damage-focused mutations
- Altered the difficulty curve
- The Collectors Intern - spend your cells in 5BC!
- A fix to stop all seed error crashes. We hope...
- Malaise balancing and UI
- Fatal Falls balancing
- UI & QoL improvements
- A ton of bug fixes (yes, including the Me, Jealous? Achievement not triggering)
- Random diet option
The highlights are explained a bit below, for all the detail you can read the patchnotes
here.
New weapons
These are all Survival, one-slot and focus on smashing enemies with something heavy until they stop moving.
Oven Axe - Sweep your way through mobs as you would with any massive axe. The last hit can be chained to relentlessly swing into the sunset forever.
Toothpick - Roleplay as your favourite troll/ogre/giant ugly creature. Smash with the normal attack, or hold the attack button to charge up a ferocious hit over the head of your foe, breaking your weapon in two.
Tombstone - Kill enemies with a heavy dose of irony.
Doom nearby enemies if you manage to kill something with the last hit of the combo.
Doomed enemies have an ethereal tombstone fall on their head.
Each kill starts a new wave of doom (up to 3 consecutive waves).
Doom.
New mutations
Execution (colourless) - Instantly kill enemies with under 15% health when you hit them with a weapon. Works with bosses too, but only when they have under 7.5% health - we can't make it too easy for you after all...
Barbed Tips (Tactics) - Inflict X damage per second to enemies, per arrows stuck in them.
Point Blank (Tactics) - Close range attacks inflict X% bonus damage.
New difficulty curve
We felt that the difficulty curve still wasn't quite where we wanted it to be, so we've tweaked the frequency of health refills to smooth the increase in panic:
BC0: Health fountains in every transition.
BC1: Health fountain every other transition, with one minor flask when the fountain is missing.
BC2: No more health fountain, one minor flask in every transition.
BC3: One minor flask after the first boss and before the second.
BC4: No more health in any transition, enemies teleport to your position.
BC5: No more health, enemies teleport, malaise added.
The Collector's Intern
An enterprising Guillain has decided to put on a cloak and trade cells for blueprints in 5BC, so no more shifting down to 4BC to spend your hard-earned cells or trade in blueprints.
Seed error fix
We've worked some developer magic to
maybe stop all seed error crashes... FOREVEEERRR!
Essentially, if a seed error occurs when the game is loading the next level, then instead of crashing it will now start loading the level again but with a new seed. So we'll be trading crashes for occasionally longer biome load times, which we think is a pretty decent exchange.
Best of the rest
Legendary items now scale based on the sum of your two highest stats. Also, Legendary status no longer increases the item level.
Malaise no longer increases the movement speed of enemies, plus mobs can no longer spawn or turn into Elites in the first few seconds after an Elite aggros you.
When malaise increases, the changes are now shown by icons in-game to give you a better idea of what's about to hit you.
Bonus scrolls added in Fractured Shrines from BC3+ and Undying Shores from BC4+.
Option to toggle "Hold to chain attacks" added in the Gameplay tab of Options.
Item description and affix list now scroll together in the Pause menu.
Cursed gems require a long press to be picked up.
We hope you enjoy the new update - if you have any feedback then as always just let us know in the comments here, on Discord, Reddit, Twitter, wherever!
Cheers,
Matt, EE & MT
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[ 2021-03-30 16:00:40 CET ] [ Original post ]