Additions
4x New GadgetsSmart BallLast CallLevelReset2x New Club GamesMoonlight DancerDouble-or-NothingThe EvolverA discoverable attachment to the Gacha MachineEvery Peg now has an "evolved" state with powerful, unique effectsEvolving a Peg costs 3 P-CoinsNew SFXAdjustments
- Nightclub
- You can now play each club game once before leaving
- Molluscoid Wager payouts adjusted. Bad picks now lose money
Planetary DefensesTurret spawn rate decreased, fire rate increasedGatling spawn rate decreased, fire rate increasedOrbital lasers follow UFO fasterOrbital walls spawn closer to UFOExplosive Mines deal more damageCasino EditorYou can now refund Pegs (and their upgrades) - this destroys it for the runYou can only refund Pegs after completing at least 1 PlanetReplaced buy button with drag-to-purchaseBettor Balls no longer automatically unequip on new runsGadgets that auto-hit pegs no longer skip certain earner pegsGadgets that auto-hit will skip busy or disabled pegs and retarget insteadGalaxy Map now offers at least 1 System for each distanceBalance
Pegs
Buffs
- Bathroom: Now releases Pee puddles - which makes other Balls drunk
- Slot Machine: Increased minimum payout, increased maximum payout upgrade step
- Slot Machine: Odds are now upgradeable
- Poker Table: Increased payout
- Roulette: Increased payout upgrade step
- Dancer: Increased payout, Increased duration, Increased duration upgrade step
Nerfs
- Zen: Reduced base multiplier
Gadgets
Buffs
- Meat Grinder: Increased Healing
- EMP: Increased duration from 5s -> 10s
- Binkos: Increased Jackpot
- Streaming: Increased subscriber growth rate
Nerfs
- EMP: Increased cooldown from 15s -> 20s
- Clicker: Capped multiplier to 100x
- High Roller: Reduced bonus multiplier from 250x -> 100x
- Juice Mixer: Reduced duration and bonuses
Planetary Defenses
- Defense Rate halved
- Defense spawn rates staggered
- Abduction effect on Defense Rate halved
- Planets visited no longer has any effect on Defense Rate
- Overtime defenses are far more dangerous
Other Balance Changes
- Reduced Upgrade Point Cost
- The mob starts new runs 1 unit farther away
- High Alert Planets have timer increased from 5 seconds -> 15 seconds
- Pegs with "odds" upgrades now compound based on its upgrade count
- The House now hits the highest earning peg across run, not just level
- Junk price variance reduced across the board
- Exotic Junk is more scarce and worth more
Fixes
- Fixed Policies advancing during simulation mode
- Fixed Mines despawning instantly far into overtime
- Fixed some integer values displaying as floats
- Destruction radius visually accurate compared to beam radius at high speeds
- Removed duplicate Hover SFX in Casino Editor
- Peg Upgrade display labels are more accurate
- Clicker multiplier display moved so it isn't blocked by Three Card Monte
Performance
- Balls share shader materials instead of using unique ones per
- Fixed lag when bulk selling hundreds or thousands of junk
- Disabled shadows on lights in Title Screen
- Disabled some minor shadows in Intro Cinematic
- Set default max framerate to 120fps
- Set VSync to ON by default
Note on rare visual artifacts
If you're a Windows user experiencing visual glitches, I recommend going into the launch options on Steam and trying a different rendering device by pasting this line:
--rendering-driver d3d12