
There's a new mechanic in every arena.
Parts of the seabed now flood and drain on a slow cycle. Four pools sit around the arena, close enough that you'll run into them whether you go looking or not.
Water isn't just a slow patch any more:
The current spins you. Rising tide pulls you in, falling tide pushes you out, so you can't just walk straight back out the way you came.
Swim with the current and you're faster than you are on dry land. Fight it and you crawl.
It's calm at high and low water and roughest in between.
Ground enemies swim. Flooded ground lets them glide over rocks that would normally stop them.
It gets rougher the deeper you go. Bigger pools, stronger pull. Descending doesn't just make things darker now.
Crashes and saves:
Fixed a crash in big fights. Certain kill chains fed themselves.
Fixed a bug that could wipe your save.
Weapons:
Evolutions, relics, synergies and stage modifiers all raised your weapon damage correctly now.
Also fixed:
Evolved weapons double counting Damage cards you took before evolving.
Orbit Blades and Tidal Pull leaving dead blades stuck to you after they evolve, still hitting things.
Poison's evolution bonus getting wiped by the next Area card you picked. Fire, ice and lightning were fine.
Depth Charge offering Piercing, which does nothing for it.
Seven evolved weapons had blank icons.
New Demo.
Controller and menus
The left stick works properly in menus now. Worn sticks that drift on their own won't scroll menus by themselves either.
Level select: A picks a level, Start Run starts it. Pressing A used to launch the run immediately, so you could never get to the difficulty and modifier options without using hotkeys.
B backs out of Settings.
Pressing down on the last option in Settings wraps back to the top instead of stopping dead.
Character select: A locks in your survivor, then Start Run. Every survivor shows their own color instead of the same grey, and the one you've locked in gets a bright border. Locked survivors read as locked instead of broken.
Start Run can't quietly spend your gold. Hovering a survivor you could afford used to arm the purchase, so Start bought them instead of starting your run. The button says BUY when that's what it'll do.
Fixed a co-op level up screen nobody could answer. If the choice went to a player who was down,
R rerolls again. It's printed on the button, and in single player it did nothing.
Visual fixes
Enemies don't strobe any more. Anything under poison, burning or an aura flashed white several times a second. Steady glow now.
Enemies turning into flat grey blobs deep in a run, where their outlines bled over the artwork.
The screen shaking for no reason late in a run, from elite kills happening off screen.
Going permanently invisible if you dashed while you still had damage invulnerability.
Effects quietly fading out the longer you played in one sitting.
Run music playing over the main menu.
Things that paid out too much
(Sorry about these).
Continue (Endless) counted your cleared run a second time. Gold, kills, bosses, all doubled. Only the endless part counts now.
Co-op counted run time twice toward time-based alt weapon unlocks when both players picked the same survivor.
Daily Dive is identical for everyone again.
Everything else
The end screen no longer says you unlocked characters you didn't. It announced "UNLOCKED!" for anyone you could merely afford, every single run. Now it tells you they're in the shop and what they cost.
Leaderboards show your Depth next to your ascension tier. A1 D4 is Ascension 1, Depth 4.
Clearing the Prismatic Trench or the Hadal Maw grants its achievement retroactively if you cleared it before the achievement existed.
The last shop purchase of a session not counting toward lifetime spending.
Thanks for playing, and for the reports. Most of this list came from them, so keep them coming.