SHRIMP GAME: OVERKRILL · published · build 25090762

*note: Shrimple Steve and Feely's SHRIMP abilities still need to be triggered under certain conditions, like hovering over a weapon drop or having your RMB on cooldown respectively.
I'm making this change as I saw some players were wishing for "another button to press" to make things more interesting during combat. I also noticed many players would ignore these abilities all together / be confused by them when they proc'd passively.
This change aims to remedy that!
You'll be prompted when the ability comes off cooldown, and prompted with more emphasis when the game thinks it's a good time to activate your SHRIMP ability (like if you're Shrimpy and you're absorbing big XP orbs, or Beaky and you're very high up). But it's still up to you to choose when to activate them!
Lesser exotic weapon drops from minibosses
Greater stat coefficient scailing for more tangible upgrade paths
And now manually activated SHRIMP abilities