Bio-Breaker Playtest · published · build 24054117

Stun Grenade is now called Cryo Grenade
Recolored related sprites
Increased recharge requirement from 20 to 50
Stun time no longer varies on enemy
Cryo Grenade flash-freezes enemies for 5 seconds (enemies can't move, attack, or really do anything while frozen)
If an enemy is damaged while frozen, it will immediately break free but take 3x damage from the hit that broke it free
If an enemy is on fire when getting frozen, it will immediately end both effects and take 10 damage (this is called thermal shock)
Added a new upgrade called "SHATTER" that increases the damage multiplier when shattering a frozen enemy
Kindlers immediately die when frozen
Explosive enemies that get frozen lose their explosion and instead just shatter (Boom-Brute excluded)
4th upgrade is now called "bounces"
No longer inflicts poison on hit, instead ricochets off walls and obstacles
For every ricochet before hitting an enemy, the bullets gains +20% damage, +20% velocity and +20% knockback strength to really make it meaty to hit a crazy ricochet
Can be upgraded up to 3 times max
Poison does what the Sniper's poison upgrade did which is:
Last for 4 seconds
Deal 0.75 damage every 0.2 seconds
Reduce movement speed by 20%
Reduce melee attack damage by 20%
Area duration: +1 second to gas cloud duration (costs $35 at base, can be upgraded 3 times)
When you want to replace a Passive Perk you no longer have to get rid of both. Instead you can click the buy button on a non-equipped perk when having 2 perks equipped which will open a popup saying "Select a passive perk to replace" with the option to select one to replace or cancel the action
Removed the Passive Perk Clear button from the Shop because of the new feature listed above
You no longer need to go to Remove to remove your current Active Ability in order to swap Active, now you can just click buy on an non-equipped Active which will open a popup saying "Replace current active ability with the selected one?"
Removed the Remove Active Ability button from the Shop because of the new feature listed above
Reworked how health drop chances work to make them easier to work with behind the scenes (Tweaked some drop odds also)
Damaging status effects now no longer recharge active ability
Fire and The Bramble's poison spore damage are now counted as environmental damage
Armorbugs can now be damaged from the front (damage is reduced by 80% when done so however)
Healboosters now apply a boost status effect for 5 seconds that heals 1 HP per second to the enemy
Easy mode: Added 3 Explosive zombies and increased the spawn interval from 0.23 to 0.35
Normal mode: Lowered Fast zombie count from 50 to 40, added 4 Explosive zombies and increased the spawn interval from 0.15 to 0.25
Hard mode: Lowered Fast zombie count from 50 to 40, added 4 Explosive zombies and increased the spawn interval from 0.15 to 0.25
Easy mode: Lowered Normal zombie count from 65 to 55, added 5 Explosive zombies and increased the spawn interval from 0.33 to 0.4
Normal mode: Lowered Normal zombie count from 75 to 65, added 5 Explosive zombies and increased the spawn interval from 0.25 to 0.3
Hard mode: Lowered Normal zombie count from 45 to 40, increased Exalted Normal count from 15 to 20, added 5 Explosive zombies and increased the spawn interval from 0.2 to 0.3
Easy mode: Added 4 Explosive zombies
Normal mode: Added 4 Explosive zombies
Hard mode: ...Added 4 Explosive zombies ._."
Lowered Parasite health from 4 to 3
Parasites can now pass under other enemies (except for Rabbitlings and other Parasites)
Increased the score value of Torpedo zombies from 4 to 5
Increased the burn duration reduction that's based on movement from 1.5x to 1.65
Moved burn barrels on stage 3
Added a "Enemy hurt SFX on status tick" toggle to the sounds menu that when disabled will make it so when enemies take damage from Damage over Time status effects they won't play the hurt sound (Toggle is enabled by default)
When a cluster of enemies die from an explosion there's now a max amount enemy death SFX it'll play at once (the max is 7)
Rewrote some text in some places
Optimized some stuff
Fixed an extra enemy spawning in Endless mode after the next phase timer starts
Fixed a bug with checkpoints messing up with specific circumstances (THANKS CLEMENTINE FOSS!!)
Did some other stuff I prob forgor ¯\\_(ツ)_/¯