
First, a huge thank you to everyone jumping into the Endless update, the leaderboards are looking great!
While these balance changes make Endless mode significantly harder, we’ve adjusted scoring to keep the competition fair: reaching Room 75 now awards roughly the same score that Room 500 used to.
Enemy spawning speed now scales with endless rooms
Enemy budget (how many enemies) now scales more linearly in endless (before when endless start a big chunk of budget was added and it capped after a few rooms, now linearly increases with diminishing increase per room)
Increased enemy damage scaling per room from 2% to 5%
Increased enemy health scaling per room from 5% to 12%
Added enemy flat +8 health scaling per endless room, applied before % scaling.
Added additional 10% health scaling to bosses per endless room
Enemies now get 1% movement speed, knockback and hitslow resistance per endless room
Enemies now get 3% accuracy and aiming speed per endless room
Healing & Shield gain is reduced by 2% per endless room (exponential decay)
Pickup chance (health, shield and grenade drops), now drop less based on endless rooms
Now has a small chance to drop an extra meta-charm for each 30 rooms completed (max 1 per rarity)
Reduced ‘Sprint to Damage’ skill’s maximum from 20% per point to 8% per point.
Conserving Magazine reworked: 'Each missed shot has 50%' -> 'Each shot has 10%' chance to make your next shot not consume ammo. This skill was otherwise broken with shotguns (each projectile could count as 'missed').
Made Blade Drone slightly faster
Reduced Jetpacker base health from 820 -> 760
Acid Tier 3 spawns acid pools on enemy death instead of on stack apply now.
Bosses now drop maximum 50 shield per health-segment (mainly impacts endless)
Fixed more lightmap issues in endless
Fixed permanent upgrades displaying wrong number
Fixed some items being 'can't afford' due to credit pickup after shops rolled.
Fixed Weapon upgrade popup for prestige before prestige is available
Fixed barrel augment not correctly re-applying in run-continue
Fixed permanent movementspeed perk in skill-tree instantly applying max stacks
Fixed elemental VFX on WYR MECHA
Fixed end-screen clock if > 60min of playtime
Fixed acid pool visuals stacking
Fixed floating projectiles
Fixed ice-shards spawning acid pools
Fixed a rare case ‘Hold E’ could appear mid-room
Fixed meta-charms not properly dropping when run-continue was used
Fixed a bunch of errors
Also a quick reminder that our 25% off sale will end on August 31st!
~MeepMeep Games