DartPotato · build 24828564 · published
Boss waves used to drop the boss on you the instant the wave began, and then keep the wave's normal enemy spawner running for the entire fight. You were fighting a boss and a full wave at the same time, and it was far and away the most common place a run ended. Boss waves now play out in two halves:
A full wave first — same length, same spawn rate, same everything as any other wave in the city.
A short breather to resources, with one guaranteed health pickup before the boss shows up.
Then the boss arrives, alone.
On top of the wave spawner, every boss was also summoning its own utensil mobs on a timer — two or three enemies every couple of seconds, more once it dropped into phase 2. All of it is gone. Nothing spawns during a boss fight any more. Every boss's actual fight is untouched: same rings, same grease pools, same oil slicks, same flare lanes, same charges, same phase 2, same health. What's gone is everything that was crowding the arena while you were trying to read it.
Boss health scales to how much damage your build can actually deliver. Those two perks were being counted toward that number — but both of them trigger off killing *other* enemies, so in an empty arena they contribute nothing to a boss. They're no longer counted. Bosses are 8-18% smaller for builds carrying one or both, and those fights now run the length they were always designed to run.
This one is a genuine bug.
Second Helping (+18% resources) and Windfall (+25% next wave) were applied and then rounded off on every single kill. A lot of enemies drop exactly one resource — and one resource plus 18% rounds straight back to one. So the first stack paid you nothing. The second stack paid you nothing. It took three stacks before a single-drop enemy ever paid out differently.
If you bought two or three drop upgrades and swore the singles were still dropping singles: you were right, sorry. Bonuses now carry their remainder across kills, so +18% is a true +18% at any drop size — roughly every sixth single-drop kill pays two instead of one, and three stacks is a real +64% rather than a rounding error.
New boss entrance: banner, slow-motion beat, and a clean arena floor.
The wave timer bar now hides once the boss lands, instead of sitting empty.
Boss waves take longer overall — you're fighting the same content, just one thing at a time.