Swarmslam Demo · public · first seen
A follow-up update to 0.3.0, trying to tie lose ends and also explore a bit more areas.
Black Flash has been fixed. it used to overwrite slammer crit, so the moment you'd get crit damage more than 4x (which was Black Flash's default multiplier), Black Flash was basically becoming useless. This was not intentional, Black Flash was always supposed to roll on top of crit. So now it does that, and because now it does that, it's multiplier has been reduced from 4x -> 2.5x as it scales by default with crit damage.
Few skills that make slammers go faster have been modified to not be corebreak-able and numbers have been tweaked
Hair Trigger: -30% -> -25% wait time between slams per level
Quick Recovery: -40% -> -30% side slam wind-up per level
Decay Dampen: -0.25 -> -0.2 damage lost per chained break per level
Swift Slammers and Swift Collectors: Fixed a behaviour where beyond certain number the bonus given was game's internal engine tick count capped.
Wide Slam's behaviour has been made more consistent
Quakes QoL - Normalised some explanation and keywords of Quakes
Quakes now behave more consistently
Aftershocks have been renamed to Foreshocks and its description has been updated to make more sense
Introduced now new Aftershocks with a new effect - +1 extra Quake from the same pressure per level
Resonant Shock has been renamed to Shockblast
Static Discharge has been renamed to Quake Conduction
Chain Lightning has also had a min-rework
Base Lightning damage has been increased from 3 -> 5
Storm Voltage damage has been increased from 1 -> 4 per level
New node introduced: Lightning Calibration - +40% of slam damage folded into arc damage per level. Previously Chain Lightning was doing this silently by default. This has been removed, hence prompting buffs to earlier Lightning nodes, but introducing this node to give back the option
Overload description updated to make it more clear what it does
Stats panel has been reworked for the damage-related containers. Now they display proper stats for each different "mechanic" and each stat is hoverable with numbers breakdown to help you understand better what is driving given numbers
There were some weird behaviours detected with the screen size options.
Fullscreen was not consistent with how it was rendered on different systems with different display configurations. This should not be an issue now
Borderless is now proper borderless window.
There are unfortunately few issues left that are known and are game engine specific issues that this game uses, and it's being monitored closely that the moment they are resolved in engine, they will be resolved in game as well, e.g. some drivers might make game flicker.
Thanks for playing the game and thanks to people in discord discovering some of these issues and providing amazing feedback!
See ya soon.
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