Build 26326835

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Horde Reapers Playtest · public · first seen

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Patch notes · published by the developer

Playtest update

On Steam

Gameplay update

  1. Added a new weapon: Spear
  2. Buffed FireMan’s active spell: teleporting now leaves a pool of fire at the departure point
  3. Reworked boss and miniboss rewards: bosses now grant an offer with at least Epic rewards, and minibosses with at least Rare rewards
  4. Weapon-specific augment bonuses now give more stats, and up to +2projectiles for legendary augments
  5. Adjusted various unlock conditions and village building prices
  6. Changed the Battery power-up to a flask

Movement and animations

  1. Updated player movement animations
  2. Slides can now be maintained while travelling downhill, granting a speed boost
  3. Improved player collision to reduce the chance of clipping through terrain (again..)
  4. Removed the automatic camera rotation (it was a shortcut used for debug)

Multiplayer and interactions

  1. Teammates are now visible on the minimap as blue dots
  2. Charging Statues and gathering resources is now faster when multiple players participate
  3. Statue and resource interaction progress now decreases gradually after leaving the area instead of immediately resetting to zero

Interface and clarity

  1. The level-selection unlock panel now shows all unlock progress in a scrollable list instead of only three entries
  2. Updated buttons text color
  3. Renamed “Fire Rate” to “Attack Speed”
  4. Weapon Chests are now easier to spot
  5. Fixed weapon-specific augment values displaying incorrectly in the Tab Menu.
  6. Fixed various tutorial issues

Enemies and bug fixes

  1. Fixed the Scythe unlock after defeating Death. Killing Death now unlocks Scythe for all players connected
  2. Enemy should no longer run in place when player is out of reach
  3. Enemies can now spawn and jump on castle, and on boxes in Houses
  4. Fixed an issue where fog and lighting from a previous run could remain active in the village
  5. Fixed Slash effects becoming invisible at high Attack Speed and projectile counts while standing still
  6. Optimization on loading times (starting a run went from ~14s to ~7s for me)
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