Build 26361281

build

Lootero Playtest · playtest, public · first seen

PICS live
2
Branches
1
Depots changed
—
Download delta
14:23 UTC
Time · UTC
Patch notes · published by the developer

v0.4.19

On Steam

## Update Highlights

Loot now follows your level instead of where you find it, regular enemies drop items five times as often, and a loot filter at the Workbench salvages what you don't want as you pick it up. The Kineticist gets eleven new skill tree nodes, and the Technician's charges are now mines.

Everything in this update is built but not yet thoroughly tested in play. Values may still change.

## New Content & Features

- **Loot filter:** The Workbench has a new "Loot filter" tab. For each rarity from Poor to Epic you can turn on "Salvage automatically". Matching finds are salvaged the moment you pick them up, for the same yield as salvaging by hand. Legendary items are never salvaged automatically. In co-op, player 1's filter applies.
- **Ten new affixes:** Critical hit chance, Critical damage, Freeze, Fear, Cooldown reduction, Damage against armour, Elemental damage, Dodge and Damage against shields; Knockback is now a chance per hit. Every item type now rolls from a much wider pool instead of the same four values. Damage against armour only does something once enemies wear armour.
- **Named legendary items (in preparation):** Legendaries are becoming named, unique items with fixed affixes and fixed powers, some tied to a class. Class powers are ready for the Technician (Scrap Bots, Mech Shield, Mech Stomper, Emergency Protocol) and the Kineticist (Contagion, Resonance, Rebound, Event Horizon, Mass Shield). No named legendary has been added yet; until then, a legendary find becomes an epic one.
- **Kineticist – eleven new skill tree nodes:** Each of his three abilities now has its own branch. Singularity: cooldown, Gravity field, Event horizon and Crush. Shockwave: Impact, cooldown, Range and Concussion. Impulse wave: Intensity, cooldown and Reverberation.
- **Technician – new nodes:** "Thorns": anyone who hits your Mech warrior in melee takes 100% to 300% of the damage themselves. "Bots: stunning first strike": a bot's first hit stuns briefly. "Mech: stunning blow": every Mech blow has a 10% chance to stun, and each rank raises chance and duration. Both stuns work on minibosses and bosses too. "Bots: rapid assembly" cuts the cooldown of "Call bots" from 15 down to 10 seconds.
- **Escorts in miniboss rooms:** From chapter tier 2 the miniboss brings company – Runners from tier 2, Shooters from 4, Summoners from 6, Bombers from 8, Chargers from 10. When the miniboss falls, they vanish and the floor is cleared.
- **Charged attack checkpoints (provisional):** If you stop charging, the next charge picks up at the last checkpoint you reached instead of starting from zero. There are three, at a quarter, half and three quarters, shown as marks on the charge ring. A checkpoint expires after 3 seconds without charging and when you change floors. Whether this mechanic stays is still open.
- **Kunibert:** The Mech warrior has a name. When he stands still and looks at you, a few hearts float up above him.

## Balance Changes

**Buffs**
- **Marksman – damage:** So a fresh Marksman keeps up with the Kineticist, he deals 20% more damage.
- **Marksman – no shooting stop:** So sustained fire no longer stutters, the basic attack no longer roots him for a moment. He still stops briefly when releasing a charged attack.
- **Critical hits for abilities:** So abilities scale with your damage, all abilities and summons can now land critical hits. Damage over time rolls once when applied; a critical roll makes every tick stronger.
- **Higher difficulty, rarer finds:** Every tier above the first raises the rarity of your finds, in chapters and in Timewarp alike. The Timewarp tier selection shows the rarity odds before you start.
- **More drops:** Regular enemies drop items 10% of the time instead of 2%. Most of your loot now comes from fighting through the waves.
- **Singularity:** The pull starts the moment it lands instead of after a warning. Enemies caught in it can no longer jump or charge out.
- **Hits interrupt telegraphs:** A direct hit on a regular enemy during its wind-up makes it stagger briefly and cancels the attack. Afterwards it is protected for a moment so it can't be locked down forever.
- **Mech warrior:** So every upgrade to the Technician reaches the Mech too, he inherits health, speed, strike rate and damage reduction from you proportionally. More fire rate makes him strike faster.
- **Mech repair:** To keep up with his growing health, repair now restores 8% of his maximum health per second, plus 1% per rank.
- **Mech after every zone:** Clearing a zone fully repairs the Mech right away and brings a wreck back up at full health, in every mode. Before, this only happened at the start of a floor.
- **Bosses can be distracted:** Mech warrior, Decoy and Taunt now draw bosses too. A boss ability that is already running keeps its target until it ends.
- **Boss Rush:** Your pet now starts with every pet run card at max rank instead of without any upgrades.

**Nerfs**
- **Marksman – shot slowdown:** Since pure kiting meant you practically never died, the Marksman now moves slower for a moment after every shot. A new shot refreshes it; it doesn't stack.
- **Runner, Swarm and Charger:** Since you were rarely hit even when careless, the Runner's strike now lunges visibly further, and all three attack again after shorter pauses.
- **Turret and Sentry Tower:** Both now fire their three shots as a quick burst with a longer pause afterwards. Over time that adds up to roughly a third more damage.
- **Mech warrior:** So he no longer runs across the whole zone, he only draws enemies within his radius and only attacks what he can see there himself. A faint blue ring shows the radius.

**Adjustments**
- **Loot by player level:** Item level and rarity now depend on your level, not on how deep you found the item. Bosses, minibosses and chests still give a rarity bonus. Values grow with item level. Level requirements for wearing items and level locks on gear slots are gone; instead, each item type starts dropping from a certain item level. Champions no longer guarantee rare loot. Bosses have not yet been tuned to the faster-growing damage.
- **Affixes reshuffled:** Homing shots, Wall bounce, Chain lightning, Explosion, Multishot and Protector are now powers of legendary items. Stun resistance, Slow, Loot quality and Shield capacity no longer roll; items that already have them keep them. "Move speed" is now called "Movement speed", and weapons can carry fire rate as a base value.
- **Enemies:** Tough regular enemies have at most 150 base health – Chargers, Tanks, Summoners, Mortars, Cross jumpers and Bombers take far less to bring down, and the Tank keeps its shield. In chapters, the enemy count grows with depth: 10% more every two sub-chapters, up to 40%.
- **Melee enemies spread out:** Runners, Chargers, Bombers and Swarms now circle around you briefly after each attack, preferring your back, instead of bunching up.
- **Chapter layouts:** Several layouts have fewer obstacles and much more room between them.
- **Summoner:** Summons twice as fast.
- **Higher difficulty in Timewarp:** Enemy attacks that only appear from a higher tier now show up in Timewarp too.
- **Skill trees by level:** The Marksman's and Technician's nodes are now spread across rows that open at levels 1, 10, 20 and 30, so not everything can be learned right away.
- **Technician – charges are mines:** You lay them, and they go off on their own as soon as an enemy in sight walks into them. No more holding to detonate. Instead of a cap there is a 5-second laying rhythm that fire rate shortens.
- **Rapid fire:** Now aims and fires on its own at the nearest enemy all around you, but only when there is one. The mouse cursor doesn't aim during it. In exchange you move 20% slower while it runs; the shot slowdown is milder during rapid fire.
- **Rapid fire and Turret bot:** Charge from hits instead of kills; the number needed stays the same. Every enemy hit counts, and for the Technician the Mech and bots count too. Damage over time doesn't.
- **Multishot:** Aims without aim assist – towards the cursor with a mouse, in your movement direction with a controller.
- **Shockwave:** The Kineticist's ability formerly called "Space implosion" is now "Shockwave".
- **Turrets stay put:** Turret, Ice Turret, Flame Turret, Laser Turret and Sentry Tower can no longer be pulled, pushed, carried or knocked back. Stuns still work.
- **Pet:** Stays within the visible screen and only attacks enemies on it.

## Quality of Life & Performance

- **F to interact:** Run card altars and places in the overworld now open with F instead of Space or Enter. On a controller it stays A.
- **Target switching on gamepad:** RT takes the next target clockwise, LT counterclockwise, at every aim assist level.
- **Target lock:** When the locked enemy dies, the lock moves to the enemy closest to it. Jumping enemies no longer lose the lock, and Rapid fire keeps its target through a jump.
- **Overworld:** The camera is closer and your character larger.
- **Health bar for Kunibert:** The Mech warrior's health now shows as its own bar above the XP bar.
- **No freeze before the chapter boss:** The boss now loads in the background ahead of time. Entering the Bridge no longer freezes the game for several seconds.

## Bug Fixes

- Two layouts of sub-chapters 11 and 12 were missing their run card altars, so the door opened after every zone without a card choice. Fixed.
- With more enemies than spawn points, two enemies in a wave stood exactly on top of each other. They now spread out.
- The Pack Leader kept calling Runners without limit. Now it's at most 5 plus the tier at once.
- The miniboss Tank now wears the shield it was meant to have.
- The Workbench's ice enhancement now deals ice damage instead of physical damage.
- If a prerequisite node was missing when loading, the whole skill tree was reset. That no longer happens.
- The last enemy in a zone now comes to you even when turrets are still standing.
- Mech warrior, bots and Turret bot now attack defeatable enemies before Sentry Towers.
- The Summoner's turret now reliably appears near you instead of sometimes next to the Summoner.

Per-depot manifest changes

Depot changes

All depots
DepotNew manifestPrevious manifest
543690136870726841177583957643781485382478047