Build 26496933

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Lootero Playtest · playtest, public · first seen

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Patch notes · published by the developer

v.0.4.23

On Steam

New Content & Features

- Chapter 2, The Way to the Station: 19 rooms plus a miniboss and a boss. Each run takes you through seven of them.
- Six new enemies: Splinter, Flicker, Prism, Divider, Ring Core and Rift, each with its own color. The Divider calls in Splinters. The Prism fires a beam that tracks you
and marks its path before it fires.
- Portals: Stationary enemies now arrive through a portal of their own when you enter a zone.
- Dash Tree: Two new nodes, unlocked from Dash Shield rank 1, with 3 ranks at 10 Scrap each. Cooldown shortens your dash cooldown in combat with every rank (from 1 s down
to 0.55 s). Range makes your dash reach 15% farther per rank.
- New affix, max health: Grants flat bonus health, so you have enough health to survive Chapter 2.
- Legendary variants: Legendary items now come in three variants, unlocked at level 20, 35 and 50, each with its own affixes. You get the highest variant you have reached.
Below level 20, a legendary drop becomes an epic one. Legendaries you already own count as the highest variant.
- Legendary weapons: Every selectable legendary power now has its own weapon. Names and stats are still placeholders.
- Shared storage: All save slots now share one storage. If your class can't use an item, you can put it aside for another character. On first launch, your existing storages
are merged and nothing is lost. If that leaves more than 50 items in storage, you keep all of them. You just can't store anything new until there is room again.
- Low-health warning: Below 25% health, a red screen border pulses, a quiet heartbeat beats along and your health orb flashes red. The lower your health, the faster and
stronger it gets. In co-op, only the affected player's health orb flashes. You can turn off the heartbeat in the settings.
- Steam achievement: The playtest now has its first achievement, unlocked the first time you clear a zone.

Balance Changes

Buffs
- Summoner: It used to die before it could do anything. Its summoning warning is now 1 second instead of 2, and it has about half again as much health.
- Enemies in general: Enemies are a bit tougher in later sections.

Nerfs
- Legendary items: Far too many legendaries were dropping. Rarity no longer depends on your level. Instead, each source has a fixed base chance: bosses drop good loot more
often than champions, and champions and chests more often than regular enemies. Without Magic Find, a run now rarely yields a legendary.
- Skill tree: Fully maxing out every tree is no longer possible. Each rank now costs as many points as its number, so rank 3 costs 3 points. The tile shows the cost of the
next rank and turns red if you can't afford it. If a save spends more points than the new costs allow, all points are refunded when it loads, and you can spend them
again.
- Combo finisher: Interrupting an enemy should be the reward for the third shot. For the Marksman and the Kineticist, only the finisher of the three-hit combo now
interrupts an enemy's wind-up, not every hit leading up to it.
- Turrets: Area tier no longer gives turrets a shield, because it turned them into tedious must-kill targets.
- Summoning bosses: Bosses that call in reinforcements could do so without limit. Now there is a cap on how many of their minions can be alive at once.

- Magic Find: The affix is now named as in Diablo 2, "Better Chance of Getting Magic Items" instead of "Loot quality", and works like it too. At high values, the gain for
rare, epic and legendary items tapers off, while magic items get the full effect. The affix can roll on items again, except on weapons and pets. Each difficulty tier
above the first adds +25%.
- Magic Find gear: A new legendary helmet, ring and amulet with high Magic Find are meant for farming. Names and stats are still placeholders.
- Workbench: Legendary recipes now require level 20, matching the first legendary variant.
- Technician mines: Mines used to blow up the moment you placed them, which felt too fast. They now arm 1 second after you place them and blink until then. If an enemy is
already in range when they arm, they go off right away. They still stay armed for 5 seconds.
- Turrets: All turrets now fire volleys. The Flame Turret and Laser Turret fire projectiles instead of a cone and a beam. The Ice Turret no longer has an ice aura. Instead,
it fires projectiles that leave an ice patch where they land. Turrets shut down as soon as their zone has no enemies left.
- Loot on clear: Any loot still lying in a cleared zone is credited to you right away, so you don't have to walk back for it. You still open chests on miniboss and boss
floors yourself.
- Mech: The blue detection ring around the Mech is gone, and its range is unchanged. When the enemy it is chasing briefly jumps into the air, the Mech now stays on it
instead of returning to the Technician.

Quality of Life & Performance

- Crosshair: You can now set its size, thickness and color in the General tab of the settings. There are six high-visibility colors, always with a dark outline. On large
screens, the crosshair scales up with the screen. The mouse cursor shows a preview while you adjust it.
- Chests: After you open a chest, the inventory opens right away with your first new find selected. Back takes you to the terminal and the next chest.
- New finds: New items glow in your inventory and carry a New tag until you have selected them once and moved on.
- Controller buttons: Button prompts now match your controller and show Xbox, PlayStation or Nintendo labels, as long as the controller is recognized. Steam Input is taken
into account. In co-op, each half of the screen follows its player's controller, and the prompts update when you plug a controller in or out.
- Input device: You can switch input devices at any time.
- Star map: The star map preselects the chapter you played last, or the next one after a victory.
- Smaller download: Enemy graphics are now stored much more compactly, which makes the game about 1 GB smaller.

Bug Fixes

- Ranged enemies got stuck at walls and shot into them. They now step aside when their line of fire is blocked and move along walls instead of sticking to them.
- The red warning area for the lunge strike of the Runner, Splinter, Flicker, Maintenance drone and Mother drone now shows the area that actually gets hit.
- Other enemies could push turrets around. Turrets now stay in place.
- On a controller, the selection in the power-up choice jumped ahead when a card appeared under the mouse cursor. The mouse cursor no longer takes focus while you play with
a controller.
- Clicking the left arrow on a setting moved forward instead of back. The left arrow now goes back and the right arrow goes forward.
- Healing at the run card choice sounded like taking a hit. It now plays the healing sound.
- Fixed an error with the Mech when its target disappeared mid-strike.

Per-depot manifest changes

Depot changes

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