0.4.13

Lootero Playtest · published · build 26301698

## New content & features 🚀

**Technician**

- **Charges instead of attacks:** The Technician no longer attacks himself. One press lays a charge at your feet. Keep holding the button to fill the fuse; once it is full, the charge goes off. Let go early and the fuse is cancelled. You can move freely while doing so.
- **Charges expire:** A charge you don't detonate disappears after 5 seconds. In its last second it blinks and fades out. While a fuse is running, it stays put.
- **Six charge types:** The Technician's weapons are now the Blast charge, Seeker charge, Shrapnel mine, Shock plate, Fire canister and Gravity anchor. The fuse takes 2 to 3 seconds depending on the charge. Damage is based on your weapon damage, with a bonus for the Blast charge and Gravity anchor (+50%) and the Seeker charge (+25%). Your helpers deal most of the damage.
- **Old weapons:** Technician weapons in your save are automatically turned into the matching new charge.
- **Turret bot replaces the turret:** The Turret bot follows you and shoots instead of standing in one spot. It charges up through kills.
- The Technician no longer has the Artillery Strike.

**Mech warrior**

- **Companion:** A blue companion mech joins you at the start of every floor. It draws enemies onto itself and fights in melee, winding up visibly before each strike.
- **Reach:** It goes after enemies it can see near itself or near you, and sticks with them during a fight. It no longer comes running back as soon as you step away.
- **Repair:** The skill repairs it. While the repair runs, a green area under the Technician shows how close the mech has to come. During the repair it doesn't draw enemies; they turn to the Technician instead, so repairing comes at a cost.
- **Revive:** If it falls, its wreck stays behind. Hold the button to revive it: 3 seconds next to the wreck, twice as long from anywhere else.
- **Skill tree:** Three new nodes with 5 ranks each. **Mech: extra damage** and **Mech: more health** give the mech 50% more damage and health when maxed; its health used to be fixed. **Mech: faster repair** lets it repair up to half again as much health per second. The Technician tree is now complete at level 39.

**Kineticist**

The rework's numbers are a first pass and have seen very little play so far.

- **Damage over time:** The basic shot no longer deals instant damage, and resonance is gone. Instead, it applies your weapon's damage over time.
- **Six damage types:** Each weapon brings its own. Plasma core: fire, Graviton core: ice, Kinetic core: poison, Void core: void, Arc core: shock, Particle core: radiation. Shock and radiation are new.
- **Space implosion** replaces Repulsion. It deals double weapon damage at close range, then knocks enemies back as before.
- **Impulse wave** replaces Inertia. It sweeps through everything in your line of sight up to the walls and applies your weapon's damage over time to every enemy it reaches. Cooldown: 10 seconds.
- **Singularity:** It still pulls enemies together but deals no damage itself.
- Minibosses and bosses aren't moved, but they do take the damage.
- **New skill tree:** New nodes are **Collapse** (damage when the singularity ends, 5 ranks) and **Leaping DoT** (your weapon's damage over time leaps to nearby enemies, from both the basic shot and Impulse wave, 5 ranks). You can buy Leaping DoT right at the start, next to Impulse wave. The tree is complete at level 10 instead of level 24.
- **Points refunded:** The old nodes are gone. If you had already spent points, you get them back when you load. The Kineticist has no runes for now.
- The Kineticist is trying out a new figure that turns in 16 directions.

## Balance changes ⚖️

### Buffs

- **Turret bot:** Much stronger, so it is worth the kills it takes to charge: full weapon damage instead of about a third, nearly twice the fire rate, and 10 instead of 8 seconds in action.
- **Every kill counts:** So that classes fighting through helpers and skills can charge too, every kill now charges your kill-based skills, such as Rapid fire and the Turret bot. That includes your basic attack, skills, helpers, pet, burning and poison; before, only the basic attack counted. Several enemies killed by one explosion count separately. The Turret bot does not charge itself. Death drones from the Mother drone and summoned enemies don't count.
- **Maintenance:** To match its description, every enemy hit by a detonated charge now extends the Turret bot. Previously, each detonation counted once, no matter how many enemies it hit. The cap stays: at most half again as long.

### Adjustments

- **Damage over time side by side:** Different sources and types now run on an enemy at the same time, such as your weapon's damage over time alongside burn and poison. Burn and poison from the Marksman and Technician work exactly as before. If the same type from the same source hits again, the stronger damage is kept for now and the duration restarts.

## Quality of life & performance 🛠️

- **Overworld:** On keyboard, the key that opened a screen now closes it too: I for the Inventory, K for the Skill tree, R for rune selection, J for the Dash tree. On gamepad, B closes, including rune selection, which used to close with X. Esc always closes.

## Bug fixes 🐛

- Almost all skill cooldowns were far too short, such as 1 instead of 15 seconds for the Trap. They now take as long as intended.
- Skill tree rank values and runes had no effect. They work again.
- The Turret bot and ranged bots never fired. Now they do.
- Bots and the Mech warrior only shoved large enemies such as The Brute, the Cross jumper and The Pile Driver around. Now they hit them, and enemies no longer drive into the mech.
- The Mech warrior got stuck behind the wall when switching zones. It now comes along to the new side.
- In co-op, the second player's combat bots followed the first player's weapon and class, and one player's cooldown waited on the other player's helpers. Combat bots, the Turret bot and the mech now belong to whoever called them.
- A charging sound for the Technician kept playing until you quit the game. It now stops.
- Zone barriers turned see-through around your character. They now stay visible.
- The **Maintenance** description was hard to follow and now clearly says what the ability does.
- **Second turret** still talked about turrets instead of turret bots. Fixed.