Sep 2 Balance Patch — Difficulty System Overhaul

sollervir · published

Monster Balance

  • Removed the enemy armor cap. Previously armor stopped rising after a certain wave, making late waves relatively easier — now armor keeps climbing every wave.

  • Increased boss HP growth (Chapter 1 wave10→70 scaling: 6.6x → 8x).

  • Shell-type monsters now take the same armor-based damage reduction on magic/pierce attacks as physical (previously they fully ignored armor for those).

Type Matchups

  • Lowered the weakness multiplier from 150% to 125% (resist stays at 75%).

Chapter Difficulty

  • Unified the difficulty curve across all 20 chapters to a clean +15% increase per chapter. Previously the increase varied unevenly (+6% to +39%) chapter to chapter.

Difficulty Modes (Rookie/Expert/Master)

  • Simplified monster HP/armor multipliers: Expert = 2x Rookie, Master = 3x Rookie.

  • Boss skills are now used on Rookie difficulty too (previously Expert/Master only).

  • The Dimensional Broadcast Station (random 10-wave rule variants) now appears from Chapter 1 (previously Chapter 5+).

Bug Fixes

  • Fixed a bug where special reward monsters (Golden Unicorn/Dragon God/Meteor UFO) could appear right at the start of a wave on Chapter 2+. They now correctly wait until wave 20 of every chapter.