Far Far West · published
Howdy y’all!
Frostburn is officially out now!
Before we get into everything that’s packed into this update, we wanted to quickly follow up on something we mentioned in our last post.
We know it’s been a little quiet from us for a while, and we said we’d start opening the curtains a bit more on what’s happening behind the scenes. The truth is, the last few months absolutely knocked us sideways. The release was a huge moment for our small team, and after everything that came with it, we needed some time to rest and recover. From here on out, we’ll be sharing more regular progress updates and dev blogs, so you can follow along with how Far Far West is coming together.
We’ve also put together a roadmap for Far Far West, giving you a rough idea of what we’re planning to add to the game and when you can expect to see it. Obviously, things can change at any time as development continues, but we wanted to give you a better idea of where we’re heading.
ALSO! For the next TWO WEEKS Far Far West will be discounted by 20%! So if you or your pals have been waiting for some new content or a sweet discount to ride into the west, FROSTBURN is for y’all!
(Discount asset?)
Alright, enough talk. Let’s get into the…
Last final small disclaimer:
There have been some issues with AMD Frame Generation across multiple titles. If you encounter any kind of performance issues or crashes, please make sure to try turning AMD FSR ON or OFF. AMD is looking to release a patch to resolve this issue soon, so please bear with us! <3
The way item fragments worked was complicated, and not many people understood it until they had a few games under their belt. It was also a big hassle to remember to start tracking another item every time you were done with one. This new system simplifies everything by making them a universal currency.
Item Fragments are now called Blueprints
Tracking items to earn their blueprints is gone. You now collect blueprints during missions like you do any currency, and can then use them at the lobby
You no longer need to pay gold to buy a weapon after unlocking it. Spending blueprints to unlock them will directly purchase them
🚨 All your accumulated blueprints on each weapon have been aggregated and converted to the unique blueprint currency 🚨
We figured that most of the time, people almost never stumbled upon the Copy Press, the Refiner, or any other unique location, even though they did spawn in the mission. The main way to find them was to recognize their shape on the mini-map. Well, we’re adding a proper way of discovering what spawned on your map through lighthouses!
Lighthouses spawn in every mission and are indicated on your mini-map
Reaching the top of a lighthouse (we know you’ll use spells to cheat your way up) and completing its minigame reveals the map and its unique locations
You previously had to spend Gold to buy, copy or refine jokers during your games, which was annoying since Gold is also the money used to unlock long-term things in the lobby. We’re adding a new currency that only exists in-mission, so that using the tools available in-game never feels like a waste anymore. You also earn Uranium by completing quests & secrets, making sure replaying either of those is never useless. Finally, as the joker list keeps expanding, so does the chance of stumbling upon jokers you don’t like. You’ll now be able to break those jokers and get Uranium instead, then spend it on whatever you want.
Anything that costs currency during a mission now uses Uranium instead of Gold
Leftover Uranium at the end of a mission is converted into XP for your hero and your weapons
Uranium can be collected in different ways:
Break a Joker [NEW: hit a Joker with your fists to break it]
The amount of Uranium depends on the rarity of the broken joker
Dropped jokers do not give Uranium
Kill an Elite enemy
Complete a secondary objective
Complete a quest
Complete a secret
Complete a lighthouse
Unique Uranium objectives
Flying balloons
MELEE WEAPOOOOOOOOOOONS! You’ve asked for them A LOT, and here they are! Melee weapons bring a new way of playing Far Far West, each with its own playstyle, just like the ranged weapons. They don’t use a dedicated slot and will replace either your primary or your secondary weapon, so make sure you can still kill every enemy with your setup before going into missions! This is only the first batch of melee weapons, more will come along the way :)
PRIMARY SLOT MELEE WEAPONS:
Knuckles: Short range, big impact. Requires no ammo, no aim, and no thoughts.
Right-click: send out a damaging burst in a wide cone
[UNIQUE] [⚪⚪⚪] FIST RO DAH: The charged attack propels you backwards and has a 20% chance to apply Frost to enemies
[UNIQUE] [⚪⚪⚪] FIST RAGE: Taking damage generates charge and grants +30% attack speed for 2 sec.
Lasso: Whips enemies fast at a decent reach. Some of them come back for more, and not out of spite.
Right-click: deal damage to all enemies in front of you for a few seconds
[UNIQUE] [⚪⚪⚪⚪] SKY LASH: The charged attack grants +50% move speed and lets you fly
[UNIQUE] [⚪⚪⚪] SPELL LASH: Casting a spell instantly fills your charge bar
SECONDARY SLOT MELEE WEAPON:
Banjo: Slow and weak attacks, some healing power. Perfect for healing your allies while destroying their eardrums.
Right-click: heal yourself and your allies in a zone around you
[UNIQUE] [⚪⚪⚪⚪⚪] LULLABARD: Gain an extra chord per hit and a wider healing zone, but lose the slam attack
[UNIQUE] [⚪⚪⚪⚪⚪] BARDBARIAN: Hold the slam attack longer to release a more powerful blow
Losing HP happens a lot in Far Far West. We’re also adding melee weapons, which means being in melee range, and even more occasions to lose HP. To keep your screen from constantly going red while unlocking a new playstyle, we’re introducing a shield system!
Shield Points can be gained in different ways, such as using specific jokers, weapons or Frost spells
Shield Points are shown above your HP bar and take damage first, protecting your HP
Shield Points automatically decay over time when you stop gaining them for a few seconds or aren’t taking damage
Shield Points have a maximum capacity of 100
WEAPONS:
RANGE: Increases the range of your melee weapons
CHARGING SPEED: Increases the rate at which your melee weapons charge
CHORD CAPACITY: Increases the maximum amount of chords you can have (Banjo exclusive)
A LOTTA BUNCH OF JOKERS! Some of them are pretty standard and only slightly buff statistics, but that also means they work for your build most of the time. With the amount of jokers constantly growing, the amount of jokers you don’t want grows just as fast, so having basic jokers around makes sure you have more chances of stumbling upon something useful. Another bunch of jokers was added to support melee weapons, as none of the base jokers were designed with melee in mind. This should make sure that melee is a fully playable playstyle! Obviously, the joker list will keep on growing in the future, always focused on providing new playstyles and balancing them.
[COMMON] BRACING: +5% attack and reload speed
[COMMON] FREE COCKTAIL: When you reload an empty clip, heal for 2 HP
[COMMON] HEAVY WEAPON: +10% damage, but +30% gravity while the weapon is active
[COMMON] PANIC ATTACK: When you take HP damage, gain +20% damage for 3 sec.
[COMMON] QUICKDRAW: +40% swap speed
[FINE] CRACKSHOT: +7% damage
[FINE] SWITCHSHOT: Your first shot after equipping a weapon deals 30% more damage
[FINE] FAST HANDS: +20% reload speed
[FINE] FROST BITE: Melee kills on frozen enemies grant 2 shield points
[FINE] LUNGE: +15% melee range and hitbox size
[FINE] PRECIOUS RUSH: +10% chance for a speed-boosting ring to spawn when an enemy dies
[FINE] SLOW AND STEADY: Gain +25% accuracy, but -10% attack speed
[PRIME] AVALANCHE: +15% damage while shielded
[PRIME] BERSERKER: Gain up to +50% melee damage as your HP gets lower
[PRIME] BLOODLUST: Melee kills grant a stacking +5% melee speed for 5 sec., up to +50%
[PRIME] PEW PEW PEW: +20% attack speed
[PRIME] SCRUB HIT: Your primary weapon removes elements from enemies to instantly deal 10 damage
[PRIME] SHARP SHOOTER: +20% weakspot damage
[MYTHIC] EAT-A-PUNCH: Melee kills heal you for 2 HP
[MYTHIC] EXECUTE: Your hits instantly kill enemies below 20% HP, except elites and bosses
[MYTHIC] RIPOSTE: After your shield absorbs a hit, your next attack deals +100% damage
[MYTHIC] SNACK-A-PUNCH: Melee kills grant you 1 shield point
[LEGENDARY] ALL MIGHTY: Gain +1% damage per 1 shield point, up to 80%
[LEGENDARY] JOKER TRICK: Gain +7% damage and attack speed for every distinct joker rarity equipped on the weapon
[LEGENDARY] VAMPIRE: The weapon gains 4% lifesteal
[COMMON] KNUCKLE DOWN: +10% melee damage
[COMMON] LIGHTWEIGHT: 5% lower gravity
[COMMON] MAGIC RELOAD: Automatically reload your weapon after casting a spell
[COMMON] SPARE BULLETS: +10% ammo bag
[FINE] FIGHT OR FLIGHT: Taking HP damage grants +20% melee speed for 3 sec.
[FINE] HOP: +20% jump height
[FINE] PRICKLY PEAR: When hit, deal the same damage plus 15 back to the attacker
[FINE] SCOUT'S HONOR: After 10 seconds without taking damage, your shield is set to a minimum of 10 shield points
[FINE] WELL FED: +5 HP
[PRIME] APPRENTICE: -10% spell cooldown
[PRIME] GREAT WALL: Reduce all damage taken by 10% when shielded
[PRIME] LAST BASTION: Upon reaching 25% HP, gain +50 shield (cooldown: 60 sec.)
[MYTHIC] DEATH’S DANCE: Your shield decreases 30% less quickly
[MYTHIC] COLD BLOODED: Your melee attacks freeze enemies, consuming 3 shield points per enemy
[MYTHIC] LAST STAND: While at or below 30% HP, reduce all damage taken by -30% and gain 10% melee lifesteal
[MYTHIC] TIN MAN: Excess healing converts into shield points, up to +15 SP
[MYTHIC] THICK SKIN: Reduce all damage taken by 20%, but receive -30% healing
[LEGENDARY] CAST AWAY: Casting a spell decreases the spell cooldown of other spells by 3 sec. to a minimum of 4 sec.
[LEGENDARY] COINFLIP: Flip a coin every 10 sec. You either deal +100% or -50% weapon damage
[LEGENDARY] DOUBLE DOWN: Gain +30% shield points from all sources
[LEGENDARY] GOLIATH: You are bigger. Gain +25% HP
[LEGENDARY] SPELL ROULETTE: -20% spell cooldown, but spells are randomized on each cast
With melee weapons and the new shield system coming in, we needed a new element to support these new playstyles. The Frost element is here to provide spells that fit well with melee weapons, but it can also stand on its own and provide utility to your allies!
Defensive - Freeze enemies and reinforce your shield
The Frost element can be selected on your secondary weapons!
Frost’s special ability is the power to completely freeze enemies
Applying Frost to an enemy gives you +1 shield point
SPELLS:
CUBE: Turn yourself or an ally into an invulnerable ice cube
BRIDGE: Summon a bridge that shields allies who cross it
BREEZE: Summon a breeze that freezes enemies in a wide cone
GLAZE: Release a burst that damages nearby enemies and shields nearby allies
BLIZZARD: Summon a blizzard that follows you, dealing damage to all enemies and shielding allies
3 quests have been added to the Jungle map! Team up with Arizona Jones to uncover the secrets of the jungle temples, she knows how to make it worth your while!
A secret has been added to the map! And pyramids. Well, it has definitely been sitting there for a looong, looong time, so let’s just say it has been uncovered
A brand new map with a very fiery atmosphere and an extremely dangerous volcano
The very very evil Ronsau needs your help to end the world, so he has 3 quests for you. Will you serve him well?
A secret is hidden somewhere on the map. Probably has something to do with that big volcano.
Unique Jokers no longer cost a mandatory 5 slots. They now take any amount of slots based on how powerful they are, and the number of slots a joker uses is displayed on its card
Changed how HP bonuses and penalties are calculated. We previously had different calculations for different jokers affecting HP, which was a mess both for you and for us. All jokers that affect HP now follow the same formula: [Max. HP = (base + sum of flat bonuses) × product of multipliers]. In other words, your max HP is your base HP plus all flat bonuses, then multiplied by every multiplier that affects you.
New Lobby! Summer never ends, and it’s 🔥 HOT 🔥
New Skins!
Bullet Bob / Arizona Jones / Ronsau / Nemo / Amnesia Headhart / Nuker
New Emotes!
Juggling / Plane
New Titles for the Frost element
Ice Queen / Absolute Zero
Weapon impact VFX have been improved
The hero customization background screen color now matches your equipped skin
Added per-player colors to chat messages
🔼 Dual Revolvers:
Explosions from reloading no longer deal damage to the player
🔼 Leveredge: Default reserve ammo increased from 80 to 90
🔼 Revolver:
Default reserve ammo increased from 48 to 60
Removed attack speed decreasing when aiming
🔼 Bow:
Base arrow damage increased from 2 to 8 (no bend)
Max arrow damage increased from 15 to 30 (max bend)
🔼 Sheriff Star: Base damage increased from 18 to 20
↔️ Boomerang:
Lifesteal upgrade from 1.25% per upgrade, max 8, to 1% per upgrade, max 5 (aligned with other weapons)
Base damage increased from 5 to 6
🔼 Healing Area:
Duration reduced from 40 sec. to 30 sec.
Area of effect increased from 600 to 850
🔼 Impulse Grenade:
Number of impulsions increased from 7 to 8
Impulsion strength increased from 512 to 1024, launching players faster and further
🔽 Lifesteal:
Lifesteal now properly calculates all damage modifiers present on a weapon
Reduced statistics from 3% per upgrade, max 8, to 1% per upgrade, max 5 (from 24% cap to 5% cap)
Previously, lifesteal was fixed and calculated using a weapon’s base damage, making it unintuitive. Now, lifesteal will take modifiers into account, gaining more health as you do more damage. To compensate, the base lifesteal value of all weapons is being lowered overall. As always, we’ll be closely monitoring the feedback on this change, as we understand lifesteal plays a vital role in the game’s ecosystem.
🔼 [FINE] BOUNCING BALL: max available from 1 to 2
🔼 [FINE] CACTUS DAY: +3% chance for a Cactus Mino to spawn when an enemy dies > +5% chance for a Cactus Mino to spawn when an enemy dies
🔼 [FINE] CLUTCH:
Max available from 1 to 2
Reworded to mention stacking: The last 2 bullets in your magazine are explosive > +2 explosive bullets at the end of your magazine
🔼 [FINE] PICK PICK: +5% chance on hit to spawn damaging pickaxes on the target > +10% chance on hit to spawn damaging pickaxes on the target
🔼 [FINE] RUN & GUN:
Max available from 8 to 6
Reduced diminishing returns on bonus speed from 165 > 330 > 495 > 600 > 662.5 > 725 > 787.5 > 850 to 165 > 330 > 495 > 630 > 740 > 850
Run & Gun (along with Run & Reload) were meant to have diminishing returns on release to prevent speed stacking from going out of control, but they weren't implemented properly until last update, which was seen as a pretty hefty nerf to jokers you've all gotten used to. We're cutting back on the harshness of the diminishing returns while reducing the max number of these jokers you can equip. Same speed - less slots.
🔼 [FINE] RUN & RELOAD:
Max available from 8 to 6
Reduced diminishing returns on bonus speed from 275 > 550 > 750 > 825 > 887.5 > 950 > 1012.5 > 1075 > 1137.5 > 1200 to 275 > 550 > 770 > 990 > 1185 > 1380 > 1545 > 1710
🔽 [FINE] CHAD: no longer droppable
Chad could previously be dropped and shared with teammates, which in turn let an entire team benefit from the discount it provided. While this is a cool display of teamwork, it makes the joker's strength harder to pinpoint and more difficult to balance. This wasn't a common tactic, so it shouldn't be a big nerf, but we'll keep a close eye on it if Chad is too weak when used as intended.
🔼 [PRIME] LUCKY STRIKE: lowered rarity from PRIME to FINE
🔼 [PRIME] DESTROYER: The first 25% of your clip deals +15% damage > The first 25% of your clip deals +20% damage
🔼 [PRIME] CHONKY: +20% damage, but +25% gravity > +20% damage, but +15% gravity
🔼 [PRIME] WEAK LINK: Weakspot hits do 35% more damage, but regular hits do 35% less damage > Weakspot hits do 35% more damage, but regular hits do 20% less damage
↔️ [PRIME] STONKS:
+15% chance that opening a chest gives you a random Joker > +20% chance that opening a chest gives you a random Joker
Now uses diminishing returns
Stonks could previously offer an extreme amount of value when stacked using the Copy Press, which was previously kept in check by the Gold needed for the strategy. However, with the introduction of Uranium, this is no longer the case, so we're buffing the Joker's standalone power and making it less easy to abuse.
🔽 [PRIME] CHEAPSKATE: Gain +1HP for every 20 Gold in your mission inventory > Gain +1HP for every 20 Gold in your mission inventory, up to +15 HP
Without anything to spend Gold on during a mission, the value this Joker brings will be consistently higher. We're putting a hard cap on the HP it can provide to set a baseline, especially with the introduction of other HP-boosting jokers.
🔽 [MYTHIC] BATTLEMAGE:
Rarity increased from MYTHIC to LEGENDARY
Killing an enemy shortens all ongoing spell cooldowns by 1% > Killing an enemy shortens all ongoing spell cooldowns by 0.5%
This joker, alongside Wisp and Rain, forms a powerful trifecta of horde-clearing potential, and blows most other spells and related jokers out of the water. We understand this is mostly due to a lack of diversity and options when it comes to spell builds (expect an overhaul to spells in the future!) so we're only looking to slightly reign this joker in and let other options get a chance to shine.
🔼 [MYTHIC] CONSUMER: Grants +20% weapon damage, but reloading now wastes unused ammo > Grants +25% weapon damage, but reloading now wastes unused ammo
🔼 [MYTHIC] HEADBANG: Deal +20% damage to weakspots > Deal +30% damage to weakspots
🔼 [LEGENDARY] CANTRIP ONE-TRICK: Spells with base cooldowns of 35s or less gain -20% spell cooldown > Spells with base cooldowns of 35s or less gain -25% spell cooldown
🔽 [LEGENDARY] SPEEDSTER: +1% damage and attack speed per 2% bonus move speed, up to +55% > +1% damage and attack speed per 3% bonus move speed, up to +40%
The undisputed king of damage jokers, Speedster set a new precedent for player power and how strong Jokers were supposed to be, for better and for worse. This nerf is expected to leave Speedster as a very good option still, being about a -28% loss in efficiency overall - but not the undeniably best. (We see you buildmaxxers! Be free!)
🔼 [UNIQUE] FANNING ACE:
Reduced spread angle from 5 to 2.5 (accuracy improved by x3.5)
Reduced slot cost from 5 to 3
🔼 [UNIQUE] MARK ACE: reduced slot cost from 5 to 3
🔼 [UNIQUE] RUSH BLAST: reduced slot cost from 5 to 4
↔️ [UNIQUE] FOCUS SHOT: Every kill reduces the cooldown of your spells by 1 second > Every weakspot hit reduces the cooldown of your spells by 2 sec.
This change additionally fixed a long-standing issue with the Long Ranger that prevented on-kill joker effects from triggering by non-bullet sources. Cast spells to your heart’s content, knowing they’ll now work properly!
🔼 [UNIQUE] MIND SHOT:
Weakspot hits have 50% chance to cause an explosion > Weakspot hits cause an explosion (damage and explosion radius unchanged)
Increased slot cost from 5 to 6
🔼 [UNIQUE] FRENZY SPIN: reduced slot cost from 5 to 4
🔼 [UNIQUE] EAGLE LEVER: reduced slot cost from 5 to 4
🔼 [UNIQUE] STACKED LEVER: reduced slot cost from 5 to 4
↔️ [UNIQUE] ULTRA DRAW:
Now works on all 3 arrows from OVERDRAW instead of only the middle one
Lowered damage of Pyro and Elec explosions from 60/50 to 35 (to match Acid and Frost)
Increased slot cost from 5 to 7
This joker used to define the Bow - the weapon practically wasn't worth using without it, and grinding to unlock it felt like a journey to make the weapon usable. And we don't want that to be the case - no weapon should be married to its unique Jokers. Ultra Draw is intended to still be a viable option - but given the Bow's basekit buffs, we hope other playstyles and choices will open up.
🔼 [UNIQUE] ECO TRICK: reduced slot cost from 5 to 2
🔼 [UNIQUE] SWAMP TRICK: reduced slot cost from 5 to 2
🔼 [UNIQUE] CHONKY THROW: reduced slot cost from 5 to 3
🔼 [UNIQUE] LINGERING THROW: reduced slot cost from 5 to 4
🔼 [UNIQUE] JUMP STAR: reduced slot cost from 5 to 4
🔼 [UNIQUE] SCAVENGER STAR: reduced slot cost from 5 to 3
🔽 Acid Rain: Duration reduced from 15 sec. to 10 sec.
🔼 Acid Contagion: Explosions on death damage increased from 15 to 35 with a bigger radius
🔼 Pyro Fireball: Cooldown reduced from 20 sec. to 15 sec.
🔼 Pyro Firebeam: Cooldown reduced from 80 sec. to 60 sec.
🔼 Pyro Surcharge: Cooldown reduced from 60 sec. to 50 sec.
🔽 Pyro Wisp:
Duration reduced from 25 sec. to 18 sec.
Can now only receive one buff at once
🔼 Cactus Mino:
Cooldown reduced from 10 sec. to 7 sec.
Reduced the cooldown between detonations from 3 sec. to 1 sec.
Made it easier to apply elements to Mino between detonations
Mino now lasts for a maximum of 15 detonations before disappearing
Mino + Voodoo no longer uses the cactus explosion, allowing enemies to be properly corrupted instead of killed
🔽 Copy Press: Reduced number of uses per person from 5 to 4
🔼 Cryptic Nuker damage increased by 100% on Very Hard / Nightmare
Enemies can now swap their aggro to a closer target if their initial target is too far
Nukers will now explode if any player is nearby (not just its targeted player)
Nukers no longer explode when a target flies high over their head
Enemies can now chase and attack players in water
Enabled our cheat detector system
Our cheat detector is a custom-made, lightweight and non-intrusive way of detecting if players are using cheating softwares or mods, and appropriately tags them as modders if they do. Being tagged a modder doesn’t prevent you from playing the game or accessing any of its features, but allows vanilla players that do not want to play with modders to be able to do so.
Using mods, including stats visualizers and cosmetic mods, will tag you as a modder. We will progressively approve mods if they do not disrupt the original experience of the game so that you are not tagged as a modder, but this will take some time!
Discord Rich Presence support
People can now show when they’re playing the game (based on Discord privacy settings), allowing friends or other Discord users to join them more easily
The activity also displays the player’s level and prestige, their current status (lobby or in-game), the difficulty played, the current map, as well as the session duration
Recoded a significant part of the internal enemy AI system. Enemies should now avoid each other instead of stacking up, they should no longer fall through the ground, and the CPU cost of each enemy should go down as a bonus
Multiple joker descriptions have been reworked to use terms that apply to every type of weapon at once (ex: “Firerate” has been replaced with “Attack Speed”, and “Bullets” with “Hits” or “Attacks”)
If the amount of slots used by your jokers exceed the amount of slots you have available, your cheapest jokers will automatically be unequipped until you’re back at your limit
This can happen when we change the cost of jokers between updates, making your equipped jokers use more slots than your maximum available
Cryptic Grunts and Cryptic Bulls have new attack SFX
Replaced the male-gendered player hit sound (that wouldn’t fit with female battlecries/hats) for a more robotic/metallic effect
Updated some of the lobby dialogs
You can now ping blueprints
Very minor bugfixes and tweaks are not listed
Fixed +100 bugs, including:
Any UI should now properly scale to your resolution
You should no longer see “Item Name” on the leaderboard
You should no longer see an empty XP bar on the leaderboard
The lobby intro cinematic should now show the hands of the skin you have equipped
The compass should now properly update when you ping an objective
Talking to an NPC should no longer reload your weapon at the same time
Opening the emote interface before picking up a reward should no longer lock you in place
Your hands should no longer keep “collecting” a Joker if you quickly look at another interactable object such as an ammo box
Buffs should no longer stay on you forever when you switch to your mount, and you now properly lose them when you die (the buff system was partially reworked to support switching between player and mount)
Ammo should now properly burst out of crates on the client side
Dead players (tumbleweed ghost) should now be able to use Sand Tunnels
Non-boss enemy HP bars should now appear on the first hit instead of only showing after a second source of damage
Two Horsemen should no longer overlap each other
Elite Assassins should no longer teleport inside walls
Marauders should no longer spawn shields in the water
Bees attacking a client should no longer trigger damage indicators on the host
Cryptic Deadeyes: should now properly spawn in the air in points of interest
Cryptic Sigil:
The timer should now start properly for clients joining after the sigil event
The amount of nearby players is now calculated and stored once at the start instead of being recalculated at runtime
Cryptic Spotlights: player names should now properly display in the storm trigger message
The gatling tower defense should now make sure no Cryptic stays alive in the lobby
Horses should no longer spawn upside down if your Dwarf scale is around 6
Dropped cactus pings should no longer disappear from the map when you click on them, like custom pings do
Target practices should now display particles when DoTs are applied
Gas Bomb: the bomb placed on the boss spawner should now have a full health bar
Cow Pen: cows should no longer spawn inside walls
Willy Billy: should no longer get trapped under the rails on the Far West map
Fixed the dense fog on the Desert and Far Far North maps
Boomerang: collecting a secondary ammo box while your boomerang is in flight should no longer grant you a second boomerang
Sheriff Stars: should no longer destroy Marauder shields when aiming at the red screen
⚡ Elec Boing: should now work properly for clients
⚡ Elec Swap: should now work properly with flying enemies
⚡ Elec Swap: should no longer make you invincible when no target is found
🪆 Voodoo Rescue: can no longer be cast on NPCs
Joker Shine Bright: its effect should no longer stay on your hands after you drop it
Joker Party Shot: should now display its VFX on low settings
Joker Pigshot: should no longer work on non-enemy targets, along with other on-impact Jokers
Joker Clutch: should now properly cause explosive shots on the final bullets of your magazine when using the Long Ranger
Joker Clutch + Joker Weakspot Refund: refunded explosive bullets should now properly explode
Joker Second Wind: its proc should now be more stable for clients
Joker Ricochet: should now properly target flying enemies
Joker Camper: Minigun shots preserved by Camper now include the Run & Gun movement speed bonus when calculating the Speedster damage boost
Joker Mindshot: piercing shots (e.g. Long Ranger) hitting a non-weakspot target after a weakspot hit should no longer cancel the trigger effects of Mindshot and other weakspot-based Jokers
Joker Eagle Lever: missing a shot with a secondary weapon should no longer reset the ramping damage stacks on the Leveredge
And that’s everything for today’s FROSTBURN update!
If you made it this far, thanks for readin’! Let us know what you think of this update, and we’ll see y’all out in the far (far) west!