Patch Notes - Procedural Hazards, New Perks, HUD Updates, and Boss Fixes
New Features
- Five-Floor Procedural Runs - New procedural runs now use a five-floor descent instead of ten floors.
- Breakable Crates - Added shootable crates to procedural rooms. Crates fracture into debris, can rarely drop pickups, vary in size, and properly align to ramps and uneven surfaces.
- Crate Audio Feedback - Added improved positional sound when breakable crates are destroyed.
- Kill Indicator - Added a visual kill flash to the player crosshair.
- Special Charge Display - The HUD now shows the damage progress required to charge your Special.
- Mega Meteor - Added a new high-rarity Fireball perk that calls down a large meteor with area damage and burn effects.
- Efficient Special - New perk that reduces the damage required to charge your Special.
Combat and Balance
- Meteor Shower Tuning - Increased maximum stacks and adjusted cooldown, targeting range, and meteor spawn positioning.
- Crimson Eclipse Update - Crimson Eclipse now releases one concentrated wave of blood magic instead of three separate pulses.
- Status Perk Balance - Bleed, Burn, Ice, and Shock chance perks now provide stronger individual bonuses with fewer maximum stacks.
- Damage Perk Rarity Updates - Adjusted the rarities of high-tier percentage and flat-damage perks.
- Explosive Barrel Update - Barrels now begin their shorter fuse on the first hit, while any additional hit detonates them immediately.
- Brood Titan Combat Pass - Charge and slam attacks now use separate telegraphs, improved attack selection, direct charge damage, and better height-based slam hit validation.
- Spear Warden Fixes - Improved spear throw aim compensation and retrieval pathing so throws track targets more reliably and the boss can recover the spear from nearby walkable ground.
- Boss Control Resistance - Procedural guardians now consistently resist knockback and other control effects during combat.
Bug Fixes and Polish
- Room-clear progress now has its own HUD display and remains visible while timed room events are active.
- Improved procedural hazard placement on ramps and sloped surfaces.
- Improved procedural boss combat state cleanup between attacks and spawns.
- Improved crate fracture, debris cleanup, and networked break presentation.