Massive Demo Patch

major update

Bloodmoon Survivors · published

Greetings Lunar Knights!

A new patch has come for the Bloodmoon Survivors Demo. This is a large rework of the progression systems in the game and a change to the economy of the game.

I hope you enjoy!

Patch Notes

Data Wipe

  • First and foremost, I apologize but this patch requires a reset to save data. The changes to the game were so big that I needed to wipe existing data.  I apologize for the inconvenience.  

Economy Rebalance

  • All upgrades will be available for purchase in the Demo

  • Added new currencies “Elite Souls” and “Boss Souls” which are gained from killing elites and bosses

  • Rebalanced upgrade, weapon unlocks, powerup ability unlocks around new currencies

  • Made it easier to unlock upgrades

Health System

  • Reworked health system where hearts are divisible. Player can now take percentile damage to hearts instead of just 1 heart of damage with each hit

  • Added an new upgrade that blocks (reduces damage) so enemies deal reduced damage

  • Changed armor to block one full HIT of damage, no matter how much damage it is

  • Removed heal on last heart regen logic and replaced with a passive regeneration rate which is upgradable

New Upgrades

  • Added upgrade to increase player block. Reducing enemy damage when receiving it

  • Added new upgrade for collecting more gold

  • Health regen is now a passive effect that is always active no matter how many heart points the player has

  • Created new upgrade that reduces the max kills required to trigger dual wield

  • Added new upgrades to deal more damage to resistant enemies and boss enemies

  • Added new upgrade that lets player increase the RARITY TIER of a current upgrade without rerolling the upgrade itself (Look out for legendary rolls, they're upgradable too now ^.^)

  • Made icons for new upgrades!

Drop rates

  • There was a bug making chests and barrels drop WAYYYY more gold than the economy demanded.  I reduced spawn rates. 

  • Increased gold drop rates based on the difficulty of the level you are playing

  • Increased drop rates of healing items

  • Reduced drop rate of armor

Boss Chest Powerup Balancing

  • Swift Metal: armor gain from 2 > 1

  • Wind Up Chop: Reduced melee size increase from 40% > 30%

  • Status effect powerups: Increase from 40% > 50%

Weapon Rebalancing

Projectile weapons were too weak, so I gave all projectile weapons at least 1 pierce or bounce so they can hit multiple targets right away

  • Crossbow Pierce increase 0 > 1

  • Scattershot Pierce: 0 > 1

  • Increased War Bow Attack Speed

General Balancing

  • Bumped the kills required to trigger dual wield from 150 to 200 (This can now be reduced through upgrades)

Enemy Balancing

  • Reduced projectile speed of level 1 mage enemies projectiles

  • Runner enemies now phase through all other enemies

  • Fixed boss and elite movement by setting to extremely heavy weight so other enemies can't push them toward the player

  • Fixed Resistance enemies by setting to heavy weight so they don’t get pushed around by other enemies

  • Fixed Resistance enemies by giving them distinct OUTLINES based on their resistances 

  • Added new enemy spawn patterns such as rings and and mobs to swarm the player

  • First major boss (rock golem) was resisting projectile damage too aggressively (setting it to 0) made it a lower reduction so you can still damage him with projectile attacks

General Bug Fixes

  • Fixed a bug where if you quit the game while the tutorial was playing you would skip it entirely the next time you play a round.  Now, you must complete the whole tutorial in order to have it marked as completed.

  • Fixed a bug where triggering a level up after completing the level (which happened when exp resources are automatically pulled in on level completed) caused the subsequent round for the player to not be able to level up.

  • The square spawn area puts enemies coming from the top and bottoms of the screen too far away (specifically bosses) so I reduced their spawn distance from player from 60 to 50 on the y-vector

  • Fixed bug where achievement for healing 5 times was counting health regen and tutorial healing

  • Added hit-flash to ore resource veins and quest chests so it's obvious when you attack them

  • Fixed a bug where if the player won the round, the auto attack would remain enabled and they would continue attacking during the win-screen

  • Fixed wording on double boss shrine to more clearly state you will face 2 bosses instead of 1 the next time you fight a boss

  • Fixed a bug where if a boss is on screen and you die, the "death clean up" logic will kill the boss for you and unlock achievements

  • Fixed a bug where the player can get pushed around by enemies

  • Disabled outlines accessibility option to not conflict with new resistance enemy outline highlights

  • Fixed a bug where picking up the soldier horn item wasn’t spawning the corresponding reward

  • Fixed a bug where armor was not appearing correctly when the game started. If you unlocked extra armor in the beginning it was not visible on the gameplay HUD until taking damage

  • Fixed a bug where follow up quests in a quest chain were not spawning until a specified time (They should immediately trigger after the previous quest is completed)

  • Increased the amount of dual wield meter charge bosses drop (since they don’t have other enemies around them)

Powerup Balancing

  • Armorer Powerup: Armor gain only triggers if you are at 3 armor or less

  • Live Triage Powerup: Decreased heal to half a heart

  • Heartiness Powerup: You now deal increased damage for each heart that has taken ANY damage (So damaged half hearts or hearts with only 1 point of damage will still trigger this ability)

Difficulty Balancing

  • Tweaked difficulty scaling based on player power level and time spent in round 

  • Reduced level difficulties from 10 > 5 per level

  • Introduced new round lengths of 10/15/20 based on difficulty (Final boss is different with each increase in difficulty)

  • Distributed elites and bosses so they are more frequent at higher difficulties

Tutorial

  • Added explanation of “Resistance” enemies and how outlines determining resistances and vulnerabilities

  • Updated information on regenerating health

  • Added explanation of armor

  • Fixed a bug where the tutorial causes quests to spawn prematurely

  • Fixed a bug where tutorial causes issues with preload of enemies and impacts performance on the first run

  • Fixed a bug where the tutorial causes issues with enemies spawning in and dying without the player killing them on the first run

  • Set tutorial run to the 10 minutes so the player experiences an easier version of the run

Accessibility

  • Implemented auto aim