There will be more data and proper atribution here (original author, steam link, original post date, etc) real soon, I promise. This is just like a technical test to see if they're coming in ok at all.
SNKRX » Sorcerer Update
This update adds 1 new class, 8 new units, implements several balance changes, a few QoL features and tons of bug fixes.
Added the sorcerer class: [expand type=details]Sorcerers (2, 4, 6): sorcerers repeat their attacks once every 4/3/2 attacks[/expand]
Added 7 new sorcerer units:[expand type=details]
- Arcanist (tier 1 sorcerer) – launches a slow piercing orb that launches other piercing projectiles,
Lv.3 effect: +50% attack speed for the orb and 2 projectiles are released per cast - Illusionist (tier 3 sorcerer, conjurer) – launches a projectile that deals X damage and creates copies that do the same, Lv.3 effect: doubles the number of copies created and they release 12 projectiles on death that pierce and ricochet once
- Witch (tier 2 sorcerer, voider) – creates an area that ricochets around the arena and deals X damage per second, Lv.3 effect: the area periodically releases projectiles that chain once
- Silencer (tier 2 sorcerer, curser) – curses 6 nearby enemies for 6 seconds, preventing them from using special attacks, Lv.3 effect: the curse also deals X damage over time
- Vulcanist (tier 4 sorcerer, nuker) – creates a volcano that explodes the nearby area 4 times, Lv.3 effect: the number and speed of explosions is doubled
- Warden (tier 4 sorcerer, forcer) – creates a force field around a random unit that prevents enemies from entering, Lv.3 effect: creates the force field around 2 units instead
- Psychic (tier 2 sorcerer, psyker) – creates a small area that deals X AoE damage, Lv.3 effect: the attack can happen from any distance and repeats twice
[/expand]
- Cursers: changed cursers to only trigger their curse when at least one enemy is nearby.
- Exploders: decreased projectile speed, damage and amount released by exploders on death (blue enemy). Many people have complained about these enemies and now, while they’re still powerful, they should play a less dominant role in ending your runs.
- Headbutters: changed the headbutter (orange enemy) to have his extra headbutt damage dropped whenever he hits a wall or another enemy. This should help prevent units dying from random headbutter bounces. The headbutter’s trigger range has also been slightly increased.
- Swarmers: increased move speed, damage and amount of critters released (purple enemy).
- Shooters: shooters (white enemy) now scale with NG+ difficulty.
- Tank: increased tank HP (yellow enemy) and added a special attack.
- Damage: slightly decreased damage for all enemies across all difficulties.
- Base difficulty: slightly decreased the base game’s (NG+0) difficulty.
- Boss HP: increased boss HP for levels 18, 24 and 25 (again).
- Host: changed to tier 3
- Corruptor: changed to tier 4
- Outlaw: changed to tier 2
- Sage: added forcer class, now the sage is both a nuker and a forcer
- Wizard: changed to tier 2, changed Lv.3 effect to chain 2 times (from 3), added nuker class
- Lich: removed from the game, will come back at a later update
Added the Magician:[expand type=details]Magician (tier 1 mage) – creates a small area that deals X AoE damage, Lv.3 effect: the magician becomes invulnerable for 6 seconds but also cannot attack[/expand]
- Item rerolls: items can now be rerolled for 15 gold.
- Camera movement: added an option to turn the camera’s movement off.
- Direction marker: added an option to enable a marker to be placed in front of the snake. This should make it easier to tell in which direction you’re moving at all times.
- Tootips: added tooltips for “restart run” and “guide/tutorial” buttons on the shop. This should help prevent unfortunate accidental run restarts.
- Cooldown visuals: removed cooldown visuals for units that don’t have cooldowns, like the Squire, Chronomancer and Psykeeper.
- Fixed a bug where quitting on level 1 would automatically jump to level 2
- Fixed a bug where the shop’s lock state would carry over after a run death/win/restart
- Fixed a bug where items from a previous restarted run would remain after the 1st round of a new run
- Fixed a bug where the leader’s (snake head) distance was off by 1 or 2 pixels on certain speeds
- Fixed a bug where Divine Punishment would continue triggering after death
- Fixed a bug where you could die and win at the same time
- Fixed NG+ difficulty only being able to be lowered, now you can lower or increase it (up to your maximum acquired value)
- Fixed text that was going outside the screen for the priest and the assassin
- Fixed blade’s Lv.3 effect’s damage text not being rounded
- Fixed a visual bug with the cleric: its cooldown was showing as faster than it actually was and thus gave the impression of not healing when it should
- Fixed a crash triggered rarely by infested enemies on death
- Fixed a crash whenever the fairy would try to select a unit that just died this or last frame
- Fixed a crash that would happen when trying to restart the game when selecting passives
Due to the game’s overwhelming success (thanks everyone for playing) I’ve decided to keep updating it for at least the next 2-3 months. These updates will come weekly and will be similar in scope to this one. I’ll try to push an update every Friday morning (morning for Americas, afternoon for Europe, night for Asia), although I may be late sometimes.
If you see that there’s an update for the game being downloaded on a day other than Friday it generally means I pushed a small bug fix or small improvement to the game. These changes will be listed in Friday’s patch notes.
Concurrently with these weekly updates, I’ll also be building up to a bigger update that I plan to release at the end of this 2-3 month period (may be a bit longer than that depending on how it goes). This update will be a new game mode that should increase the game’s replayability considerably and also help fix some fundamental balance issues that are harder to address in the game’s current state.
Finally, as I’m catching up on most bugs that people have reported I’ll start having more time to add new things into the game. If you have any ideas for features you’d like, new classes, units, items, enemies, bosses, anything, please create a thread on the forums with your ideas! I may not respond to all threads but I’m reading everything and good ideas from people playing the game are always appreciated!
Thanks a lot for playing and I hope you have fun!