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Update notes via Steam Community

Balancing

  • Nerf + rework to Mutant
  • Radiate passive chance to trigger from (20% → 5%)
  • Expose core radiation increase from (50% → 35%)
  • Power plant cooldown (3 → 5)
  • Raygun cooldown (3 → 5)
  • Power plant plus cooldown (4 → 7)
  • Swapped the passive out that increased skills damage for one that causes radiation when dodging to give more synergy with it’s previous classes
  • Swapped the clicker build with the fixer tree in the mechanic class to give him a more interesting early game
  • Greatly increased enemy scaling after wave 150 and again after wave 200
  • Removed the chance for weapons to have the passive that makes their damage scale with money (it was causing too many balance problems)
  • Balanced the Mad Scientist a bit:
  • Nerfed Roids on the mad scientist by increasing cooldown from (8 → 12) and reducing attack speed increase from (100% → 75%)
  • Buffed dragon killing potion by making it increase other skills cooldowns from (2→1) and fixed the description to make it more clear


New things

  • Added a setting to let combat continue when in cheesepad
  • Made it so the magnifying glass can be opened while in cheesepad
  • Added a max level of 100 for each of your party members (which shouldn’t affect gameplay, but we wanted to cover our basis for any overflow errors)
  • Added a visual for sell toggle on cursor
  • 3 new achievements


Bugs

  • Fixed: the name of the equipment wasn’t showing up
  • Fixed: The mod menu didn't close when clicking to other buttons
  • Fixed: elite passive that heals working incorrectly
  • Fixed: the skills on the skill bar and engine still have the old mirage (bird) icon
  • Fixed: merging skill after first level added 2 levels
  • Fixed: sell value display on ‘all’ equipment type says 0
  • Fixed: Game not pausing when in settings (whoops)


Clarifying

  • Changed the use on cooldown skills to say ammo instead of cooldown
  • Added a description for frost in skills that have it
  • Changed the auto upgrade button to say auto level instead
  • Clarified passives that reduces activation time
  • Clarified skills that buff other skills if its base or total damage buff (it’s total damage)

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