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Berserker's Descent update for 3 March 2019

Update 0.940 Patch Notes

Share · View all patches · Build 3612234 · Last edited by Wendy

Patchnotes via Steam Community

Patch Notes:
5 new items.
6 new Hallways.
2 and a half new Special Attacks.
1 new Layer with a new tileset.

Gave Magus a completely new Neutral-X where he throws a spinning Magic Blade that lingers in the air.
Berserker and Rampage's Air-Down-Z is now a mult-hit.

New Mechanic: Special Combos.
Using different Special attacks in sequence will cost much less Stamina than using the same one repeatedly. Now you care much more about all your slots instead of your one favorite Special!

Spaced out the Giant Axe Goo’s axes so they’re more easily readable and it’s easier to stand where you don’t need to guard.
Made the Giant Amalgam’s homing orbs faster so there won’t be as many on the screen at once.
(This should make the end-game more fair and less about stunlocking or killing before they can attack)

Reworked Shining Spiral: Now throws two Magic Blades outward. The Speed is the same, the damage and stun are usually higher than before. Can now be used in the air! (Sp cost 30->35)
Buffed Hyper Slash Combination: (Startup 11->8) (Earliest Cancel 45->38) (Latest Cancel 56->53)
Buffed Phantasm and Hyper Phantasm: Hitbox expanded upwards (Should defend better against axes/orbs)

Increased the speed of some strong moves, slightly lowered speed of down+Z and neutral+Z

Lowered the damage of most Special Attacks across the board. (Making room for the Special Combos and a new item that buffs Special damage)

Redid the chance to spawn Stamina orbs and earn Style points to be more consistent and less arbitrary. Now they just go by the base damage of the attack, for each enemy hit. And it’s doubled if the enemy is launched. (Before, enemies hit after the first one would give less Style)

Redid the Final Rank curve. Early ranks will be harder, later ranks will be MUCH easier and better spaced out. (Those achievements might be possible now, oops)
Put the slash effect and Soul particles behind living enemies, so enemies are more visible in end-game.

Fixed a bug that was messing with where enemies spawned, they’ll be less stacked to one side.
Fixed the camera shake bug that would leave the camera tilted, and increased shake at lower frame rates.
Fixed a Hallway that was missing a couple wall tiles and you could just fall out. (big oof)
Changed the wording on many descriptions and tips to be more clear.

Sorry for the big delay between updates! I'll try to have shorter gaps in the future. I'm thinking I'll probably keep working for at least a few more months before I can call the game done, but it's getting there. For the next update, I'm going to try to totally revamp the backgrounds and tiles to use real 3d perspective and make more sense. Thanks for playing/reading!

Wasteland Rampage Content Depot 828681
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