Swift 1.3
Swift » Devlog
Weapons
New Weapons
- Add Sludge Cannon, an irradiated cannon that shoots big blobs
- Add Solar Flare, a giga radioactive ray machine
- Add Pyroflux, a fiery laser gun
- Add Disequilibrium, a spraying rifle that causes enemies to explode on death
- Add Pulsar, a rifle that shoots pulsing projectiles
- Add Void Lance, a melee-ranged hybrid weapon with shackle synergy
- Add Vanguard, a pair of sword and shield
Weapon Changes
- Honey Pot: Adjust explosion visuals
- Subwoofer: Charge requirement 3 -> 5
- Omega Firehawk: Fix charged state using pistol animation
- Starshow: Uncharged state hold max duration 2.4s -> 3s
- Starshow: Allow charged projectiles to pass through all obstacles
- Apex: Uncharged damage 8 -> 7
- Badger Blade: Fix run animation
- Badger Blade: Max heal per hit 1% -> 2%.
- Helix: Add 2s CritMark to projectiles, increase stun duration 0.5s -> 1s
- Annihilator: stun 0.5s -> 1s
- Yeti: First hit damage 15 -> 10
- Quasar: Add Shackle effect
- Fix some consistency issues with weapon registry entries
Weapon Augments
- Add InflictPoison2, LowHealthDamage, SoulShield1/2, ModuleChargeMultiplier1/2/3/4/5
- Rework KillDamage: +10/15/20% -> +10/20/30%, now stacks. 3s -> 5s.
- Remove
CritOnBleed
,CritOnPoison
preclusions of each other - Remove self-synergy for radiation-inflicting weapons
- Adjust InflictBleed2 icon
Player Augments
New Player Augments
- Add Deflector's Mend: Heal 2% of your health when parrying melee attacks.
- Add Counter-Attack: After a successful melee parry, gain -50% Damage Taken and +50% Melee Attack Damage for 3s. (Stacks)
- Add Merciless: Execute enemies below 15% health. Effect halved for elites and bosses.
- Add Bigger Gearbox: +1 Module Socket
- Add Efficiency: -15% Module Charge Consumption
- Add Necrotic: Produce 2 Module Charge per enemy killed
Balance Changes
- Rework Emergency Triage: Healing is more effective the lower your health! (Up to 2x)
- Soul Shield: duration 3s -> 7s
- Dead Matter Energy: weapon charge per kill 1 -> 2.
- Leech: heal per kill 1% -> 2%, healing maximum 60% -> 50%
- Move Electric Potential, Armor Plating, Dynamo to be after Swifter Moves
Modules
New Modules
- Add Sadist's Leech Circuit: Leech 5% of Bleed damage as health, 3%/s
- Add Toxic Searing Module: Fire Damage causes Poison, 3%/s
- Add Kingslayer's Accumulator: +5% Critical Hit Chance. +5% Critical Hit Chance for 10s for every enemy killed, 2%/s
- Add Kingslayer's Adrenaline: Increase Critical Hit Chance the lower your health (up to +30%), 2%/s
- Add Ice Shard Catalyst: Attacking Frozen enemies causes them to bleed heavily, 3%/s
- Add Life Restrictor (Corrupted): Restricts any healing above 50% health. -15% Damage Taken, 0%/s
- Add Intensity Paradox: +50% Intensity, -15% Attack Damage, 3%/s
- Add Charger Paradox: +40% Weapon Charge Production, -30% Module Charge Generation, 3%/s
Balance Changes
- Health Amplifier: +25 Max Health -> +15% Max Health
- Health Specializer: +50 Max Health -> +30% Max Health
- Swarm Vengeance: Add 7 seconds of +30% Attack Damage after taking damage
- Bloodlust: Duration 7s -> 5s, +5% -> +15% Attack Damage, -5% -> -15% Damage Taken
- Twisted Fate: No longer causes extra damage taken
- Charger Module consumption 1%/s -> 2%/s.
- Energy of the Swarm: damage taken +20% -> +10%.
- Sanguine Energy of the Swarm: damage taken +40% -> +20%.
- Doomsday Luck: -15% attack damage -> -0% attack damage.
- Deflector's Generator: module charge generation 1 -> 2
- Achilles Plating: Ranged Damage Taken -30% -> -40%, Melee Damage Taken +30% -> +20%
- Achilles Armor: Melee Damage Taken -30% -> -40%, Ranged Damage Taken +30% -> +20%
- Ground Ignition Device: Increase fire spawn rate (repeat delay reduced from 0.1s to 0.025s)
Other Module Changes
- Improve module icons, descriptions
- Improve visuals for Ground Ignition Device module
- Rename Module Slots to Sockets
- Rename Venom Module -> Poison Diffuser
- Rename Assassin's Module -> Kingslayer's Scheme
- Rename Super Critical Module -> Kingslayer's Jackpot
- Fix bug where health modules caused players to regenerate when loading into new level
Ability
- Teleport Ability: Damage Type: Explosive -> Fire
- Teleport Ability: Add Overheat infliction: 80 stacks (+400% fire damage) for 5 seconds
- Deflect Ability: Projectile size now depends on projectile deflected
Level & Encounters
- Update Level Generation to be SA-Dependent
- Reduce default level sizes greatly
- Reduce average level sizes by increase tries before expansion for all levels 3 -> 20
- Reduce player augments at lower SA
- Reduce shops at lower SA
- Increase enemy scrap drops 60 -> 80.
- S1A: Add loot chest to 2x2 bank rooms containing 2 non-corrupted modules and 2000 scrap
- S1A: Fix health upgrade room box clipping into fence
- S2B: Reduce enemy spawns
- S2B: Add rock borders
- S3A: Fix Assassin spawning outside room
- S3A: Fix enemies sometimes glitching through ground
- S3B: Add rock walls and props
- S3B: Adjust lighting
- S3C: Add crate obstacles, adjust lighting, add rock borders
Misc
- Fix perfect dodging for melee
- Add player save file backup per level
- Keep track of schematics uploaded each run
- Add schematics/research points uploaded on run end screen
Files
Swift 1.3
External
Aug 11, 2023
Get Swift
Swift
Top-Down Roguelite Sci-fi Shooter
Status | In development |
Authors | Piyotato, nqt230, MaYueran |
Genre | Action, Shooter |
Tags | Difficult, Roguelite, Sci-fi, Singleplayer, Top-Down, Top down shooter, Unity, upgrades, Weapons |
More posts
- Swift 1.5Jan 28, 2024
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