Swift 1.3


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

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