![]() ![]() The shop has several doors to optional combat and NPC rooms that can be explored for loot or skipped. This shop replaces the normal mid-floor room, in addition to its normal appearance after the boss. ![]() Shop Hubs: Bello’s shop has been expanded and now can be accessed twice per floor, allowing players more choice over when and how to spend their currency. This mode was designed to be more reminiscent of Enter the Gungeon’s gun management. These additional carried guns have limited ammunition, which can be replenished by finding ammo pickups (exclusively in Arsenal Mode). Any number of these weapons can be held in addition to the Blessed gun, and can be used at any time. Players will no longer shoot through a very close enemy if their gun is long enough to poke out the other side of them.Update : The 'Hello to Arms' update is now available! Here are the full update notes along with a brand new trailer, courtesy of the game's publisher Devolver Digital:Īrsenal Mode: a new toggleable game mode in which weapons will be available as loot as well as for purchase in shops. 2 is now available in the options for players that have completed Beast Mode Rebuilt the ending flow, including story beats and the credits screenīeast Mode Lv. Polished the intro movie and title screen Players are now notified when they unlock more things, and given more information as to how they can access them Improved Minigame controls, reward logic, backgrounds and intro screensĮnabled vertical knockback for many weapons and explosions, improving knockback of all types UI improvements to the pause menu, various shop windows, HUD, dialogue screens and boss intros Improved debris of all types, including casings, clips, hit effects, and moreĪdded new hats, improved hat placement on all characters/skins and fixed several hat-related bugs Improved visual status effects (fire, freeze, transmogrification and others) NPC quests in general now give you the reward on the run you turn it in, rather than the one after New quest for Bello which rewards a new itemĭaisuke now appears in the Gungeon and can give you rewards based on your combo level, and has a new quest (which rewards a new item) Several new NPC interactions across all NPCsĬonversation flow improvements across many interactions throughout the game Over 100 new rooms with far more spawning variety, including support for larger rooms Visual improvements to all elevators, including totally new wall variations and backgrounds Multi-room elevators now have a unique room pool Teleporting levels now allow you to telefrag enemies Running and climbing levels have much improved art and effects Hunter’s level 3 has better telegraphed attack animationsīullet’s level 3 has an entirely new layout ![]() Increased dodge roll distance on flying elevatorsĬonvict’s level 4 has new art and hazards This is doubly true for the final boss, though we have further improvements planned for him in the future as well!Īdded one entirely new elevator, several elevator variants, and improved many existing elevators Reworked every boss in the game, including new attack patterns, animations, effects and difficulty increases ![]() Reworked many enemy behaviors, with an eye to increasing difficulty and making enemies more interesting Jammed boss and enemy probability increases as your combo raises (similar to curse in ETG)Īdded several new enemies and brought back Jammed enemies! We’ve also overhauled the combo system, making it easier to reach higher tiers and affect player power progressionĭamaging enemies and dodge rolling through bullets award more combo pointsīlanks reduce combo level by half instead of wiping it outĬombo no longer degrades over time during boss fights, and takes longer to degrade in combat rooms Rebalanced pickup, chest and powerup spawns (increasing drop variation and protecting against duplicate item drops) Increased enemy health across the board, and increased projectile speed on later levels Redistributed enemies and waves across all elevators and levels Overhauled the enemy spawn system, increasing enemy/room variety, level length, and difficulty We’ve done a huge rebalancing pass on the game, including making gameplay more challenging and runs longer. ![]()
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