Update 0.2: Gadgets
Gadgets get a much-needed expansion in this update. Now you can use things other than variants of knives that explode! Look forward to more unique gadgets in the future. I've also added a couple new mods and a number of different stats to deepen the character building process. Sure, you could always just pile on the melee damage, but now you can make your enemies explode, or have them shoot shrapnel at their friends, or both! Or perhaps you want to boost your chances of finding better loot, gives yourself some much-needed health regen between rooms, or spam weapon arts all day.
Theses are by no means the last mods or gadgets to be added to the game, but now that loot has a bit of variety I'm thinking I'll start looking towards the refining enemy behavior. In addition to improving the enemies that are already in the game, I'll get started on some of the stuff you'll be facing in ACT II. In the meantime, have some patch notes.
BUILD 0.2:
This update focuses on deepening the gadgets aspect of the game. There's now other gadgets other than throwing knives that explode, and they have different tiers as well. A number of different mods have also been added to spice up the looting experience a bit.
- New Gadget (Chakram): A magnetized ringed blade that can be thrown to orbit you, damaging enemies who come near.
- New Gadget (Explosive Mine): An anti-personal mine that explodes when triggered, launching all enemies in a considerable radius.
- Gadgets now have different tiers ranging from common to mythic, just like mods. Gadgets and their variants can be found and bought during a run. Gadgets can no longer be chosen at the start of a run, with the common Explosive Knife being the default until you find something better.
- New Mod (Shrapnel Spray): Killing an enemy with this mods equipped spawns a piece of shrapnel that will hurtle towards another random enemy.
- New Mod (Volatile Rupture): Slain enemies have a chance to explode, damaging other enemies and potentially triggering this mod again!
- New Mod (Savage Axe): Greatly limits your maximum critical chance, but boosts your critical damage to truly ludicrous levels.
- New Mod (Spanner): Repairs your suit between battles, allowing you to recover health during your run.
- "New" Mod (Overclocked Systems): This mod gives you a chance to instantly recharge your weapon arts in exchange for them doing less damage.
- New Mod (Clover): A mod that affects the newly added "Luck" stat. While Luck doesn't make you any stronger on it's own, it directly influences your chances of finding higher quality loot!
- A balancing pass has been made across all mods and gadgets, and some existing mods have been given new effects.
- The Blade has been re-balanced slightly. Most blade attacks have had their speed slightly reduced, with a small bump in damage to compensate.
- The Hammer has had the damage of many of it's attacks reduced to be more in line with the other weapons while still being proportionally strong.
- Added art for some mods that were missing unique icons, and added different icons for mythic versions of some existing mods.
- Fixed incorrect shop pricing for numerous mods.
- Adjusted knockback behaviour to hopefully reduce instances of ending up on the other side of an airborne enemy when performing a grounded light attack combo.
- The railings in some rooms will no longer trigger wall bounds.
- The pause when switching weapons has been shortened, and should no longer trigger when trying to switch to a weapon you don't have.
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Project Rebirth
Put your foes to the blade in this brutal, fast-paced hack n' slasher!
Status | In development |
Author | JoeyTwoShoes |
Genre | Action |
Tags | Action RPG, Hack and Slash, Roguelite |
More posts
- Update 0.12: Hammer Time49 days ago
- Project Rebirth 0.1: Initial Early Access build58 days ago
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