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Don’t Die, Minerva! Content Update #1 is LIVE!

Posted on December 18, 2019

Hi Everyone!

Our first content update is live and it’s got a lot of big changes, especially considering that we launched less than two weeks ago. You can read more about the reasoning behind the major changes in our previous blog post.

This update is now live for Steam and Xbox One. Xbox One users currently have revision 4264, we will be hotfixing to version 4270 to match the Steam version as soon as it clears certification. Don’t worry, the Xbox build that is already live has 95% of the changes listed below.

We’re proud of how fast we were able to add so much and make such huge improvements to the game and we hope it will inspire you to help us get the word out!

Without further ado, here are the patch notes:

Highlights

  • New Friendly: The Bee
  • New Flashlight: Orb Launcher
  • New Rooms: 12 new rooms added throughout the game
  • New Affixes: 16 new Loot Affixes to improve variety of procedurally-generated weapons and armor
  • Major loot balance pass
    • More affixes variety on several loot types, creating more opportunities to stack affix values.
    • Epic loot affixes now scale higher.
    • Legendary loot affixes now scale MUCH higher!
    • Bosses now guarantee a health drop, which scales depending on difficulty level. Easy and Medium guarantee a large health pickup.
  • Major combat balance pass
    • Adjusted enemy composition per wave, floor, difficulty setting.
    • Adjusted size and number of enemy waves.
    • Revised the curve that increases enemy health and damage from one dungeon level to the next to account for loot rebalancing.
    • Adjusted how enemy hit points and damage output scale for Hard and Very Hard difficulty settings to improve pacing.
  • Major Essence economy balance pass
    • Mr. Butterworth’s Essence unlocks are generally less expensive across the board to make important unlocks more accessible with less grinding.
    • Increased Essence crystal drop rates across all difficulty levels.
    • Revised the order of how unlocks appear in the list and how they are made available to the player to help new players make smart purchase decisions.
  • Price Reduction: Price of the game has been reduced from $19.99 to $12.99 on both platforms (price varies by region).
  • Lots of pesky bugs have been fixed!

General

  • New Affixes:
    • Reduced Friendly deployment cost
    • Reduced Player dash energy cost
    • Reduced Bomb fuse duration
    • Bonus Bomb explosion radius
    • Bonus Bomb explosion damage
    • Bonus Arc radius
    • Bonus Arc damage
    • Bonus Shockwave radius
    • Bonus Shockwave damage
    • Bonus Wallslam Damage
    • Bonus Knockback distance
    • Bonus Frozen shatter damage
    • Bonus projectile size
    • Bonus Friendly movement speed
    • Bonus Dash speed
    • Bonus Splash radius (Orb Launcher) 
  • Increased base player movement speed by 5%
  • Challenge rooms are now available even if you haven’t purchased the associated Essence Unlock. The Essence Unlock now provides a chance for a chest to spawn in the Challenge rooms.
  • On Easy and Normal mode, if you have the Healthy Living Essence Unlock, you will always receive a large health pickup in the elevator room of each level.
  • The second and third tier of the Healthy Living Essence Unlock provides a medium health pickup in Hard mode and a small health pickup in
  • More Essence Crystal drops on all difficulty levels, Easy now matches Normal very closely.
  • Rebalanced Essence Unlock costs and re-ordered the list. Hid most of the items behind the Healthy Living unlock to ensure players receive that first.
  • Added versions of the Spread and Rapid-fire ghosts that fire fewer projectiles for use in the early levels of Easy and Normal difficulty modes.
  • Brightened the Bats to make them more visible.
  • Improved Bat AI behavior – they now attempt to get closer to the player instead of randomly wandering.
  • Increased time between attacks for all Bat types.
  • Increased attack windup time for the basic Ghost and Ghoul.
  • Improved procedural dungeon generation to avoid spawning duplicate rooms unless there are no available new rooms.
  • Ensured that all Challenge rooms include combat.
  • Reduced amount of time the floor intro UI placard remains on screen to avoid obstructing player’s view.
  • Removed temp Challenge room variants.
  • UI equip screens now show a cancel button.
  • Removed floor hazards and cannon hazards from non-challenge rooms in the house biome.
  • Added a map icon to denote Challenge rooms.
  • Clarified several affix descriptions.
  • 2nd elevator gift box now guarantees a flashlight.
  • Dervish gets exhausted more frequently, exhausts for a longer duration.
  • Increased delay before enemies spawn when player enters the room and increased the individual spawn times to avoid situations where players would be attacked instantly upon entering a room.
  • Added impact sound effects when various attacks hit the player and enemies.
  • Added a visual effect for the projectile splash damage affix.
  • Updated visuals for Mrs. Eglantine’s unlockable cauldrons, adjusted the positions of the cauldrons.
  • Tuned weighting of various affixes based on how well they are suited to the loot item they can spawn for.
  • Reduced radius for projectile splash damage affix
  • Dr. Mendalot’s dialogue now teaches you that you can re-roll his stock and reminds you to spend Essence with Mr. Butterworth.
  • Revised UI for boss health meter
  • Improved map / minimap art to better highlight unexplored doorways and entrance/exit
  • Updated difficulty selection UI descriptions to reflect recent changes
  • Slightly reduced shield angle for shielded enemies to make them easier to hit.
  • Adjusted toxic vomit decal timing
  • Audio pass on Photon Tether
  • Hid calculated DPS value for Cat as it didn’t accurately reflect the Cat’s damage ability. Will revisit in the future.
  • Crow exhausts more frequently
  • Retuned loot drop rates for higher difficulties to be more generous
  • Reduced the size and movement speed of energy sapper fields in Challenge rooms.
  • Changed how enemy shields are calculated to allow them to be bypassed if the Orb Launcher shot lands from above.
  • Increased boss hit points by 25% to account for recent increases in player damage output through affix rebalancing.
  • Reduced the Dervish’s damage output.
  • Reduced the amount of time rapid fire Darkness enemy spends invulnerable between attacks.
  • Removed several enemy types from the Elite enemy pool due to bugs related to their behavior and/or combinations that could be overly frustrating.
  • Removed on-touch damage from Crow, as it would apply while the Crow was in flight.
  • Reduced HP for Rapid Ghost to match other Ghosts.
  • Increased 3rd Boss’s projectile damage to match other projectiles in the game.
  • Adjusted the number of Cauldron rooms that can appear in each floor.
  • Adjusted the total number of rooms that can appear in each floor.
  • Added hazards to some Challenge rooms that were missing them in the Gardens and Crypts.
  • Boss 3 has shorter exhaust intervals and longer exhaust time to reduce the overall time the battle requires.
  • Set up certain affixes so that any Friendly can apply them to the player, i.e. Bonus Crit Multiplier when within range.
  • Refactored how Attack Speed bonus affix is calculated so it maps one-to-one with increased DPS, and does not create runaway damage scenarios when stacked.

Bug Fixes

  • Fixed a bug where the armor provided by the player’s Ice Attribute score was not mitigating damage from some sources.
  • Fixed a bug where the Reduced Damage from Traps and Hazards affix was not providing proper damage mitigation.
  • Fixed a bug where players could potentially spawn outside of the intended area in the courtyard
  • Fixed a bug where players might be unable to purchase certain Essence Unlocks, related to having a save file on their system from an older revision
  • Fixed a bug preventing Bats from drawing their shadows
  • Fixed a bug that prevented flashlight projectiles from properly benefiting from the penetration loot affix
  • Fixed a bug where projectiles could pass over enemies.
  • Fixed a bug where the player could see indicators for NPCs who were not yet unlocked.
  • Fixed a bug where key room would still display the large key in the room after the player had taken it.
  • Fixed a bug where certain effects (i.e. shields) would fail to display on enemies.
  • Fixed a bug with keybindings where they would not save under certain conditions.
  • Fixed a bug that was preventing procedural enemy wave creation from using the correct variety of enemies in some cases.
  • Fixed a bug related to secondary keyboard mappings of actions.
  • Fixed a bug with alignment of Essence unlock UI bars.
  • Fixed a bug with how UI displayed at 16:10 aspect ratio.
  • Fixed a crash bug related to the Shockwave effect.
  • Fixed a bug that allowed players to attempt to go back into the entrance elevator and resulted in the HUD not displaying correctly.
  • Removed skull piles from boss rooms that interfered with boss movement.
  • Fixed a bug where flashlight projectiles with the penetration affix would not collide with Essence clusters.
  • Fixed a bug that prevented the ‘energy restore no crit’ affix from restoring player energy.
  • Secondary status effects, i.e. Freeze, Bombed, are no longer affected by the primary effects’ duration bonus affixes.
  • Fixed a bug where map teleport UI elements were visible even if the ability to teleport had not been unlocked.
  • Fixed a typo in the difficulty selection UI.
  • Fixed a bug where player could be damaged by fire grates after boss battle was finished.
  • Fixed a crash related to homing projectiles.
  • Fixed a bug where Bonus Attack Speed to Nearby Friends affix was not being applied correctly.

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  • Don’t Die, Minerva! Content Update #4 Patch Notes
  • Don’t Die, Minerva! Content Update #3 Patch Notes
  • Don’t Die, Minerva! Early Access Roadmap + Content Update #3

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