Repel The Rifts : v0.14.9 Patchnotes – Events System and More
v0.14.9 Patchnotes – Events System and More
Hello Commanders!
In this latest update, I’ve added v1 of the Events system into the game. Optional events will occur on days 8, 14 and 20 and provide some rewards for small challenges. For now I have created 36 event varieties and plan to add more in future updates. Ultimately it doesn’t change the game, but I’m hoping it adds another layer that helps add to the replayability of runs. Please let me know what you think!
Along the lines of improving replayability, I’ve done some more work to improve variety in the waves. For nights 5 – 24, each night will now have 3 options. I’ve also added in two new Demon mechanics, » Bomber » and » Reflexive Armor « . Demons with bomber will explode (and die) when they attack dealing a large amount of damage. Demons with reflexive armor will retaliate when hit, causing a mini stun to the tower that attacks it. To go alongside these changes, there are 5 new sprites (and their recolors).
I also wanted to address some community feedback in this update.
« Some upgrade cards become useless as you max out the stats »
To start addressing this problem, I have made some changes to critical hits and Rate of Fire (RoF) caps.
• Critical hits are now tiered and critical rate is uncapped because of that0% – 100% critical rate -> regular critical hit100% – 200% critical rate -> guaranteed regular critical hit and chance for 2x critical hit200% – 300% critical rate -> guaranteed 2x critical hit and chance for 3x critical hitetc..
• Rate of Fire (RoF) is still capped, however, extra RoF gains convert into damage appropriate to the theoretical DPS gained.
More changes will be made to deal with other upgrade cards that have similar problems in a future update.
« Nights 1-15 feel generally okay, but after that it feels too easy »
To address this, I’ve reworked the upgrade cards that improve damage and rate of fire to ramp up at a more reasonable rate. I’ve also rebalanced a lot of the artifacts (though there is more work to do here) to even out the power levels of artifacts in the same tier. There were also balance changes to certain waves to try and smooth things out a bit more.
« Endless is too long, speed + aegis is an instant death »
The prices in the market now scale exponentially with the current day. Stats also scale differently with a much slower ramp up on the speed scaling. I plan on releasing more changes around endless mode to make it less stale, but I didn’t want to delay this update too much.
Lastly I’ve also made some changes to several towers to strengthen their identity.
Unrelated to this patch, I’ve released extended versions of the soundtrack of the game as a free DLC for players who’ve asked.
https://store.steampowered.com/app/4366200/Repel_The_Rifts_Soundtrack/
For the next update, I will be working on a new tower, updating endless mode and adding in a new custom commander mode as well as other requested updates and fixes.
RefinedBear
Full changelist
New Additions
• Added Events – on days 8/14/20 you will encounter an optional event. There are 36 varieties at the moment – with more to come in the future.
• Two new demon mechanicsBomber: Demon explodes on attack, causing large amounts of damageReflexive Armor: Demon mini-stuns the attacker when hit
• Nights 5 to 24 will have 3 variations each, instead of 2
• 5 New Demon sprites
• 4 new Anomaly types
Changes
• Critical hits are now tiered and critical rate is uncapped because of that
• Extra RoF gains, beyond the cap, converts into damage appropriate to the theoretical DPS gained.
• Cryo Tower now does less damage, but has much greater slowing capabilities
• Blockade Tower can now respawn the barricade during the night (with a cooldown)
• Ionizer Tower can now apply more stacks of Ionized, with each stack being less effective. The net effect at max stacks is improved from before.
• Crusher Tower AoE upgrade (Explosive Fist) has been replaced by a new upgrade card that does AoE damage with respect to Overkill (damage dealt in excess to the Demon’s HP)
• Tech points can be unassigned individually
• Range indicators added for Commanders
• Rebalanced values of some artifacts
• Rebalanced the endless mode wave generation
• Pricing of upgrades in endless mode now increase exponentially
• Demon’s stats for nights 15 – 25 have been adjusted
• Costs and values of upgrades adjusted
• Various bugfixes
