31.00.00



New features

  • Re-created IDPD HQ!
    • The way to enter remains the same however there are some minor changes
    • You can exit the HQ in the same way as retail
    • You can re-enter HQ once per loop.
      • In retail you are not able to re-enter once you leave HQ
    • If you then return it will skip one area.
  • New player progression
    • Some of the new content can be overwhelming to new players such as the sheer amount of crowns and characters.
    • Some hard alternative areas can also be roadblocks to newer players.
    • These things will now unlock as you progress in the game.
    • For existing players you will also go through this new player experience as there was no saved data beforehand
    • Some of the things in this system will occur only once. (unless you fully reset your save file)
    • Nerves of steel is now locked away until you either unlock the second row of characters or unlock the second row of crowns. (not in daily/weekly)
    • Viking's unlock requirement now simply requires you to get armour.
    • The unlock message will then briefly explain what armour is.
  • Secondary starting weapon!
    • You’ll have to unlock this.
    • Counts towards your completion percentage
  • Added eight new secret crowns
  • Added new areas, enemies and bosses
  • Added a proper credit sequence and endings
  • New custom music created by Larje100!
  • Added a new option called X-Ray
    • This will allow you to see small enemies hiding behind walls
    • Very useful to spot those tiny maggots and bandits.
    • Can be a bit performative so might have to turn it off on lower end pcs on later loops
    • On by default
    • Replaced the 3D sound toggle
  • You can now mark your favourite gamemode loadout and quickly load it back in!
  • Implemented a new camera lerping system that highlights important achievements through panning the camera over to that specific objective.
    • Things like collecting a new inversion shard and unlocking the reroll station.
  • Rebranded casual mode & normal mode:
    • Casual is now called normal mode and normal mode is now called classic mode.
    • Upon first bootup of the game, the player will be asked whether they would like to default to normal or classic mode. 
      • Essentially just asking whether you're familiar with vanilla throne or not. 
    • For existing save files this should be set to classic mode
    • In the options menu you can swap your default gamemode. Dailies and weeklies are still mostly done in classic mode
  • Added more features that you will have to find for yourself!

New Mutations

  • Inner Peace
    • While in combat and not taking damage, slowly gain a barrier that blocks one hit. Can stack up to 3 barriers. (Subsequent barriers charge slower)
      • Barriers protect loss of rage
      • Barriers protect loss of armour
      • Losing armour still loses barrier generation
      • Alkaline saliva protects barriers & barrier generation
    • On Yung cuz duplicates:
      • Max is 2 for each dupe
      • Charges slower for the dupe
  • Another hidden mutation
    • You’ll have to find this ‘one’…

New weapons:

  • Golden Micro Machinegun
  • Heavy Dense gun (tier 5)
  • Director Penetrator (tier 5)
  • Bandit Rifle (tier 0)
  • Kraken Revolver (tier 5) 
    • ( high ammo cost, fires new kraken bullets that deal high damage and spawn tentacles, tentacle length is relative to projectile speed)  (compatible with bullet ultramods)
  • Golden Micro SMG
  • Heavy Flamethrower (tier 15)
    • Fires new super hot flames that deal a ton of damage
  • Wunder Strasse (tier 18)
    • Rainbow road!
  • Super Leacher (tier 16)
  • Auto Leacher (tier 16)
  • Super Infuser (tier 12)
  • Auto Infuser (tier 12)
  • Super Infester (tier 26)
  • Flame bazooka (tier 11)
  • Gatling Micro Shotgun (tier 10)
  • Core Splitter (tier 18)
  • Lightning Flamethrower (tier 13)
  • Charge overdriver (tier 9)
  • Chop gun (tier 6)
  • Charge Hammer (tier 8)
  • Charge Lance (tier 6)
  • Chop Splintergun (tier 6)
  • Wazer Pistol (tier 7)
  • Wave Wazer Gun (tier 20)
  • Wuper Wazer Wun (tier 32)
  • Rapier (tier 8)
  • Lightning Nunchaku (tier 10)
  • Railgun (tier 10)
  • Director Retractor (tier 3)
  • Arrow Rain (tier 6)
  • Magnetic Crossbow (tier 6)
    • Redirects to nearby targets upon piercing
  • Kraken Machinegun (tier 11)
  • Micro Crash (tier 9)
  • Void Executioner (tier 28)
  • Blob Machinegun (tier 13)
  • Ultra Railgun (tier 26)
  • Laser Smg (tier 4)
  • Claw (tier 10)
  • Void Blaster (tier 27)
  • Spear (tier 7)
  • Power Bolt Launcher (tier 9)
    • High damage, expensive but refunds ammo on each target hit
  • Ultra Magnetic Crossbow (tier 20)
    • Can redirect through walls
  • Crimson Deluge (tier 29)
    • Big Blood lance
    • Competition winner Yokucasper
  • Chainsaw (tier 14)
  • Paper Craft Shotgun (tier 14)
  • Sharp Shooter (tier 4)
    • Scales damage on each hit and reduced when missing
    • Competition Winner Paper
  • Ghost Drill (tier 25)
  • Big Dog Launcher
    • Can only drop from ultra big dog very rare chance
    • Competition winner Doorknob
  • Snarebow (tier 4)
    • Competition winner Oddish
  • Missile Rain (tier 9)
    • Competition winner Paper
  • Charge Plasma Cannon (tier 10)
    • Competition winner Raymey
  • Meteor Striker (tier 12)
    • Competition winner Aquatsunami
  • Hot Pogo Stick (tier 9)
  • Ram Cannon (tier 11)
    • Competition winner Lucifina
  • Dream Launcher (tier 11)
    • Competition winner Lucifina
  • Tennis Racket (tier 12)
    • Competition winner Aquatsunami
  • Lightning glove (tier 10)
  • Laser shotgun (tier 10)
  • Frostburn axe (tier 11)
  • Energy spear (tier 15)
  • Pop Cannon (tier 2)
  • Thunder Strike (tier 2)
  • Nail shotgun (tier 2)
  • Pole (tier 2)
  • Staff (tier 2)
  • Double blood rifle (tier 2)
  • Turtle shotgun (tier 2)
  • Star grenade launcher (tier 2)
  • Plop shotgun (tier 3)
  • Plop machinegun (tier 3)
  • Energy shotgun (tier 5)
  • Energy popgun (tier 5)
  • Ultra bullet crash (tier 28)
  • Ultra super bazooka (tier 33)
  • Gatling flame bazooka (tier 25)
  • Ultra kraken whirlpool (tier 25)
    • Spawns a bunch of krakens based on the amount of walls the whirlpool touches
  • Plop revolver (tier 0)
  • Turtle slugger (tier 2)
  • Super plop machinegun (tier 21)
  • Super energy shotgun (tier 23)
  • Ultra shovel burst crash (tier 33)
  • Ultra auto crossbow (tier 33)
  • Ultra gatling slugger (tier 33)
  • Ultra director revolver (tier 18)
  • Ultra lightning hammer (tier 33)
  • Old shotgun (tier 1)
  • Double plop gun (tier 2)
  • Energy pop rifle (tier 2)
  • Double revolver (tier 1)
  • Toxic machinegun (tier 3)
  • Frostburn machinegun (tier5)
  • Charge lightning bow (tier 4)
  • Charge explosive bow (tier 4)
  • Energy snail gun (tier 2)
  • Energy snail cannon (tier 21)
  • Hot nail gun (tier 3)
  • Flame machinegun (tier 3)
  • Icicle handgun (tier 3)
  • Ultra sledgehammer (tier 21)
  • Blood sewing needle (tier 8)
  • Toxic dense gun (tier 4)
  • Toxic hand cannon (tier 4)
  • Plop minigun (tier 7)
  • Triple kraken machinegun (tier 18)
  • Torpedo launcher (tier 18)
  • Ghost grenade launcher (tier 23)
  • Crowbar (tier 4)
  • Cane (tier 13)
    • Can steal ammo
  • Bubble gun (tier 3)
  • Red bubble gun (tier 4)
  • Bolt cutter (tier 4)
  • Ultra staff (tier 25)
  • Ultra plasma cannon (tier 33)
  • Ultra laser minigun (tier 33)
    • 0 ammo!?
  • Ultra blob cannon (tier 25)
    • Shoutout to blackink
  • Six shooter
    • Has an actual reload time

Mutations:

Alien intestines

  • Now triggers on both click and release of active.
    • Previous state would trigger when you click then after a small delay would do a second wave of tentacles.
    • Now you can click spawn tentacles, not lose any charge and then it can continue charging and when your release you will spawn the second wave of tentacles and lose the charge
    • Now scales in damage on loop (first loop + 0.5 second loop another +0.5)
  • Re-adjusted tentacle amount

Serene Dreams

  • Increased charge rate, reduced cooldown when breaking and increased deflect duration
  • Moons are no longer locked to hunter's marker
  • Can now destroy (pink) squares (diamonds and triangles)
    • Will not destroy them immediately but still hold them in place for about 0.4 second
    • When it does destroy a square it will not take a charge
  • Can now block enemy lasers
    • Except for throne beam
    • Can also deflect enemy wazers

Boiling veins

  • Back to 4! (for doctor 5)
  • Moved mood swing's fire explosion effect to boiling veins
  • Doctor burns longer when hit with an explosion/fire
  • Mood swing still increases range of fire spread on explosion flames but does not increase the amount of flames

Mood Swing:

  • Doctor now also adds additional icicles
  • No longer works on explosions
  • When using boiling veins: still increases range of fire spread on explosion flames but does not increase the amount of flames
  • Now works on toxic:
  • When toxic hits a wall it converts to a bullet. This bullet only deals damage to enemies. 
    • (For doctor there is aim assist on the bullet so that it angles towards enemies)

Heavy heart

  • Adds an additional weapon to every weapon chest. (Reduces ammo for each weapon in the chest by another 20%, so instead of 200% ammo you get 150% ammo)
    • (Does also work on golden and target weapon chests such as ultra/toxic weapon chests)
  • Lowered weapon droprate increase by 10%
  • Added a 3 second delay before a newly dropped weapon will fire when using heavy heart. A refreshed weapon though hotswapping will still fire immediatly aswell as thrown weapons. This should give you a small window of time to get out of the way if an explosive weapon drops

Alkaline Saliva

  • Now has a very small amount of iframes when triggered
  • Will heal you at the end of the area if you did not trigger this

Trigger Fingers:

  • Reduced reload speed from 40% to 35%

Nerves of Steel

  • Increases armour max by 1 again.
  • Reduced weapon percentage based reload speed when missing armour from 40% to 36%
  • Reduced armour drop chance back to 3%
  • Nerves of steel is now more effective on super high reload time weapons
  • Now only applies big reload speed boost when you have no armour
  • Now only applied small reload speed boost when you are full on armour
  • Odds of dropping armour are slightly higher when at higher armour amounts, maximum drop rate remains 3%

Glass arm cannon

  • Now takes 2 health again, (keeps you at overhealth whenever you first take it)
  • Increased enemy health reduction from 25% to 35%
  • Doctor: No longer reduces health but enemy health reduction from 35% to 20%

Shotgun shoulders

  • Increased splash damage and range (additional increase on sluggers)
  • Fluggers no longer spawn an additional pellet upon piercing
  • Now works a little better on bouncing slugs off of walls, in that it fully resets the damage similar to any other shotgun.
  • Slightly increased splash damage size on slugs
  • Changed description to say it works on most bouncing projectiles.
  • Now has aim assist towards enemies upon bouncing projectiles
  • Aim assist increased when using eagle eyes
  • (this aim assist is very similar to the assist that sits on eagle eyes + lasers)

Recycle Gland

  • Increased splash damage and range

Eagle eyes:

  • Significantly increased homing boost
  • Increased aim assist on lasers/micro when using eagle eyes
  • Increased overall accuracy by a tiny bit
  • Now applies much better to melee, will apply same kind of angling as that happens on lasers.
  • Also adds to the bounce angling that happens when using shotgun shoulders and shells

Flexible Elbows

  • More than doubled slap damage
  • Slap damage now has a small area of effect where it also hits nearby enemies for lower damage
  • Increased slap chance significantly
  • Increased drop rate when a slap does happen

Puffy cheeks:

  • Secondary reload speed significantly increased

Rage

  • For the skill issue: Taking a hit now reduces rage by 28 instead of 50 (Doctor 23)
    • On loop you lose 2 more rage
  • Reduced maximum reload speed boost from 150% to 135%

Impact wrists

  • Bigger enemy corpses now deal additional damage when hitting an enemy

Scarier face:

  • Now adds a flat 0.5 extra damage to anything!
    • This isn't really just a flat 1 extra damage for example if something deals 0.1 damage by default it will double that damage instead (though there are barely any cases that do this)
  • Reduced excess damage from 85% to 65%

Back Muscle

  • Now adds a 10% ammo discount (not rads)
    • 15% for doctor

Plutonium hunger

  • Very slightly reduced plutonium hunger range

Extra Feet

  • Slightly increased extra feet speed + 10% 
    • (Now that you have a little more control in your movement this should only be a benefit)
  • You no longer get pushed off of props when using extra feet
  • Slightly increased dodge detection range
  • Now casts a projectile blocking shield upon a successful dodge
  • Dodges are detected quicker but cooldown remains the same
  • Now prevents conveyor belts from moving you around (in factory)
  • Updated description
    • Details now include the fact that it reduces portal pull (by 50%)

Adrenaline Fuel

  • Reduced ammo generation rate
  • Slightly reduced healing rate
  • In combat, detection runs out quicker.
  • Removed line of sight detection
  • You now have to be even closer to enemies, description now mentions close combat

Enriched metabolism

  • Changed visuals in hud to be more like the original version (four parts).
  • Now itterates when viking uses armour strike (including the free armour strike from thronebutt)
  • Now gives you 3 separated ammo drops instead of one giant ammo drop.
    • This means the ammo will be spread out a little more and if you are close to max ammo you will still gain useful ammo for other weapon types.

Bloodlust

  • Reduced chance by 0.1% so its same as retail

Patience

  • You now lose this at the end of the next area, meaning it is possible for you to get this multiple times in the same run

Hammerhead

  • Now spawns obvious resources in walls that you can get through any means of destroying walls
    • About 4 bits of resources will spawn at the edge of the play area. These can be rads, item drops and weapon drops. Breaking them will cause a guaranteed drop of that kind.
  • Removed very small chance for resources on any wall being destroyed
  • Now gives a significant speedboost when digging
  • Increased dig duration

Absorbing pores

  • Reduced reload on radiation from 40% of rad value to 30%

Sharp Stress:

  • Removed sharp teeth cooldown and reduced damage multiplier from 2.5 to 2 
    • (doctor now deals 2.5 instead of 3x).
    •  (This is nuts in desert but falls off lateron)
  • Reload speed now has a minimum, maximum boost value that is equal to having 8 max health. 
    • This means if you're melting at 1 hp. you would get the same boost as any character on 1 hp (with 8hp max health), This is significantly higher than before.
    • Having a higher maximum health will still give you a slightly higher reload speed boost when you are at 1hp.
  • Reload speed boost now lingers for 3 seconds after healing.
    • Meaning that if you reach 1HP then heal back to full. You will keep your maximum reload speed boost for another 3 seconds.
  • Will now give you the full fire rate boost when you maxhealth is equal to your lowest health
    • So if you're at 1 max HP (and dont have overhealth)
  • The firerate boost it will give is equal to being 1/6 health
    • Also works with living armour and basing that on your armour amounts

Strong spirit

  • Now casts a shield that sticks onto the player when triggered
    • Shield lasts briefly
    • Destroys all enemy projectiles
    • Can deal a small amount of damage to enemies

Alkaline saliva

  • Can now block venom damage
    • There is few options to ‘counter’ venom this seems like a decent place to put some easy countering but it doesnt seem very strong for that. Also it makes sense alkaline and venom being acidic

Bouncy Fat

  • Increased cost from 60% to 75%
  • Takes an additional 2% when an ammo type is below 0 (from +3% to +5%)

Second stomach

  • Added effect: you can always overheal 1
  • Upgraded medkits with a larger hitbox
  • HP last almost 2 seconds longer B
    • Before any timer reductions are applied

Characters:

Angel:

  • Increased deflect duration
  • Increased delay between active usages
  • Very slightly increased ammo cost of active

Doctor:

  • All mutations are now 25% better instead of 5% (This means almost all mutations got a (significant) buff)
  • Now starts at level 2, (meaning you get one less mutation)
  • Increased rads you get from enemies (from 50% reduction to 35%, this indirectly buffs beekeeper ultra)
  • Changed B-skin to require level 8 instead of level 7
  • Thronebutt now has a range instead of actually checking for screenspace (since aspect ratio changes).
  • Thronebutt increased damage from 4 to 5. and additional rads from 2 to 3
  • Reduced damage on thronebutt in necromancer by 1 and additional ards by 1
  • Surgeon: Increased melee size when buffing long arms
  • Added 10% splash damage increase on shotgun shoulders and recycle gland

Fish

  • Waterboost now immediately stops whenever you let go of the active button (after completing one normal roll)
    • (Previously it would only stop once you completed a full roll, so if you let go mid roll it would keep rolling until roll was done which could send you further than intended)
  • Waterboost now lets you spawn a wave of water. Wave spawns in the direction you aim at whenever you stop rolling. The longer you roll the bigger the wave. (Can redirect squares, and friendly projectiles)

Crystal

  • Shield with gamma guts can now kill golden totems and any other prop

Melting

  • Active can now be held down.

Steroids

  • No longer auto fires charge weapons
    • This is due to their reload speed being significantly increased.
  • Now starts with more ammo
    • This is also part of the passive in retail
  • Thronebutt now gives you rads when using ultra weapons
  • Thronebutt can now get triggered by heavy heart weapons

Panda

  • Significantly increased hitbox of thrown weapons (still relatively different for each weapon thrown)
  • Decreased wall hitbox of thrown weapons so it's a little easier to throw around corners and into corridors
  • Added sound effects to weapons bouncing around

Yung Cuz

  • Duplicatescan no longer fire when a previous instance of the fire event made you run out of ammo.
    • For example shooting a grenade launcher at 1 ammo will only fire it from yung cuz's perspective and not from the buddies. This also makes it so crown of drowning cannot trigger multiple times from a single shot.
  • Yung Cuz no longer dies and now has a death animation similar to Y.V.
  • Temporary health increases are no longer useable for the active
    • And instead remain on top of your base health
  • Increased the droprate on duplicates
  • Active cost is now more evenly rounded
    • Meaning at 6 max it will cost 2 max hp instead of 1
  • Duplicates now increase your reload time by 30% for each duplicate firing.
    • (this is applied after any intial on fire reload speed boosts such as nerves of steel. So as an example: if you fire and get a reload time of 10 seconds, it would apply 3 additional seconds. But with nerves of steel this would be reduced to 8 seconds and an additional 2.4 seconds)
    • This reload time naturally increases more after each duplicate because the 30% is applied on your current reload speed. Essentially that means a second duplicate will add 30% on top of your already increased reload time. To compensate for this each subsequent duplicate reduces the 30% by 5% up until it reaches 10%.
    • Here is some math examples:
      • 20 * 1.3 = 26;
      • 26 * 1.25 = 32.5;
      • 32.5 * 1.2 = 39;
      • 39 * 1.15 = 44.85;
      • 44.85 * 1.1 = 49.335
      • If it was based purely on weapon reload time (no potential nerves of steel like buffs)
      • 6 is first shot reload addition so based on base weapon reload time
      • 20 + (6*5) = 44
      • 20 + (6*5) = 50
  • Thronebutt:
    • No longer increases ammo value.
    • Gives you one duplicate called Yunger Cuz, at the start of each area. She does not cost you anything!
    • It reduces the reload increase by 25% for this duplicate specifically. And in addition it refunds 25% of the weapon rad/ammo cost. This does synergize with the ultra that makes weapons cost no additional ammo per duplicate as she would still give you 25% of the ammo cost. Yunger Cuz also has a 100% droprate and +2 health.
  • Duplicates now return to you more quickly after letting go of movement inputs for a very brief moment
  • Duplicates will now teleport back to you when you don’t move for almost 1 second
  • Duplicates now slide along walls a little better

Yung Venuz

  • A long time ago I increased Y.V.s passive fire rate buff from 20% to 25%, now I’m reducing it back to the retail value of 20%
    • Y.V. has several other buffs related to his active so this is not necessary and probably wasn’t necessary in the first place. 
    • Stacking reload buffs can be very strong, making the game a cakewalk.

Viking

  • Viking is getting a ton of indirect buffs, to compensate: reduced max health from 6 to 5.
    • Most instances of damage will be 3 so it will not make that much of a difference, however in combination with nerves of steel your health will be 3 instead of 4 and that does make a difference.

Frog

  • After using toxic the toxic amount is set into negative.
    • This makes spamming toxic a little less effective
  • Increased general control slightly
    • Reduced movement speed when not inputting a direction
    • Increased potential movement speed while charging
  • Increased toxic gas velocity from charging active when using thronebutt + 20% (not release)
  • Every other gas spawned while charging active now moves much more accurately towards your aim
  • Thronebutt now gives all gas a minimum speed.
  • Normal Frog pistol is now full auto

Rogue

  • Decreased damage dealt to rogue by rogue explosions by 1 (up to 2)
  • Further increased collision size of rogue explosions that deal damage to enemies and destroy enemy projectiles
  • Blast armour & Portal strike can now destroy squares!
  • Blast armour now triggers on negation of damage from enriched metabolism
  • Portal strike ammo chests now get opened whenever you enter a portal making it unlikely you miss any

Good O'l Humphry

  • Added some wiggle to Humphry's mustache
  • Replaced B-skin with a new one created by Yokucasper!
  • Now loses a minimum of 10 skill when getting hit
  • Can no longer gain skill while active is active
  • Changed unlock requirement
    • Collect four boss bounties to unlock Humphry
      • Humphry is one of the more complicated characters and thus should be one of the later ones you unlock.

Rebel

  • Tossing allies will now guarantee a hit on an enemy even through their i-frames
    • After the first guaranteed hit it will check for i-frames again

Hands

  • Reduced thronebutt damage increase from +2 to +1
  • Reduced overhealing ultra from +4 to +3

Sheep

  • Applied damage cap to the little charge projectile that fires out at the end of the charge.
    • Its the same cap thats on the normal charge
  • Now has a new look created by Yokucasper
  • Charge now activates a little quicker (at a lower speed)
  • Charge now deals less damage to props
    • You could often destroy alternative entrances by just charging through them
  • Charge now detects the smaller player facing explosion collision mask instead of the bigger one
    • Making it fairer to dodge explosions while charging.
  • Charge now has the effect of impenetrable where it blocks any projectile by default. 
    • This is because charge makes you immune by default, so blocking projectiles as well is not that great of a benefit. 
    • Also previously when you touched a square bullet and it did not destroy that square the square bullet would deal multiple hits to your charge, instantly breaking it. 
    • However squares will now deal additional damage to your charge unless you have impenetrable ultra
    • Note that this does not give you the deflecting effect, so running through a grenade will still instantly explode it.
  • When the charge breaks you now gain a significant amount of iframes for you to react
    • Recklessly charging should be less punishing now but it is still very dangerous.
    • Because of this increase of protection when the charge does break it will take a little longer to build up again
    • Added an indicating sound and visual for when the charge does break
  • Also increased default charge break lingering iframes
  • Thronebutt now adds some fire to the charge
    • Giving it some synergies with mood swing, and allowing you to use it at a safer distance. 
    • The fire also applies to other forms of charge such as hyperdash.
  • Charge power now increases slightly slower

Skeleton

  • Increased maxhealth from 4 to 5
  • Increased normal movement speed by ~4%
    • These two changes are aimed to improve the game feel of skeleton a little so they don’t feel that much like a burden to play for newer players. Ofcourse it is still important that skeleton is one of the hard characters to play early on and gains a lot of power from their ultra but the balance here can be shifted a little.
  • Thronebutt changed
    • No longer gives a 33% chance to not fail blood gamble (in actuality this was 35%)
    • Instead heals 1 HP every 4th failed blood gamble
      • This should incentivise you a little more to use your active cause you know it will heal you. And using it a lot will gain more clear rewards, instead of being more of a passive benefit.
      • Will now be much more effective on weapons with incredibly high cost. Weapons where blood gamble would fail regardless.
  • Significantly decreased odds of success on a weapon that costs 0 ammo
  • Set a minimum chance for blood gamble to fail (10%)
    • This is about the same as firing a grenade launcher with it.

Elementor

  • Increased active cost slightly

Weapon Smith

  • Can no longer upgrade their weapon beyond tier 14
    • This means that you will be just above the pre-loop cap and your upgrade pool will not eventually land on a muchas weapon.
  • Thronebutt will always upgrade by 1 tier instead of sometimes by 2 tiers
    • Due to the increase in weapon drops getting a high tier is very easy
  • Thronebutt increases upgrade cap to 19 - 24
    • This means that your upgrade will eventually land on ultra weapons! Instead of muchas.
    • This is a variable range meaning that in this range you can either increase by one tier or reroll the current tier. (up to tier 24, then its always rerolling)
  • Thronebutt now lets you re-roll a weapon mod once!
  • If you upgrade a weapon beyond your cap, it will reroll it into one of the same tier instead
    • In most cases late game the tier no longer represent the power level of the weapon accurately. So having the ability to reroll into one of the same tier will be more valuable in most cases. And will result in more varied runs where you do not always end up with the same weapons

Horror

  • Beam can now be used to charge up the proto statue,
    • Be aware that the beam still damages the the statue as well
  • Energy brain now works on the regular beam, in that it scales the beam up and makes it last a little longer
  • Eagle eyes now works on the beam making it more accurately target your crosshair and enemies
  • Recycle gland now works on cash flow, but only triggers 1/3 and only refunds 0.5 ammo
  • Eagle eyes now works on cash flow making the money you fire spread out less
  • Energy brain now slightly increases the scale of the big horror ball and very slightly increased the damage it deals (in whatever form you spawn it)
  • Added a special beam variation when using the secret alternative skin
  • Beam collides closer to walls
  • Increased beam radiation cost

Hunter

  • Marking an enemy now prevents the enemy from dodging
  • Marker will now automatically snap to a nearby enemy when the market target is killed 
    • Has to be pretty close tough
  • Increased thronebutt from 30% to 35%

Plant

  • Added a new ‘solar powered’ secret ultra and skin!
  • Snare now prevents enemies from teleporting or flying away (lilhunter)
  • Reduced thronebutt from 36% to 35%
    • Thronebutt now acts as a damage dealing effect meaning the threshold will be buffable with damage increases and its effect can deal excess damage

Business Hog

  • Replaced the ammo drop option with...
    • CASH EXPLOSION
    • This is a raw dps option that can be very usefull early in the game to blow up some bosses and clear areas.
    • (Works with recycle gland and tails end)
  • Now loses the temporary 4 health after using a temporary buff even if you are below max hp.
    • Previously this would essentially also heal you. But there is a different shop item for that.
  • Increased cost of HP drop from 30% to 35%

Chicken

  • Better indication when bleed is paused while no enemies remain

Ultra mutations:

Venuzian Airhorn

  • Significantly increased maximum reload speed debt.
  • Now spreading half of total debt over your guns when you fire them, meaning after the initial big reload time your next few shots will have double reload time.

Ascent

  • Now increases chance for cursed weapons to appear (essentially a second crown of curses)

Fish can Roll:

  • Increased reload speed boost on normal speed and slightly reduced it on rolling. (overall reload speed should be increased)

Fish can Gun:

  • Increased reload speed gained based on ammo

Path of Destruction:

  • Reworked trail
  • Increased how long radiation lasts.

Delicate Hands

  • Reworked hand trail

Green Team

  • Significantly reduced droprate on duplicates
  • Increased rad cost of dupes

Buddy Cop

  • Partner now moves much better around walls and can just go through them sometimes
  • Fish's partner will now try to avoid shooting enemy deflect shields such as crown guardian tank and dragon shield.
  • Made Fish's partner constant shooting a little more irregular but not random

Phoenix 

  • Reduce maximum reload speed boost
  • Now requires two mutations/levels to revive
  • Halved reload speed boost
  • Reduced maximum potential fire pellets from 25 to 10

Living armour

  • Once again gives a 1 to 1 conversion of health to armour
    • There was a small inconsistency in how total health was calculated based on when you got this ultra mutation. It was generally better to get any health upgrade after you got this ultra. This 50% conversion is an unnecessary confusion if there are other ways to balance this.
  • Significantly reduced chance for armour drops to appear.
  • Second stomach no longer doubles armour you get from armour drops
  • Crown of life will only restore 25% of your max armour instead of 100%.
    • This is will add up, so if you had 25% you would get another 25% bringing you back to max
  • Being on 0 armour no longer instantly kills you instead you have to take one more hit to your soul. This also brings back functionality of death prevention mutations

Big Rebel

  • Now resistant to the new venom damage
    • Venom damage will tick down until you reach 1 health, which is a disaster for this ultra. So instead it will tick up to 3 times!
  • Increased maxhealth gain from +50 to +60

Stereo Snares

  • Can no longer destroy all enemy projectiles
    • This was quite stronk
  • Instead ensnares enemy projectiles

Hyper Dash

  • Increased rad cost from 33 to 35

Crack shot

  • Now adds 35% reload time per additional shot instead of 0%

Protector

  • Significantly reduced rate of deflection

Scrap finder

  • Reduced healing on weapons from 3 to 2 and with second stomach from 6 to 4

Irradiated

  • Increased damage boost by 5% outside of inverted areas
  • Significantly Increased range at which damage boost starts applying
  • Adjusted damage boost value to go up to 50% within a 68 pixel range
  • Adjusted damage boost value in inverted to go up to 66.7% within a 79 pixel range

Reminisce

  • Increased blood amount and spread of active and slightly increased damage
  • Blood rockets now also go through walls
  • Blood plasma now also goes through walls (though still scales down upon piercing a wall)
  • Blood wall now fires its maximum amount of blood through the walls

Boom hands & Hot hands

  • Are now separated and can be selected at any time once unlocked

Potency

  • Increased gas heal rate

Descent

  • Madereload speed boost more significantly effective
  • No longer works on weapons that do not have an ammo type

Quick swapper

  • Now reloads your secondary when picking up a weapon
  • Added a cooldown between swaps for immunity effect, but increased duration of immunity

Protective Facial Hair

  • Significantly increased immunity after triggering death
  • Fixed a bug where the skill gain delay did not work. Now it works but has been set to 3 seconds

Gun Warrant

  • Increased time from 7 to 8 seconds
    • (Ultra mod has a lot of challenges that do not take part within the few seconds of the start of an area, for example areas that last longer or have multiple phases. This variety makes this a more specialized ultra compared to retail for that reason it can be buffed a little)
  • Added a 10% of base weapon reload speed boost during the infinite ammo

Juggernaut

  • Now reduces shielding cooldown
  • Extra feet is extra effective during shielding movement

Cursed

  • Increased laser amount
  • Makes all lasers bouncy
    • Also increases bounces of already bouncy lasers
    • WOW!

Cursed technology

  • Taking a crown now curses a weapon

Doomed

  • Now removes two enemy types from existence instead of 1
  • Slightly reduced blood explosion damage increase

Anti Matter

  • Tripled rads and doubled ultra lightning from faded items
  • Now also created a single rad and a single ultra lightning whenever a new item spawns

Hardened bones

  • Blood gamble immunity is now relative to weapon reload speed up to a certain maximum

Brain style

  • Brainwash now has a range instead of being based on screen size

Projectile style

  • Increased hitbox of projectiles when blocking other shots

Ambidextrous

  • Increased healing rate
  • Healing rate is now dependant on ammo and on reload speed
    • Previously just ammo similar to thronebutt
  • Can now heal for more than 1 if you are using a very slow firing expensive weapon
  • Can now overheal up to 2 above max

Get Loaded

  • Slightly decreased ammo drain rate, now no longer drains ammo while out of combat, Now deals small damage when enemy knocked back hits a wall

Confiscate

  • Very slightly increased drop rate to compensate for recent ammo chest changes
  • Now casts shield when you open a chest this shield deals damage and blocks any enemy projectile

Fluffy

  •  Increased odds of blood explosion and now if it would fail to spawn a big blood explosion it would spawn a small one instead

Ninja

  • Slightly reduced lingering of melee and melee damage

Ultimate Gamble

  • Now disables the use of lives

Safe Distance

  • Capped damage increase and lowered it overall. 
    • Based on distance, offscreen enemies would take more than double damage, this was too much. 
    • Now this damage buff goes up to 40%

Crackshot

  • Now gives 33% reload instead of 35%
  • Adds a automatic retargeting range increase
    • Which is applied to each marker

Quantity

  • Armour cost increased from 35% to 50%
  • Infinite ammo cost increased from 35% to 40% time reduced from 4 seconds to 3 seconds
  • On screen damage increased from 22 to 30! and increased cost from 50% to 60% adjusted to be a range and not checking from screenspace
  • Temporary invulnerability cost increased from 25% to 30% and significantly reduced the duration from 4 seconds to 0.5 seconds
  • Inverted portal: reduced cost from 90% to 80%

I'm a gun God

  • Removed +10% secondary reload speed

Make it rain:

  • Reduced shotgun reload speed from 60% to 50%

Death stare

  • Pushes enemies less when they are further away from you
  • Enemies further away also get slowed a little
  • Deals 150% damage to enemies that are close to you
  • Enemies very very close to you are now turned around immediately
    • This should include jumping dogs and other charging enemies,
    • Will now also push the throne and inverted throne away, though it will react slowly to it

Kill Kill Kill

  • Now enables snare again once all kill kill kill uses have been used

Hypnotize:

  • Now enabled charge again once hypnotizes have been used
  • Using hypnotize makes you immune for a short duration

Meltdown

  • Increased beam cost reduction by 5% (now 20%

Anomaly

  • Can now trigger even if a boss is still going to spawn.
  • Now puts enemies in their hypersomnia sleep state when activated, meaning they will not explode!
  • Now instantly clears the screen off projectiles

Cash flow

  • Doubled cash you get per kill
  • You now get 200 cash per area
  • Thronebeam now increases maximum charge for this ultra
    • Essentially increasing maximum potential damage of each cash bullet
  • Reduced how quickly the damage increases per cash bullet and how much the normal maximum is (-1)

Trapper & Killer

  • Increased damage dealt by snare

Stereo snares

  • Now also has the damage dealing snare

Punchswap

  • Adjusted hitbox of punchswap to be more similar to melee in that it fully covers the player

Refined taste

  • Removed '1% weapon drop chance on every enemy'
  • Increased reload speed boost by 2% per tier max tier (35) will result in +56% boost instead of +35%

Neutron

  • Reduced explosion damage

Vanish

  • Now yeets the decoy in the opposite direction you are running
  • Decoy now deflects enemy projectiles (including squares)
  • Deflecting properties take a little bit of time to activate so you can not use it as a parry

Everyone is connected

  • Removed droprate increase and additional droprate on allies
  • Increased how often lasers spawn

Defense

  • improved hit detection for bullet spawning,
  • Increased defensive bullet velocity
  • Increased amount of defensive bullets from 14 to 16

Green team

  • Removed additional droprate on duplicates

Captain of the kraken

  • Reduced ammo cost reduction on kraken weapons from 30% to 25%

Mega Serpent Armour Strike:

  • Now gives you a small amount of ammo and heals 1 upon armour striking

Potency:

  • Can now overheal up to 2 above max hp

Plague Doctor:

  • Increased radiation cost from 13 to 15
  • Now has many more effects and overall deals more damage
  • Visually improved

Rapid mustache growth

  • Increased reload speed gained from 0.1% per skill to 0.14% per skill (so 300 skill is almost 45% reload speed)

Many Hands

  • Hands now create tiny shields upon hitting their target (though wont create one in the same place)
  • Multiple hands can no longer target the same target, this should make its effect more apparent

Delicate Hands

  • Trail now lingers longer

Turning Badass

  • No longer increases throw damage,
  • Now adds massive laser when weapons return (originally in done being extinct)

Done being extinct

  • Removed laser
  • Removed drops on throw hits
  • Added when an enemy type goes extinct deal damage to all enemies
    • This means: when the last of an enemy type in an area dies.
    • The damage dealt is based on the remaining health of the other enemies (17%). When this damage reaches below 1 it will no longer damage that enemy.
  • Renamed to: Extinction event

Inconsistent Incompatibilities

  • Added your hitbox is even smaller

Cleansing:

  • Removed portals no longer re-roll weapons
  • Added portals re-roll weapons into melee weapons
    • This re-rolling will target the same tier but filter out anything thats not melee. If there is no melee within a given tier it will roll a lower tier until it finds one.

Crowns

Crown of Protection

  • Now increases max armour again by 1 but you lose 1 max health
  • Every third weapon drop now gives armour instead of every 2nd weapon drop

Crown of drowning

  • Removed interaction with skeleton and spamming free shots to get krakens, Now only does this when your blood gamble fails.
  • Removed interaction where each yung cuz duplicate could trigger crown of drowning
  • Subsequent tiny kraken spawns get worse and worse in health and how quickly they act and spawn tentacles.
  • Initial tiny kraken is now stronger
  • Now immediately gives ammo upon taking the crown

Crown of Luck

  • Clover is now drawn on top of walls
  • Adjusted description (the original description was wrong, chance was actually 50% and chance lowers by 10% of enemy health. (For example: an enemy with 100% health would have a chance of 45%)
  • Reduced base chance from 50% to 40%
  • Healing reset now occurs before any other start of area healing
    • This means rebel will heal after this crown sets your health to 1
    • Same for hands inverted portal healing

Crown of frog:

  • Now levels you up and adds another tier/difficulty to your progression.
  • Now spawns in some big maggots giving you more rads and kills

Crown of Sloth

  • Now slows your movement speed by a little bit more (from 0.35 to 0.37)

Crown of choice

  • Now only spawns 2 extra chests 50% of the time other times only 1 additional chest.
  • Can now spawn additional rogue portal strike ammo chests
  • Lowered ammo you get from weapons in weapon chests by 20%

Crown of mercenary

  • Now only gives you 1 max hp instead of 2

Crown of echo

  • Will reset its consecutive loadout checker upon being offered
    • This means that you can keep your crown setup and not constantly get offered a crown of echo, then later decide to pick this or a different crown.

Crown of difficulty

  • Sets pre-loop tier cap to 18 instead of 12
    • Update 31 introduces a tier cap pre-loop which is 12, but this crown will increase that to 18

Crown of Destiny

  • No longer gives you a free mutation
  • Instead levels you up twice
  • If you are at or near level cap, it does nothing or give you only 1 level up

Crown of death 

  • no longer instakills enemies within view

Ultra mods:

Replaced Seeker ⇔ Missile with Fire ⇔ Frost (when swapping damage numbers carry over)

Replaced Splinter ⇔ Electro with Toxic ⇔ Morph

  • Plasma ultramods now work on plasma and ion explosions
  • Removed seeker <=> missile ultramod and all existing bolt ultramods now swap stuff with seekers, This includes rocket <=> bolt which will do the original seeker to missile swap.
  • Combined splinter <=> electro into shotgun <=> electro
  • Kraken melee slashes now spawns three krakens instead of 1 shanks still spawn one tentacle but significantly increased the damage
  • Micro bullets and other micro projectiles (micro nade & micro plasma) now have corresponding ultra mods
  • Fixed swarm => toxic and added ultra variants
  • Improved ultramods on ultra shells (bullet, lightning and electro)

Added new blood bullet and blood plasma ultra modding to plasma and bullet ultramods

Other Significant changes:

Added an aqua outline whenever you are immune

  • Most noticeable on fish’s roll. But you can see it anywhere when you are immune

Adjusted hitboxes of interactable props 

  • They now use a different collision box for taking damaging and halting (enemy) movements

Certain portals such as the ones that bring you to oasis or savanna are now unescapable

  • In addition to this change most of these portals will kill all enemies and open up the rad canisters and ammo chests in the area
  • Also when the area is finished items and rads will travel much faster and through walls, so no reason to remain in an area

Ammo changes

  • Reduced how much ammo you get from ammo chests, Instead of 2 ammo drops its now 1.5 ammo drops. 
    • As most of you are aware, ammo chests are now very good at giving you the right ammo. Since they have become less random they have been very valuable. This nerf is to bring it a little more in line with retail without adding back in randomness/inconsistencies.
  • Reduced how much ammo each weapon gives by 20%. 
    • (In ultra mod you tend to get more weapons due to the crazy amount of weapons there are. This is fine since you can only hold two. But since each one gives a ton of ammo it inflated your ammo pool. Reducing this will help make ammo management a bigger part of the game again)
  • Ammo drops now prioritise secondary weapon more often
  • Energy ammo drops now give 9 energy instead of 10
    • This makes them a little more expensive in most circumstances
    • Makes abilities that use ammo a little more efficient when using energy ammo
    • Fish: 12 (-1), Thronebutt: (remains) 15

Mystery (gift) ammo chests have returned

  • 1 in 4 chance to spawn
  • It is now impossible for these to spawn when either of your equipped weapons is below half max ammo. 
    • With back muscle this is raised up to 75% of new ammo max

Weapon drops

  • Significantly increased weapon drop rate on several enemies
  • Added a visual effect when weapons drop from enemies
  • Added a sound effect created by Oni when a weapon drops
  • Weapons on the ground that have ammo in them now have a white outline.
    • This implementation was in before but it would only appear during its shine animation
  • Shine animation lingers longer on the white frame
    • I noticed that people very often miss weapons due to some weapons being fairly dark and blending in with the background. This can severely hamper a run that would otherwise be very good. Spotting weapons on the ground is not a matter of skill and should just be easy.

Melee

  • Melee can now only deflect and destroy projectiles in their first animation frame. (Most melee weapons have 2 frames of hitbox)
  • Blood melee & Ghetto blaster that remains unaffected!
  • (Projectile dodging is a massive part of the game and melee weapons can often make the game feel like easy mode. Though 'cheating' the game can be very fun to some extent and there are a lot of drawbacks to melee it is still too easy to pull off. This change should make it a little more difficult to parry incoming projectiles. Which in return should make it feel less cheesy and a little more skillful.
  • Most melee weapons now have increased range and damage to make up for their defensive nerf.
    • This should also make them more useful late game where there are a lot more projectiles that cannot be deflected

Graveyard

  • Graveyard now holds an ‘any mutation station’ instead of a patience station. Next level up you can select from all of the mutations.

Swarm bolts

  • Swarm bolts now apply venom to enemies dealing an additional 2 damage over time. Reduced amount of hits each swarm bolt does by 1.

Updated boss intros!

Backup system

  • Game now saves a separate backup whenever you close the game.
    • This save event is an unlikely event for corruption to occur

Improved run loading/saving system. There is now a way to unlock multiple save slots for your runs.

New Golden totems on loop 4 +

  • Similar to the existing loop totems, these buff enemies
    • Any enemy within its range is completely immune to all damage

Enemies can now deal contact damage to each other (if they are not on the same team)

  • Previously only Brain style (eyes ultra) allowed this to happen

Routing changes

  • Looping no longer uncurses your weapons
  • Venus car now spawns in inverted oasis 3
  • Inverted jungle now navigates to caves 1 instead of caves 2
  • Ultra scrapyard is now available in inverted scrapyard 2
  • Wonderland now navigates to crystal caves 1
  • Jungle frozen plant is now available in inverted frozen city 2
  • Oasis fish skull is now available in inverted desert 2

Added another sliding around corner mechanic

  • When you are close to a corner and press against the wall it will slowly push you towards the corner, even if your directional input is straight towards that wall.
  • This is because most of the time on the keyboard we don't have full diagonal control and tend to get stuck a little on corners. Even though this is correct it is very often not the behaviour we expect.
  • This sliding was already happening but only if you had some momentum in that direction. This momentum is still applied first but then it will check your distance to the corner and push you even further if you are close enough to it. 
  • The previous slippery wall system has been reduced so walls are a little less slippery now.

IDPD Freaks now toss out venomizers!

  • These cast a line between walls (also freedom walls...).
  • When a projectile collides with this line it becomes venomized.
  • Can venomize any projectile from enemies or the player.
  • Can be destroyed
  • Can be tossed when they die

Dynamic HUD

  • Some HUD elements will now disappear after 4 seconds, 
    • You can view these parts again by simply hovering over the general area of these hud elements.
    • So far it is implemented for mutations and gamemode hud sections
  • Can be toggled in the options menu

Game Save Slots!

  • The game now has three save slots. 
    • Your options will be saved in a separate 'preferences' file so you can easily swap between saved games.
  • Removed backup system that created a backup of your save file when you quit the game.
    • Now you can just create your own backups.

Load in vanilla game data

  • Game is now able to detect your vanilla game save file and load in mutants and skins if you so choose.
    • Only available when you first boot up the game or when you start a new game save.
  • This is based on a more common steam setup so if your save file is located elsewhere it might not work.

New improved multi-crown menu

  • Allows you to disable any crown you currently have in your loadout
  • Acts as a confirmation screen for selecting new crowns

Alternative/Secret ultras can now be unlocked permanently by simply finding them.

Replaced the crown vault entrance with that of the vanilla game

  • This version should be clearer to new players
  • And it's more lore accurate

Gamemodes

Daily Gamemode

  • Daily gamemode now displays the gamemodes selected for that day when you hover over the start daily gamemode button!

Hard mode

  • First mutation now allows full selection of mutations

Max tier pre-loop

  • Maximum tier pre-loop is now set to tier 12. Previously there was no maximum tier, Post loop 1 the tier can continue on and on as normal.

Claustrophobia & Agoraphobia

  • Reduced radiation amount so its more in line with normal mode
    • Now rounding down radiation amounts on enemies.
    • This means early on you get much less radiation (from maggots)

1HP equality

  • Health adjustment to enemies is now applied first and will synergize with other gamemodes. meaning if you also equip double enemy hp enemies will have a whopping 2 health! But also loop health increase will be applied now.

Enemies

Big Assassin:

  • Significantly increased hitbox size of big assassins melee attack (it was pathetic)
  • Now has venomous melee attacks that will deal 4 impact damage and then venomize you.
  • When you are venomized your health slowly drains to 1, taking 1 damage each second. Everytime you take venom damage it will break your iframes.

Sand worm

  • Bite venomizes you
    • Venom damage will infinitely deal 1 damage to you until you are at 1hp but will not kill you
  • Increased bite damage of inverted sand worm from 10 to 20

Golden snipers

  • Golden snipers now fire big diamond projectiles that are a mix of red and pink square projectiles in that they cant be deflected (by melee) but will hit walls. And they deal 5 damage

Balance & other small changes

  • Tier on loop now increased by 75% instead of 50%
  • Small missile bomb is now tier 0 down from1
  • Dense gun is now tier 1 up from 0
  • (Golden) Jawbreaker now fires one additional burst of 3 pellets alternating left and right side.
  • Increased damage of needle but it now swings a little slower
  • Significantly increased reload time of ghost weapons and reduced damage by 1
  • Increased tier super blood rocket gun and ammo cost, decreased impact damage of blood rockets from 7 to 6
  • Added some wiggle to Humphry's moustache
  • Graveyard fish no longer counts towards boss bounty
  • Improved weapon quality in late tiers
  • Weapon tiering now gets rounded down, meaning that when you're on tier 2.5 you're essentially on tier 2
  • Big assassin now teleports much further away when at half health for a second sneak attack.
  • Rerolling last wish now fully removes your life
  • Nail machinegun now costs 2.5 ammo instead of 2
  • Total forecall no longer gets drawn in leaderboard instead it will display the mutation you actually took
  • Decreased recharge rate of weapon mods when not using power craving
  • Increased ammo cost of chunky blade gun by 0.5
  • Flame pellets now spawn flames that will deal 1 damage through enemy iframes once
  • Necromancers now have a max revive range that increases a little each loop (max will still be lower than it currently is (which is infinite))
  • Reduced rads on idpd freaks from 25 to 20
  • Very slightly reduced snowbot carthrowing range
  • Increased reload speed or charge weapons significantly this makes them more usable without charging, and should make doctor tails end surgeon ultra combo much more effective as the reload speed will be able to more easily keep up with the charge speed.
  • Significantly reduced impact damage and fire amount of (normal) flare guns, and significantly lowered their tiers (10 dmg to 5 dmg, 24 flames to 18 flames) (Frost ultra and heavy remain unaffected)
  • Increased cost of blob gun from 3.5 to 4.5 and blob cannon from 7.5 to 9 reduced blob ball impact damage from 14 to 13, moved blob cannon and blob gun up one tier
  • Significantly increased reload speed of all infinity weapons except smartgun and jackhammer (jackhammer only 1 frame, smartgun no increase in reload speed but reduced tier by 1)
  • Reduced range of lance shank by 2 pixels (it spawns two pixels closer to you)
  • Bosses on loop now get an additional 20 health per loop (up to loop 10), mostly noticeable on bosses with smaller healthpools but insignificant on others.
  • Big machine has additional increased health on loop
  • Dying with a life no longer deals 10 damage to all enemies within view
  • Suck cannons now cost 2.5 ammo instead of 1.5
  • Reduced coffee cannon bullet recycle from 3 to 2
  • Reduced how much rads super coffee cannon gives and increased ammo cost from 4 to 5
  • Increased reload speed of regular coffee cannon
  • Slightly lowered reload time frost shotgun
  • Hypersomnia is now much more effective on cheshire cat
  • Reduced projectile speed of inverted jungle bandits a little
  • Increased fire rate of Golden smg by 0.25 (now 2.5) (it was 2.75 compared to regular smg which is 3.)
  • Ravens now fly directly to you when there are very few enemies remaining and there is a wall between you and the raven.
  • Rockets piercing props will now still get destroyed by props that have a ton of health
  • Using Ultramod toxic => Swarm now swaps ever 1/2 toxic gass but increased the damage from 50% chance to deal 2 to always dealing 2 damage (should help a little with overwhelming visuals lag and keep damage relatively the same taking into account the venom addition)
  • Increased cost of phoenix from 3 to 4 and increased tier from 13 to 15
  • Tentacles are now a little less accurate (accuracy remains the same (increased) with eagle eyes)
  • Seekers when using shotgun => bolt will now swap to director pellets instead of regular pellets
  • Bolt to shotgun now swaps to director flugs instead of slugs (but flugs have -1 damage)
  • Increased fat bullet pierce when using bolt => bullet ultramod so its more in line with bolt total damage value, it is now a dps increase against single (big) targets
  • Made several balance tweaks to some ultra mods mostly buffs
  • Increased cost of sword and shank guns
  • Reduced graveyard rads, reduced amount of graveyard enemies on loop and further increased health
  • Car thrower and maggot launcher now work with weapon mods
  • Reduced impact damage of normal/golden rockets from 20 to 16
  • Reduced damage of nuke from 60 to 50
  • Very slightly increased range of sawed off and shortgun and increased projectile amount by 1
  • Big machine now gets more aggressive on loop
  • Segway popo no longer throw nades
    • Since the introduction of demolition popo there were quite a few explosions so lets reduce it a little.
  • Slightly reduced aim assist on micro bullets when using any aim improver
  • Reduced accuracy of micro shotgun and micro smg
  • Ultra morph-o-ray in morph weapon chest is now exclusive to loop
  • Increased cost of beam shotguns
  • IDPD square bullets now pierce props
  • Reduced damage of drom and slightly increased reload time
  • Slightly increased cost of stabinator, increased reload time and tier
  • Reduced damage of ping pong gun and increased cost by 0.25 and reload time by 0.3seconds
  • Increased cost of explosive minigun and explosive assault rifle so bullets cost 2 (recycle gland will now refund 2 instead of 1) increased tier of explosive minigun
  • Increased accuracy of micro machinegun
  • Made oasis bigger and savanna smaller (slightly)
  • Enemy discs now deal 4 damage instead of 3 in normal mode and casual mode
  • Square guardian bullets are now also dealing 5 damage instead of 4 similar to the normal guardian bullets
  • Increased chunky blade gun damage by 2
  • Reduce damage of scythe bullets from 5 to 4, and reduced reload speed on all of the scyther weapons
  • Reduced stabinator damage and increased tier by 1
  • Increased cost and reload time of super laser cannon
  • Increased cost and reload time of laser wave gun
  • Slightly increased reload time on lightning shovel
  • Increased reload speed of leacher and increased tier from 11 to 13 (Leacher is particularly good against throne now with with the 12 cap it will prevent some easy throne kills)
  • Increased cost for golden explosive crossbow from 2 to 2.5
  • Increased cost of heavy hyper rifle from 5 to 10 increased reload time from 3 to 4 and tier from 16 to 18
  • Enemy plasma explosions now deal 10 damage instead of 4 on hard mode (elite shielder, matching retail, enemy ion remains 4)
  • Increased cost of all missile launchers (so it averages 0.8 per missile, decreased for small missile launcher)
  • Increased cost of super ion cannon (+2)
  • Increased cost of super nuke from 9 to 12
  • The pink sheep for wonderland no longer drops anything (we at ultra mod societies no longer support animal cruelty)
  • Moved micro shotgun to tier 4 and increased reload time slightly also reduced amount of bullets by 1 (as side note there is a new variant of this shotgun which is much better dropping at tier 10)
  • Lowered reload time of auto crossbow by 1 frame
    • For the longest time I have avoided nerfing the auto crossbow as its a staple, but its an outlier. This nerf is very minor though, so it will remain goated.
    • Adjusted tip from 225 bolts per minute to 200 bolts per minute
  • Increased cost and tier of seeker and double seeker machinegun
  • Slightly increased reload speed of splinter pistol
  • Morph can now kill sheeps but when a sheep spawns it will remain alive for at least a second no matter what
  • Slightly increased the default power of lasers and reduced that part when using energy brain, (energy brain lasers should remain about the same)
  • Increased effectiveness of bolt marrow on yoyo guns, increased reload time of normal and golden yoyo gun
  • Changed no mutations gamemode name to no level up
  • Increased tier of auto explosive crossbow by 1 (now tier 10)
  • Lowered reload time of super yoyo gun
  • Increased tier of broxtooven from 5 to 6
  • Increased tier of super toxic crossbow from 6 to 7
  • Slightly reduced reload time on (golden) splinter gun, ever since the addition of another splinter its dps was quite high
  • Double sided blade, now has different slashes and comes in a 2-burst. Increased damage each slash does from 12 to 14 and slightly increased reload time
  • Increased reload time of super scythe by 2 frames
  • Car thrower now deals 5 impact damage
  • Renamed auto missile launcher to gatling missile launcher cause it sounds cooler
  • Increased timer on savanna entrance
  • Micro bullets will no longer deal damage to enemies that are already dead
    • This is also how most other projectiles work
    • It means that they will have increased pierce value.
    • It also means they are less effective with scarier face
      • The effects of scarier face were very framerate dependent wether or not bullets hit an already did enemy in the same frame. So this was not entirely intended.
  • Reduced portal immunity range
    • This is the range you become immune when close to portals, you now need to be a closer. And if you get out of that range the immunity disappears quicker
  • Slightly increased projectile velocity on auto shotgun
  • Increased tier of happy boom stick and slightly increased reload time
  • Weapon mods stations are now gone whenever you load in a run. This is to prevent cheesy weapon mod farming and/or golden weapons farming.
  • IDPD vans no longer drop rads by default
  • Increased tier of gatling bazooka and super bazooka by 1 (13 and 14 now)
  • Wall Crawler and Sandworm now appear on loop 2+ instead of loop 1+
  • Invasion bosses now occur on loop 4+ (prev 3+)
  • Inverted invasions now start at loop 3+ (prev 2+)
  • Golden totems now appear one loop later
  • Ballmom on vacation in savanna now appears loop 2+ instead of loop 1+
  • Big disc now appears loop 2+ and has more health
  • Increased tier of super missile launcher from 14 to 16
  • Increased ammo cost of ion bomb from 1.5 to 3 and tier from 5 to 6
  • Increased tier of missile launcher and small missile launcher and increased reload speed
  • Throne bootup steps can now be sped up by shooting the throne while its booting up (on loop only!)
  • Made big bad bat quite a bit easier pre-loop, it seems to be a little bit of a difficulty spike for newer players. On loop will remain the same
  • Decreased accuracy of splinter machinegun
  • Increased swing rate of the (golden) wrench and chicken sword by a tiny bit
  • Increased cost and reload time of line weapons
  • Increased tier of fire line
  • Very slightly increased reload speed of lightning striker
  • Decreased cost of plasma cannon from 14 to 12
  • Lowered tier laser flak cannon by 1
  • Slightly reduced rads on several enemies (savanna oasis volcano, inverted variations)
  • Slightly reduced health on jungle gorillas
  • Reduced rads in radiation cannisters by 2 (from 25 to 23)
    • This is to compensate for the fact they are near unmissable now
  • Implemented some logic that prevents vultures and jungle gorillas from sniping you as soon as you get around a corner.
    • This behaviour was kind of random as it would happen when you passed the corner the moment they were about to make a decision.
  • When a portal opens a weapon chest the weapons inside will now always go through the portal
  • Increased ammo cost of all doom weapons by 1
  • Increased cost of seeker and asssault seeker shotgun
  • Faking assassins now have a higher droprate and a much higher chance to drop a weapon (regular assassins 0% and faking 15%)
  • Made jungle bandits less aggressive pre-loop
  • Increased reload speed and amount of splinters in splinter bomb
  • Increased initial lightning damage to 10 but also increased how quickly it drops down.
  • Lightning damage now drops down to 3 instead of 2 when multi-hitting
  • Mini lightning pistol damage reduced by 2 to compensate for lightning damage buff
  • Crownvault bounty reward, no longer overheals and instead heals for 2 whenever you open a vault
  • Very slightly increased swing rate of viking axe & viking great axe
  • Increased tier of bouncer cannon by 1
  • Lollipops now come with two slashes and a new sfx, This also significantly increases their damage
  • Increased tier of lollipop by 1
  • Reduced tier of all electro guns (except cannons)
  • Small electro balls can now bounce off of walls once, bounce twice with shotgun shoulders
  • Adjusted velocity of electro balls
  • Increased damage of super lance
  • Aim assist on laser/hitscan like projectiles will now prioritise very nearby targets and will allow it to target them at a wider angle. So for example there is a spider in your face and you fire a laser to kill it, in the previous case it would prioritise whatever was closest to your crosshair. Now if the spider is close enough it will try to target that spider.
  • Reduced tier of assault slugger to match retail and very slightly increased reload speed to match retail
  • Updated eraser sound, but keeping original sound for where its sorta re-used
  • Changed super eraser. It now fires a different spread and a longer burst with fewer lines also reduced ammo.
  • Increased projectile velocity of (flame) director eraser
  • Eraser now fires its projectiles much quicker
  • Director eraser and flame director eraser also fire their projectiles much quicker even quicker actually
  • Eraser now fires more pellets one more than retails (2 more from previous state), increased reload time to match reload (+4 frames (+2 compared to retail))
  • Improved shotgun shoulders on director pellets so that its more in line with normal pellets
  • Added red outline to grenades that are about to explode and normal grenades (early game) now blink a little longer, this is also drawn on top of walls.
  • Added reverse crown glutton bossfight music
  • Some of the music is now stored on your device instead of being compressed in the client. This should enhance performance slightly and allow you to replace the music with anything you want. I have not included everything since some of the songs might be copyrighted or I don't have full access to them.
  • Significantly lowered tier of super lance and increased the damage it deals
  • Increased projectile velocity of golden revolver
  • Decreased projectile velocity of rusty revolver (these are miniscule changes, but it makes them all a little more different)
  • Added some recoil to the rusty revolver
  • Added recoil to rusty sawwed off and made perfect accuracy pellet also have max possible projectile speed all the time
  • Added some recoil to hand cannon
  • Director slugs now start at 26 damage and upon redirecting move down to 24 then after range pass down to 22
  • Increased projectile speed of director sluggers
  • Laser sword/shovel now fires two additional smaller lasers on the side of the main laser and adds an additional small energy slash
  • Significantly increased director pellet projectile speed increase upon redirecting
  • Laser => Bullet now spawns two bullets instead of 1
  • Increased delay between lightning for electro balls, partially for performance and also because of the recent big damage increase to lightning, Removed the damage reduction the balls give to the lightning it spawns
  • Ultra infuser swapped to electro will now use ultra lightning on the ultra electro balls
  • Plant's snare now prevents graveyard fish from teleporting shit
  • Plant's snare now prevents lilhunter from flying away
  • Increased fire rate of morph-o-rifle
  • Reduced tier of box gun now tier 7 was tier 8
  • Reduced tier of toxic cannon from 11 to 9
  • Reduced tier of explosive morph-o-ray from 12 to 10
  • Increased tier of missile bomb by 1 up from 11 and reduced missiles from 10 to 8
  • Very slightly increased rad cost of dupes when using green team
  • Going through a portal now kills all sheep (big mushroom still works)
  • Anomaly no longer counts immune enemies (they have 999hp)
  • Moved Dead glove down one tier (now tier 3)
  • Decreased tier of flame cannon from (12 to 11)
  • Decreased tier of toxic dragon from (10 to 9)
  • Increased damage of drom +1 (per slash so thats significant) increased reload speed by 1 frame
  • Plasma now sticks a little better to enemies whenever it hits one
  • Slightly increased length lightning
  • Energy brain now slightly increases lightning length
  • Added missile swap to plasma, now swaps to bouncer plasma
  • Missiles now swap to papercraft airplanes but with slightly reduced damage instead of normal seeker bolts
  • Increased frost knife damage by 2
  • Increased swing rate of screwdriver
  • Increased damage of happy boomstick from 40 to 45
  • Reduced ammo cost of sticky grenade rifle from 3 to 2
  • Increased tier of bouncer charge laser from 13 to 15 and increased overtime charge cost
  • Reduced rads on big fish
  • Slightly reduced rads on toxic mushroom guys
  • Doubled the amount of ultra weapon chests in ultra scrapyard!
  • Reduced reload time of lightning shotgun
  • Weapons can now only go through portals twice! (unless permanent). 
    • Picking them up/using them does not reset this counter.
    • When panda tries to toss a weapon through a portal for the third time, it will fail and teleport back to her hand.
  • Big machine scales more on loop
  • Increased reload speed assault flugger to match assault slugger
  • Several enemies now react slower when you pass a corner
    • This was a little random if you happen to pass a corner right when they were doing their update they could sometimes immediately snipe you,
    • Now they have some AI to prevent this and they will take a little longer until they are aware that you are now in their line of sight
  • damage indicators are now off by default
  • Slightly increased range of DROM
  • Increased hitbox size of small slashes (needle, drom and metal pipe)
  • Reduced hitbox size of gas spawned by enemies and hitbox is now consistent and no longer randomised based on the sprite that was used.
  • Increased hitbox from toxic spawned by player
  • Lowered tier of gatling slugger to 8 from 9
  • Lowered tier of explosive gatling slugger from 17 to 16
  • Significantly lowered raddrops on big vulture when spawning from graveyard entrance
  • Increased damage of bouncer rockets from 20 to 24 this also increases their pierce capability
  • Lowered tier of quadruple machinegun to 11
  • Increased reload speed of heavy crossbow to match and be slightly better than retail (it was worse before) (Now: 1.27 seconds, previously: 1.5 seconds, in retail: 1.33 seconds)
  • Increased default range of all melee weapons by 4 pixels
  • Increased range of screwdriver by 8 pixels (on default)
  • Increased damage of (golden) wrench by 1 (from 8 to 9) but decreased swing rate by: 0.06 seconds
  • Increased projectile velocity of (golden) machinegun
  • Increased accuracy of normal machinegun (golden is already quite accurate)
  • Increased accuracy of (golden) SMG
  • Turned down volume of blood slash misses
  • Increased reload time of void ripper (mostly because of its long attack sequence and visual and sound overload it can quickly feel spammy)
  • Reduced tier of bullet shovel from 15 to 13
  • Taking the multi-crown now just defuses the crown of death and kills any remaining enemies
  • Reduced tier of heavy shotgun from 13 to 11
  • Reduced tier of double mini plasma rifle from 10 to 9
  • Reduced tier of jaw crusher from 8 to 7
  • Increased damage of pole from 7 to 8
  • Increased projectile velocity of all incinerators
  • Lowered tier of mega incinerator
  • Lowered tier of incinerator from 14 to 12
  • Lowered tier of lightning smg from 12 to 11
  • Lowered tier of everything line from 29 to 28 and lowered cost from 9 to 8 and very slightly lowered reload time
  • Shotgun shoulders is now a little more effective in extending heavy pellet duration upon wall bounce, like when it was disappearing it will cancel the disappearing and continue its existence
  • Renamed bomb launcher to bomber launcher
  • Increased damage of micro launcher and slightly increased reload speed
  • Crown of random can now get you any secret crown not just crown of sloth (excludes crown of frog)
  • Shifted hue of shotgun pellets to differentiate them just a little more from bullets
  • Reduced tier of super penetrator and auto penetrator from 14 to 12
  • Increased damage of club from 10 to 11 and slightly increased reload speed
  • Significantly increased projectile velocity of yoyo minigun
  • Significantly increased reload speed of director rifle
  • Increased reload speed of sticky grenade revolver and sticky grenade rifle
  • Reduced bullet burst spread on bullet shovel
  • Significantly increased damage of melee slash from heavy bullet sword
  • Increased accuracy of flame SMG
  • Increased damage of sledgehammer from 24 to 25 and slightly increased default range (1 pixel)
  • Increased reload speed of big kraken gun and reduced ammo cost
  • Reduced tier of kraken gun from 4 to 3
  • Increased damage of explosion hammer slash and increased slash range
  • Sligthly increased reload speed of blood line
  • Increased accuracy projectile speed and tier of frost smg
  • Increased damage of maggot launcher maggots from 4 to 5
  • Increased amount of blood bullets fired and increased projectile velocity on blood bullet shotgun
  • Heavy blood bullet shotgun now fires one pin point accurate normal blood bullet in addition to teh other heavy blood bullets, and slightly reduced its spread and slightly increased its minimum projectile velocity
  • Golden weapons when upgrading with weaponsmith or rerolling with panda are now concidered tier 5 pre-loop instead of tier 6
  • Increased damage of micro plasma gun
  • Increased reload speed of mini plasma gun
  • Lowered tier of mini plasma rifle from 6 to 5
  • lowered cost of double mini plasma rifle from 2 to 1.5
  • Increased damage of bubbler weapons
  • Increased damage of rope knife and range and very slightly increased reload speed
  • Increased reload speed of scythe and super scythe
  • Increased projectile velocity of grenade shotgun and the projectile speed is no longer random but instead based on burst itteration
  • Grenade shotguns now fire an additional small grenade upon their final burst itteration
  • Slightly increased accuracy of grenade shotguns
  • Increased range of energy screwdriver and energy jackhammer and made the visuals appear stronger
  • Reduced ammo cost of bolt bomb from 9 to 8.5
  • Reduced tier of triple electro gun from 12 to 11
  • Reduced tier of infinite revolver from 10 to 9
  • Increased damage of frost glove
  • Decreased reload time on toxic crossbow
  • Reduced ammo cost of all dense guns
  • Sligthly increased projectile velocity of wave gun
  • Increased amount of toxic balls coming out of a super toxic cannon
  • Toxic gass created by the player will now move away from the player a bit (unless your frog). Makin it a little more useable on most characters. And allowing for more toxic weapon designs that aren't immediately super punishing or hard to use.
  • Reduced cost of super toxic cannon
  • Pickups now have more pixel perfect wall collision
  • Lowered ammo cost of micro grenade from 1.75 to 1.5
  • Increased reload speed of all wrong directions
  • Increased damage of balista +5
  • Increased tier of septuple short popgun from 12 to 13 and decreased cost from 4.75 to 4.5
  • Metal pipe now hits much harder but swings much slower
  • Slightly decreased ammo cost of suck cannon and utltra suck cannon (by increasing their reload time, and suck burst duration)
  • Increased damage of all lollipops
  • Increased chain damage of fire chain and frost chain gun
  • Blob weapons are now considered flame weapons
  • Increased damage of bigger suckerpunch
  • Sligthly lowered reload speed of bouncer crossbow
  • Increased damage of all sledgehammers by 3 (this lets the normal sledgehammer instakill spiders...) very slightly increased reload speed (heavy sledgehammer gains another 2 damage making it able to instakill jungle gorillas
  • Pizza boxes can now drop health
  • Slightly increased damage of flails 1 (this includes all flail types)
  • Increased reload speed of annihilator devastator and eliminator
  • Increased damage of normal trident
  • You now start with about 5% more ammo for all types
  • Reduced splinters in splinter shotgun by 1 and increased ammo by 0.5
  • increased ammo splinter crash by 1
  • Increased damage of (electric) guitar +1 and increased range
  • Very minor reload speed increase to guitar
  • Added some visual effects to the guitar hitting enemies
  • Significantly increased damage and reload speed of lightning shovel
  • Increased cost of hunter sniper by 1.5 and increased projectiles it fires by 2 and very slightly increased reload speed
  • Slightly increased reload speed of director grenade launcher
  • Mushroomland enemies now dont immediately fire when you go around a corner
  • Reduced curve of inverted throne tri-shot bullets pre-loop
  • Significantly increased reload speed of blood plasma gun
  • Reduced reload time of hyper slugger
  • Hyper slugger now deals some splash damage when you hit a target (range of splash damage increased by shotgun shoulders <- same for hyper heavy slugger
  • Increased tier of hyper heavy slugger from 18 to 19
  • reduced ammo cost of ultra wave gun from 3 to 2
  • Big healthchests now also cleanse enemy venom
  • Frost slashes now slide more (have more wall pierce and less friction)
  • Increased reload speed sligthly of shanker and increased damage of middle shank and increased range
  • Decreased hyper launcher contact damage and increased explosions (overall a significant buff)
  • Significantly increased forward hitbox of morph slash, essentially overlapping more closely to the bloom (essentially doubled) lowered damage to compensate
  • Increased reload speed of spear launcher
  • Discs now deal one additional damage (10 now) but upon dealing damage to a single target it will revert back its damage to its previous damage (9)
  • Missile rain now fires one less missile and slightly increased reload time
  • Reduced recoil on microminigun lol
  • Lowered enemy lightning accuracy and improved hit detection. (should be a little more forgiving when you're at the very tip of the enemy ligthning, and small lightning lines are less forgiving now they sometimes just completly missed.)
  • 100% cheatcode now unlocks everything soo 200%, thats secret ultras, regal and alternative routes all crowns etc.
  • Increased range and reload speed of splinter shovel
  • Increased bulets fired by normal bullet shotgun by 1 and icnreased cost by 0.5
  • Increased range of lightning nunchuku
  • Reduced charge time of energy backstabber and increased little charge orb's damage and increased distance/range
  • Increased damage of (golden) dead glove
  • Increased reload speed of (golden) lance slightly
  • Increased damage and reload speed of hyper lightning
  • Increased reload speed of paper craft gun
  • Reduced cost of ultra lightning striker from 8 to 7.5
  • Sligthly increased reload speed of lightning rifles and all lightning strikers
  • Slightly increased collision of big (lollipop) slashes
  • Very slightly increased elite IDPD health to match vanilla game a little more, but with loop scaling it should go a bit highger than vanilla on loop 2+
  • Lowered health of normal IDPD shielder to match vanilla game (-5)
  • On loop 3+ IDPD Vans will now spam square bullets when driving in (the freak versions will fire venomized idpd square bullets)
  • Increased health of venus car, especially fixed version
  • Blood requirement for jungle plant scales DOWN with your maxhealth, so if your max health reaches below the normal requirement the requirement will also lower. If that number is 1 it will no longer require health, otherwise you would just kill yourself in most cases.
  • Jungle plant is now available in inverted frozen city
  • Wall crawler now gets more aggressive and increases its jumpscare range when on higher loops.
  • Reduced maximum pickup time reduction caused by looping but increased how quickly it reduces each loop
  • Ammo drops now last slightly longer and HP drops last very very sligthly shorter. Together this makes it a second difference between the two. (Second stomach negates this)
  • Adjusted elite buff popo so they are less spammy when at a large distance
  • Golden necromancers now spawns the lightning in the middle of the revive circle instead of on each entity revived.
  • Lowered projectile speed on some of sandworm's attacks and reduced amount of projectiles on non-inverted version
  • Increased minimum projectile speed on golden and inverted golden scorpions.
  • Reduced curve speed on enemy green curve bullets (jungle gorilla and sand worm)
  • Reduced loop scaling in cloud area in particular the bullet spammyness
  • Reduced aggressiveness of big assassin on higher loops in particular
  • Reduced speed of idpd vans and max scaled speed on high loops
  • (Elite) shielders now fire at a much lower firerate when at a large distance (not applied to friendly shielders)
  • Increased health and hitbox of wallcrawler
  • Increased max big bandit bosses scaling from 6 to 10
  • Reduced amount of bounces but increased pierce of bouncer bullets when using => laser ultramod
  • Reduced the damage of most ghost weapons
  • Removed random double lavaball enemy spawns in volcano now they will always be single.
  • Reduced cost of weapon specific weapon chests from 5 to 4
  • Reduced cost from elite weapon chest in void from 8 to 7
  • Reduced cost of ultra weapon chest in void from 25 to 17 when on loop
  • Very slightly increased reload speed of screwdriver (it now matches golden version)
  • Very slightly increased range and width of golden screwdriver shank
  • Reduced tier of accelerator from 7 to 6 and very slightly increased reload speed
  • Increased drops during idpd tank fight and added additional ammo only drops
  • Increased amount of projectiles on heavy auto shotgun by 1
  • Increased projectile speed of palace guardians on loop. This should help a little bit with lots and lots of lingering projectiles on screen, but doesnt necessarily make things much easier.
  • Pickups now have a larger default range where they will very slowly move in toward the player. The default max speed range is reduced. This should make plutonium hunger a little less required on higher loops. Though this range is applied on top of your buffed plutonium range as well.
  • Moved everything line down from tier 28 to tier 25
  • Moved ultra sword gun up from tier 27 to tier 28
  • Moved gatling missile launcher up from tier 27 to 28
  • Increased ultra glove slash amount but decreased damage slightly
  • Added a bunch more mutant specific loading screen tips
  • Random areas now more often goes to crownvault and alternative areas

Bugfixes

  • Fixed a bug where ghost blade/shovel slashes dealt more damage than other ghost slashes
  • Fixed a bug where some (ultra) mutations keeps going even when you died
  • Fixed a bug where you could restart during daily gamemode
  • Fixed a crash when using eyes brainwash
  • Fixed a bug where some secret skins did not correctly display in the leaderboards
  • Fixed a bug where specific tiers in melee only would freeze, (for example when starting survival arena refined taste)
  • Fixed a bug where golden weapons could unlock above level 20 in infinite levels if you combined it with another gamemode
  • Fixed a bug where inverted portals and regular portals could spawn on top of each other
  • Fixed a crash that could occur when dying on the exact frame the graveyard fish mass teleported
  • Fixed a bug where rerolling last wish allowed you to utilise a life twice and it also kept death prevention
  • Fixed a bug where frost telepathor & ultra suck cannon did not have a weapon sprite
  • Fixed a bug where total forecall gave an extra regular mutation
  • Fixed a bug where inverted volcano portal could not spawn in subarea 2
  • When getting multiple ultras in gamemodes such as infinite levels it will now correctly display the available ultras, basically what happens is if you take an alternative ultra only the alternative version of the ultra slot will be available. If you take a non alternative one only non alternative versions will be available
  • Fixed a bug where enemy missiles homed twice as hard in 60fps and reduced the homing capability in general
  • Fixed a bug where flame and ice cannon were deflectable
  • Fixed a bug where euphoria and/or alkaline saliva could trigger again when you are already immune
  • Fixed a bug where the aim of charge bows could be off
  • Fixed a bug where the blinking animation would be on for elementor when not intended causing an unintended blocky look on the walls
  • Fixed overlapping audio causing a massive increase in volume/gain
  • Fixed some font spacing
  • Frost melee now correctly defuses fire
  • Fixed a bug where elite inspector melee attack animated 500x too fast and had too square and large of a hitbox
  • Fixed a bug where elite shielder’s health was puny
  • Fixed how regular droprate increase was applied to random weapon drops, you should get many more weapons
  • Fixed a bug where weapons sometimes did not go through portal when multiple portals were open at the same time
  • Fixed a bug where Claustrophobia unlocked in crown vault
  • Fixed a bug where the maxlevel in hardmode did not increase when ran as a weekly
  • Fixed a bug where crown of purity did not correctly work with living armour ultra
  • Fixed a bug where horror with Ultra D would be able to destroy every kind of projectile including throne beam and proto mind circle bullets
  • Fixed a bug where ping pong ball and bowling ball dealt double damage in 60fps
  • Fixed a bug where ping pong ball and bowling ball ignored i-frames when deflected, and that it did not show up in the killed by feed.
  • Fixed a crash caused by sucking up enemy yoyos
  • FIxed a bug where blood shovel only dealt 2 damage instead of the intended 18 - 20 per slash, did reduce the damage afterwards to be a little more reasonable at 14- 16 (not including the blood explosions)
  • Fixed a bug where you could retake an ultra mutation when using ultra mutation start and getting revived
  • Fixed a bug where Hunter’s safe distance ultra slowed enemies by 10 times as much in 30fps
  • Fixed a few outdated mutation hud icons
  • Fixed a bug where big dog dealt no contact damage
  • Fixed melting skin unlock crashing the game
  • Fixed ultra morph-o-ray being in pre-loop morph chest only
  • Fixed a bug where Doctor's Plague Doctor Ultra, did not infest flying enemies
  • Fixed a bug where total forecall when taken while having normal mutations still left to choose would not work correctly and overwrite your ultra with a normal mutation
  • Fixed a crash that could occur when rerolling weapons in portals using cleansing

Happy halloween!

Files

NuclearThroneUltraMod_31.00.00.zip 282 MB
9 days ago
NuclearThroneUltraMod_31.00.00_no_steam.zip 282 MB
9 days ago

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Comments

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I just looped and wow. There is just so much stuff, it feels like a whole new experience.
Will go back to playing it, trying to figure out what the 1 cost thing at the end of the loop actually does.

holy smokes what an update! I def gotta check out this mod again

such an epic wi

such an epic win