Megabonk Version 1.0.17 patch notes
- 32documented changes
- 9buffs
- 10fixes
- 13other
What changed
- BUFFBush
Bush Passive: 0.5% -> 1% Crit Damage per level
Bush's passive gives more crit damage per level, bullseyes show up on enemies more often, and their explosion now grows with your size multiplier.
Bush Passive: 0.5% -> 1% Crit Damage per level.
- Bush Passive: 0.5% -> 1% Crit Damage per level. Bullseyes appear more often on enemies, and the explosion size now scales with size mutliplier.
TipBush's crit damage per level doubled and bullseyes now appear more often, so size multiplier feeds his explosions too. Size was a dead stat on him before this patch.
Official source - CHANGEMegachad
Megachad Passive - Gain 2.5% damage every time you flex
Megachad's passive gives bonus damage every time Megachad flexes.
TipMegachad's damage now compounds every time he flexes, so the flex is a damage rotation rather than an animation. The longer the run, the further ahead of your memory of him he gets.
Official source - CHANGENoelle
Noelle now gains Size instead of Duration per level
Noelle now gains Size instead of Duration on each level and deals more damage for every frozen enemy, so freezing big groups makes Noelle hit much harder.
Noelle now gains Size instead of Duration per level.
- Noelle now gains Size instead of Duration per level. She also gains a damage multiplier per frozen enemy (0.02x per frozen enemy, so 50 frozen = 2x damage)
TipNoelle rewards freezing crowds, not freezing longer. Pull enemies together before you commit the freeze and her damage rises with how many you caught.
Official source - BUFFScarf
Scarf does more damage now 33% -> 50%
The Scarf deals more damage.
TipScarf's damage went up by roughly half again, which is enough to move where it sits against your other damage picks. Re-rank it when the offer comes up.
Official source - BUFFBrass Knuckles
Brass knuckles: Changed from Additive to Flat
Brass Knuckles now give a flat bonus instead of an additive one, so they scale better as you stack them, and each stack also increases size.
Brass knuckles: Changed from Additive to Flat, which makes scaling stronger, and now increases size per amount stacked
TipStacking Brass Knuckles pays where spreading pickups used to be better, and the added size means the reach is part of what you are buying.
Official source - BUFFSpaceman
Spaceman no longer takes fall damage
TipSpaceman can drop from any height, so route him vertically. Jump down where other characters have to walk around.
Official source - CHANGECursed Doll
Cursed Doll can now curse more than 1 enemy (1 -> 5) every
The Cursed Doll now curses several enemies each second instead of just one, so it spreads curses much faster.
Cursed Doll can now curse more than 1 enemy (1 -> 5) every time it ticks (every 1s).
TipCursed Doll went from cursing a single enemy per tick to several, which turns it from a single-target tool into a crowd one. It is worth picking up in swarm-heavy runs now.
Official source - FIXSystem
Fixed: Shattered Wisdom didn't deal any damage
Shattered Wisdom now actually deals damage.
Fixed an issue where Shattered Wisdom didn't deal any damage.
- Fixed an issue where Shattered Wisdom didn't deal any damage. It now works as intended (and might be very strong idk)
TipGive Shattered Wisdom another look before you banish it on sight. It was dealing no damage at all, and the developer flags the working version as possibly very strong.
Official source - FIXChaos Tome
Fixed: Chaos Tome reward was multiplied by Luck Multiplier twice
The Chaos Tome no longer applies your Luck Multiplier twice, so its legendary upgrades stop growing exponentially and are weaker than before.
Fixed a bug where Chaos Tome reward was multiplied by Luck Multiplier twice.
- Fixed a bug where Chaos Tome reward was multiplied by Luck Multiplier twice. Basically legendary upgrades grew exponentially.
TipIf your plan was Luck into Chaos Tome legendaries, that engine no longer compounds, so the run needs another payoff. Keep Luck for what it returns elsewhere and treat Tome rewards as a bonus rather than the build.
Official source - FIXSystem
Fixed: Hero Sword and Corrupted Sword
Hero Sword and Corrupted Sword projectiles now get faster as they grow, so they keep up when you stack a lot of size.
Fixed an issue with Hero Sword and Corrupted Sword, where if you got a lot of size, the speed of the sword projectile didn't scale with the size.
TipStacking size on Hero Sword or Corrupted Sword now speeds the projectile up as well as making it bigger, so size items pull double weight on those two swords.
Official source - BUFFFinal Swarm
Money particles move faster now during final swarm
Money flies to you faster during the Final Swarm, so you can still pick it up while running.
Money particles move faster now during final swarm, so that you can still pick them up while running
TipMoney catches up to you while you keep running in the final swarm, so hold your kiting line and let the pickups come to you rather than stopping on them.
Official source - BUFFFox
Fox passive buff: 1% -> 2% Luck per level
Fox's passive now gives twice as much Luck per level.
TipFox's luck per level doubled here, which makes her the strongest character for hunting rare item offers. Note this was partly walked back later, so check the Christmas Patch card before you commit to a luck build.
Official source - CHANGEBirdo
Birdo Passive: Birdo now gains 1% Airborne Damage per level
Birdo's passive now adds Airborne Damage with every level.
TipBirdo now scales damage while airborne, so the hoverboard and jump items stopped being movement conveniences on her and became damage. Play her in the air deliberately.
Official source - CHANGERobinette
Robinette Passive: Buffed early and mid game
Robinette's passive is stronger in the early and mid game but gains less damage per gold after 200k gold, which mostly affects very late leaderboard runs.
Robinette Passive: Buffed early and mid game, but starts to gain less damage per gold after 200k gold.
- Robinette Passive: Buffed early and mid game, but starts to gain less damage per gold after 200k gold. This only really affects super late-game leaderboard runs, and I'm making this change so we can see other characters on the leaderboards. It would be nice to buff all other characters to become as strong as robinette, but that is not something I can do overnight, so a short term solution was to just nerf her passive late-game for now. I'd like to eventually get in per-character leaderboards too, which also kinda solves this problem.
TipRobinette was the only realistic leaderboard character before this. She is better early and mid run now and deliberately worse in very long gold-heavy runs, so she is no longer the automatic pick for a record attempt.
Official source - BUFFDicehead
Dicehead Passive: Buffed a bit
Dicehead's passive rewards shrink more slowly as you level, halving by level 50 instead of level 25.
Dicehead Passive: Buffed a bit, the rewards don't fall off as fast anymore.
- Dicehead Passive: Buffed a bit, the rewards don't fall off as fast anymore. Previously his rewards were halved by level 25, now they are halved by level 50.
TipDicehead's rewards now hold their value twice as long into a run. Combined with the earlier nerf, he sits as a strong all-round pick rather than a broken one.
Official source - BUFFCalcium
Calcium Passive: Buffed and simplified a bit
Calcium's passive is simpler and stronger, giving damage per level and per Speed Multiplier, applied gradually as Calcium builds up to top speed.
Calcium Passive: Buffed and simplified a bit.
- Calcium Passive: Buffed and simplified a bit. Now gains 0.75% damage per level and 0.5% per 1% Speed Multiplier. This damage is applied gradually as Calcium approaches his top speed.
TipCalcium's damage now builds up as he approaches top speed rather than arriving all at once, so stopping to fight costs you damage. Keep him moving through fights instead of kiting in circles.
Official source - CHANGECalcium
Calcium's Theme is now extended and goes twice as hard
Calcium's theme music is longer and more intense.
Official source - FIXSystem
Fixed: Shady Guy doesn't disappear after purchasing from him
Fixed a bug where Shady Guy doesn't disappear after purchasing from him
Official source - FIXSystem
Fixed: HP gained from leveling didn't show in the stats screen
HP gained from leveling now shows in the stats screen and works with items like Beefy Ring.
Fixed a bug where HP gained from leveling didn't show in the stats screen.
- Fixed a bug where HP gained from leveling didn't show in the stats screen. Also it didn't work with stuff like Beefy Ring. (You gain +1 Max HP per level on all characters.
TipLeveling is itself a max HP source on every character, and items like Beefy Ring now read that HP instead of ignoring it. If you build around max HP, banked levels feed it.
Official source - FIXSystem
Fixed: banishing every Epic item would no longer grant any Legendary items
Fixed a bug where banishing every Epic item would no longer grant any Legendary items
Official source - FIXSystem
Tried to fix an issue where some players couldn't play the game at all
Tried to fix an issue where some players couldn't play the game at all because the menu was bugged.
Official source - CHANGESystem
Support for running the game in DX12
The game can now run in DX12, which might help if you get crashes, but DX11 is still recommended and some graphics like Ambient Occlusion and Color Grading break in DX12.
Support for running the game in DX12.
- Support for running the game in DX12. DX11 is recommended, but if you are experiencing crashes, running in DX12 *might* help. There should be a Steam popup that shows when you boot the game, allowing you to choose. If it's not showing yet, try restarting Steam. Also keep in mind, if you run your game in DX12, certain graphical features will be broken, like Ambient Occlusion and Color Grading.
TipStay on DX11 unless the game is actually crashing: Ambient Occlusion and Color Grading break under DX12. The chooser is a Steam popup at launch, so restart Steam if you never see it.
Official source - CHANGESystem
Particles and effects opacity slider added in Visuals settings
A new slider in Visuals settings controls how see-through particles and effects are, with auto opacity on by default, and adjusting it can help FPS when late game projectiles fill the screen.
Particles and effects opacity slider added in Visuals settings.
- Particles and effects opacity slider added in Visuals settings.
- Auto opacity is enabled by default, and should be enough for most players. Do keep in mind that a lot of transparent projectiles is a bit harder for your PC to render, but that doesn't really matter until you have a fuckton of projectiles in late game. When you do have a fuckton of projectiles with ridiculous size covering the entire screen, you might wanna make them fully transparent, or set them to 0 transparency for absolute best FPS. But you can just experiment with this.
TipLeave it on auto until late game: the slider only matters once projectiles are covering the screen, and that is the point where turning them fully transparent buys frames back.
Official source - CHANGESilver Tome
Silver Tome can now be toggled
The Silver Tome can now be switched on or off.
TipSilver Tome is no longer a commitment for the whole run. Take it and switch it off once the effect stops suiting your build.
Official source - BUFFOgre
Ogre Passive - Buffed 1% -> 1.5%
Ogre's passive gives a bigger bonus than before.
Official source - CHANGESystem
Leaderboard reset time is scheduled 4 hours earlier every Sunday
The weekly leaderboard reset now happens earlier on Sundays.
Leaderboard reset time is scheduled 4 hours earlier every Sunday, just so I don't have to stay up until 2am to verify everything is working right
TipThe Sunday cutoff moved earlier, so a run started late on Sunday can now land after the reset rather than before it. Check the new reset time before committing to a long attempt.
Official source - CHANGESystem
I've signed up for Nvidia Geforce Now / Steam Cloud Play
Megabonk has been submitted to Nvidia GeForce Now and Steam Cloud Play, so it may be playable there soon once it is approved.
I've signed up for Nvidia Geforce Now / Steam Cloud Play.
- I've signed up for Nvidia Geforce Now / Steam Cloud Play. I'm not sure how long it takes to get approved, but it should be available there soon!
- CHANGESystem
If gaining multiple levels instantly
If gaining multiple levels instantly, you can now see the stats change on the right hand side as you pick upgrades.
- If gaining multiple levels instantly, you can now see the stats change on the right hand side as you pick upgrades. Previously the stats only updated after you completed all your level up offers.
TipWith several level ups banked, treat the first pick as a test: if the panel shows it moved your chosen stat less than you expected, spend the remaining picks elsewhere instead of stacking the same one.
Official source - FIXSystem
Fixed: Campfire didn't go away after microwaving
Fixed a bug where Campfire didn't go away after microwaving it
Official source - CHANGESystem
If you're standing next to a chest
If you're standing next to a chest, and get enough money to buy it, the text will now change from red to white without having to move away from the chest and back into range
Official source - FIXSystem
Fixed: items could damage enemies when game was paused
Fixed a bug where items could damage enemies when game was paused
TipStep clear of the swarm before pausing to read an item or plan a pick. You now unpause into exactly the crowd you left, so a pause taken while surrounded costs you position for nothing.
Official source - FIXSystem
(Hopefully) Fixed a bug where the music stops playing
(Hopefully) Fixed a bug where the music stops playing at the intro of a game
Official source
Full patch notes from the developer
System
- Support for running the game in DX12. DX11 is recommended, but if you are experiencing crashes, running in DX12 *might* help. There should be a Steam popup that shows when you boot the game, allowing you to choose. If it's not showing yet, try restarting Steam. Also keep in mind, if you run your game in DX12, certain graphical features will be broken, like Ambient Occlusion and Color Grading.
Game
- Particles and effects opacity slider added in Visuals settings. Auto opacity is enabled by default, and should be enough for most players. Do keep in mind that a lot of transparent projectiles is a bit harder for your PC to render, but that doesn't really matter until you have a fuckton of projectiles in late game. When you do have a fuckton of projectiles with ridiculous size covering the entire screen, you might wanna make them fully transparent, or set them to 0 transparency for absolute best FPS. But you can just experiment with this.
- Silver Tome can now be toggled
- Charge shrines are now a different color on the minimap than other shrines
- Fixed an issue with Hero Sword and Corrupted Sword, where if you got a lot of size, the speed of the sword projectile didn't scale with the size.
- Money particles move faster now during final swarm, so that you can still pick them up while running
Balancing
- Fox passive buff: 1% -> 2% Luck per level
- Birdo Passive: Birdo now gains 1% Airborne Damage per level
- Bush Passive: 0.5% -> 1% Crit Damage per level. Bullseyes appear more often on enemies, and the explosion size now scales with size mutliplier.
- Megachad Passive - Gain 2.5% damage every time you flex
- Noelle now gains Size instead of Duration per level. She also gains a damage multiplier per frozen enemy (0.02x per frozen enemy, so 50 frozen = 2x damage)
- Robinette Passive: Buffed early and mid game, but starts to gain less damage per gold after 200k gold. This only really affects super late-game leaderboard runs, and I'm making this change so we can see other characters on the leaderboards. It would be nice to buff all other characters to become as strong as robinette, but that is not something I can do overnight, so a short term solution was to just nerf her passive late-game for now. I'd like to eventually get in per-character leaderboards too, which also kinda solves this problem.
- Dicehead Passive: Buffed a bit, the rewards don't fall off as fast anymore. Previously his rewards were halved by level 25, now they are halved by level 50.
- Calcium Passive: Buffed and simplified a bit. Now gains 0.75% damage per level and 0.5% per 1% Speed Multiplier. This damage is applied gradually as Calcium approaches his top speed.
- Ogre Passive - Buffed 1% -> 1.5%
- Scarf does more damage now 33% -> 50%
- Brass knuckles: Changed from Additive to Flat, which makes scaling stronger, and now increases size per amount stacked
- Spaceman no longer takes fall damage
- Cursed Doll can now curse more than 1 enemy (1 -> 5) every time it ticks (every 1s).
Other
- Calcium's Theme is now extended and goes twice as hard
- Leaderboard reset time is scheduled 4 hours earlier every Sunday, just so I don't have to stay up until 2am to verify everything is working right
- I've signed up for Nvidia Geforce Now / Steam Cloud Play. I'm not sure how long it takes to get approved, but it should be available there soon!
- If gaining multiple levels instantly, you can now see the stats change on the right hand side as you pick upgrades. Previously the stats only updated after you completed all your level up offers.
Bugs
- Fixed a bug where Shady Guy doesn't disappear after purchasing from him
- Fixed a bug where HP gained from leveling didn't show in the stats screen. Also it didn't work with stuff like Beefy Ring. (You gain +1 Max HP per level on all characters.
- Fixed a bug where Campfire didn't go away after microwaving it
- If you're standing next to a chest, and get enough money to buy it, the text will now change from red to white without having to move away from the chest and back into range
- Fixed an issue where Shattered Wisdom didn't deal any damage. It now works as intended (and might be very strong idk)
- Fixed a bug where items could damage enemies when game was paused
- (Hopefully) Fixed a bug where the music stops playing at the intro of a game
- Fixed a bug where banishing every Epic item would no longer grant any Legendary items
- Fixed a bug where Chaos Tome reward was multiplied by Luck Multiplier twice. Basically legendary upgrades grew exponentially.
- Tried to fix an issue where some players couldn't play the game at all because the menu was bugged.
ok
- Yep that's it for now. thanks for playing and for all the feedback. i realize there's still a lot of balancing changes that people wanna see, but keep in mind im just a single person working on this, so I can only do so much every week. Next week I might try to do some new content for Halloween, if I can cook something up in time. peace