Patchnoter

Megabonk Christmas Patch notes (v1.0.49)

Live

  • 36documented changes
  • 8buffs
  • 2nerfs
  • 2new
  • 6fixes
  • 18other

What changed

  • CHANGEPot (stainless steel)

    Pot (Stainless Steel) now only affects weapons

    Pot (Stainless Steel) now only raises weapon levels, and each extra Pot gives one level less, down to a minimum of +2.

    Pot (Stainless Steel) now only affects weapons and gives diminishing returns per amount stacked.

    • Pot (Stainless Steel) now only affects weapons and gives diminishing returns per amount stacked. It starts normally at 10 extra level to your weapons, and gives one less level per stack. So your 9th pot or more will only give +2 max levels for weapons. +2 is the minimum amount.

    TipEach pot gives one level less than the one before it, down to a floor. Take the first few, send later pickups elsewhere, and note they no longer touch tomes at all.

    Official source
  • CHANGEBeefy Ring

    Beefy ring now scales with overheal

    Beefy Ring now gets stronger with overheal.

    TipBeefy Ring rewards healing past your maximum, so pair it with sustain rather than treating overheal as wasted.

    Official source
  • BUFFPower Gloves

    Power Gloves increased base damage, radius

    Power Gloves hit harder over a larger area and can reach a lower minimum cooldown, so they can attack more often.

    Power Gloves increased base damage, radius and decreased the minimum cooldown

    TipThe cooldown floor moved down, so cooldown reduction keeps paying on the gloves further than the old limit allowed. Build cooldown alongside them rather than treating the stat as maxed.

    Official source
  • BUFFGolden Sneakers

    Golden sneakers now gain twice as much gold per meter

    Golden Sneakers earn twice as much gold for every meter you travel.

    Golden sneakers now gain twice as much gold per meter travelled 0.05 -> 0.1

    TipGolden Sneakers now pay double per metre travelled, which rewards actually routing around the map instead of camping a corner.

    Official source
  • NERFMultiple items

    Removed Silver Gain from Charge Shrines, Chaos Tome

    Charge Shrines, the Chaos Tome and Dicehead's passive can no longer give Silver Gain.

    Removed Silver Gain from Charge Shrines, Chaos Tome and Diceheads passive

    TipSilver Gain came off Charge Shrines, Chaos Tome and Dicehead's passive together. If your old silver farming route relied on stacking all three, it no longer works.

    Official source
  • CHANGEMultiple items

    Removed Jump Height from Chaos Tome and Diceheads passive

    The Chaos Tome and Dicehead's passive can no longer give Jump Height.

    TipJump Height came off Chaos Tome and Dicehead's passive, so airborne builds lost two of their easier sources of it.

    Official source
  • CHANGEGreen Credit Card

    Green Credit Card -> Each card increases chest prices by 10%

    Each Green Credit Card now raises chest prices, so stacking many cards makes chests very expensive.

    Green Credit Card -> Each card increases chest prices by 10%.

    • Green Credit Card -> Each card increases chest prices by 10%. This change should still keep it fun in casual play, but hopefully not make it mandatory for leaderboard runs anymore, as chests will be very expensive if you keep stacking credit cards. It also makes canonical sense since it's a credit card lol

    TipGreen Credit Cards now make every chest more expensive as you stack them. The old habit of stacking cards and spamming chests is exactly what this targets, so bring gold multiplier back into your build.

    Official source
  • CHANGEKevin

    Kevin -> Moved up one tier in rarity (Purple / Epic)

    Kevin is now a Purple (Epic) item, one rarity tier higher than before.

    Kevin -> Moved up one tier in rarity (Purple / Epic) because of how strong and how much utility this item has

    TipKevin shows up less often at the higher rarity, so take it when it appears rather than passing in the hope of a better offer.

    Official source
  • CHANGEGraveyard

    Made some changes to the Graveyard achievements based on common feedback

    Several Graveyard achievements are easier after players said they were too hard.

    Made some changes to the Graveyard achievements based on common feedback.

    • Made some changes to the Graveyard achievements based on common feedback. Most people thought they were too difficult:
    Official source
  • CHANGEMonke

    Pot Achievement -> can now be done with any character you want

    The Pot achievement can now be done with any character, so it is much easier, for example with Monke.

    Pot Achievement -> can now be done with any character you want.

    • Pot Achievement -> can now be done with any character you want. Based on feedback people hated this achievement with a passion, but it's now pretty easy if you just play Monke or something

    TipThe Pot achievement no longer locks you to one character, so chase it on the run you are already having rather than starting a dedicated one.

    Official source
  • CHANGEBob's Light

    Bob's Light Achievement -> Now you only need to kill Big

    The Bob's Light achievement now only asks you to kill Big Bob with a lamp explosion, so it is much easier to get.

    Bob's Light Achievement -> Now you only need to kill Big Bob with a lamp explosion, so the achievement should be a lot easier

    TipBring a lamp into the Big Bob fight and the achievement resolves itself. Nothing else needs lining up.

    Official source
  • CHANGEPots

    Auto Select Levelup Upgrades by Highest Rarity ->

    A new option lets the game pick the highest rarity level-up upgrades for you, which helps once Pots push your levels very high.

    Auto Select Levelup Upgrades by Highest Rarity -> You can now allow the game to select the highest rarity upgrades for you.

    • Auto Select Levelup Upgrades by Highest Rarity -> You can now allow the game to select the highest rarity upgrades for you. Nice to have when you get Pots and start leveling your stuff very high.

    TipTurn this on for leaderboard pushes where reading every offer costs time. Leave it off when your build needs specific picks rather than rare ones.

    Official source
  • CHANGESystem

    Auto Select After Level -> Set the level at which you want

    A new setting lets you choose the level where the game starts picking upgrades for you automatically.

    Auto Select After Level -> Set the level at which you want the game to start automatically selecting upgrades for you

    TipThe level threshold is the useful part: set it above the point where your build is still being decided, so only the late picks get taken automatically.

    Official source
  • CHANGESystem

    Use Horizontal movement keys to navigate Chest opening

    Moving between chest buttons with the left and right movement keys is now off by default, so holding A or D while opening a chest won't banish an item by accident.

    Use Horizontal movement keys to navigate Chest opening buttons -> This is now disabled by default.

    • Use Horizontal movement keys to navigate Chest opening buttons -> This is now disabled by default. This is to prevent holding A or D for movement while opening a chest and accidentally banishing an item

    TipIf you navigated chest options with A and D, that is off by default now and needs turning back on. Otherwise holding a movement key with a chest open no longer risks banishing the item.

    Official source
  • FIXSystem

    Fixed: Kevin and Leeching Crystal didn't proc Megachad's Flex passive

    Fixed a bug where Kevin and Leeching Crystal didn't proc Megachad's Flex passive

    TipKevin and Leeching Crystal were silently failing to trigger Megachad's Flex. If you built Megachad around either item and it felt flat, this is why.

    Official source
  • FIXCursed Grabbies

    Fixed: Cursed Grabbies didn't proc like

    Fixed a bug where Cursed Grabbies didn't proc like it should

    TipPick Cursed Grabbies up again next time it is offered and watch what it actually does. Any read you had on it predates this fix, so it is not evidence about how the item performs now.

    Official source
  • FIXMicrowave

    Fixed: if a Micowave took away a maxed item

    Microwaving a maxed item now puts it back in the item pool, so you can still find more of it later.

    Fixed a bug where if a Micowave took away a maxed item, you could no longer get more of that item.

    • Fixed a bug where if a Micowave took away a maxed item, you could no longer get more of that item.
    • Now, if you microwave a maxed item, that item is added back to the item pool.

    TipTreat a maxed item as re-obtainable after you microwave it rather than gone for the run. You still lose the copy you fed in, so only do it when you are willing to pick that item back up from scratch.

    Official source
  • NEWWizard's Hat

    New Item: Wizard's Hat -> Functions as a pot but for Tomes

    Wizard's Hat is a new item that works like a Pot but for your Tomes.

    TipTome levels have their own item now, so a tome build and a weapon build compete for different pickups instead of the same ones.

    Official source
  • NERFFox

    Fox passive nerf 2% -> 1.5% luck per level

    Fox's passive gives less luck per level.

    TipFox's luck per level was cut back after the earlier buff, landing between the two. Luck builds still work, they just need more supporting items than they did in the version right before this.

    Official source
  • BUFFDicehead

    Dicehead's passive reward multiplier increased 50% -> 75%

    Dicehead's passive gives bigger rewards, with a higher reward multiplier and a higher minimum reward.

    Dicehead's passive reward multiplier increased 50% -> 75% and minimum reward from 4% -> 6%

    TipBoth Dicehead's reward multiplier and his floor went up here, so this is a straight buff on top of the Spooky Update change. He is in a much better place than at launch.

    Official source
  • CHANGEBrass Knuckles

    Brass Knuckles base radius increase 7 -> 8

    Brass Knuckles have a bigger base radius, so they hit enemies across a wider area.

    TipA slightly larger base radius on Brass Knuckles, which mostly helps in tight crowds where you were just missing the outer ring.

    Official source
  • BUFFBob's Light

    Bob's Light buff

    Bob's Light is much more likely to kill a Red Ghost in one hit.

    Bob's Light buff - now has a higher chance to one-shot Red Ghosts 15% -> 33%

    TipBob's Light is now more than twice as likely to one-shot Red Ghosts, which makes it a real answer to them rather than a coin flip.

    Official source
  • CHANGERoberto

    Roberto's passive buff -> it now takes longer to go from 60 -> 120 seconds

    Roberto's passive now goes up by half as much per chest, so it takes longer to climb from its starting time to its maximum.

    Roberto's passive buff -> it now takes longer to go from 60 -> 120 seconds.

    • Roberto's passive buff -> it now takes longer to go from 60 -> 120 seconds.
    • Previously it increased by 5s every chest, but now it only increases by 2.5s

    TipRoberto's timer now climbs more slowly per chest, so his ceiling takes longer to reach. Plan for a longer run with him than you used to.

    Official source
  • CHANGEUnstable Transfusion

    Unstable Transfusion - Chance to apply Bloodmark 27% -> 35%

    Unstable Transfusion applies Bloodmark more often.

    TipUnstable Transfusion applies Bloodmark noticeably more often, which makes it a more reliable partner for bleed builds than it was.

    Official source
  • BUFFGiant Fork

    Giant Fork - By default a megacrit does 4x damage

    Giant Fork megacrits now hit harder with each extra fork you stack, so collecting more forks is worth more than before.

    Giant Fork - By default a megacrit does 4x damage, but this now increases by 0.15 per stack of forks.

    • Giant Fork - By default a megacrit does 4x damage, but this now increases by 0.15 per stack of forks. This is a nice buff that makes stacking the item more valuable than previously

    TipMegacrit damage rises with every fork you hold, so duplicates are the point rather than a waste. Take the second and third copy over a fresh item.

    Official source
  • CHANGEGolden Shield

    Golden Shield -> Now gives more gold upon taking damage

    Golden Shield gives more gold when you take damage, but less when the damage comes from Kevin or Leeching Crystal.

    Golden Shield -> Now gives more gold upon taking damage, however if the damage is from Kevin or Leeching Crystal, the gold is reduced.

    • Golden Shield -> Now gives more gold upon taking damage, however if the damage is from Kevin or Leeching Crystal, the gold is reduced. Hopefully this gives Gold Multiplier stat some value again

    TipStack Gold Multiplier alongside it, since the developer says this change is meant to give that stat value again. Kevin and Leeching Crystal damage still pays, just less than damage from any other source.

    Official source
  • BUFFClover

    Clover - Gives more luck 7.5% -> 10%

    Clover gives more luck.

    TipTake Clover earlier when you are hunting one specific item. More luck per copy means fewer copies before your offers start changing.

    Official source
  • BUFFCrypt

    All Crypt Speedrun Skins have been made a little easier

    All Crypt Speedrun Skins give you a second or two more to finish the crypt, so they are a little easier to unlock.

    All Crypt Speedrun Skins have been made a little easier by giving +1 or +2 extra seconds to complete the crypt

    TipIf you missed a Crypt Speedrun skin by a hair, run it again before changing anything about your build. The extra seconds are the whole change, so the route that just failed may now clear.

    Official source
  • NEWSpooky Update Achievements

    2 new achievements

    The Spooky Update adds two new achievements.

    Official source
  • FIXCrypt

    Fixed: you could reset as you exited the crypt

    Fixed a bug where you could reset as you exited the crypt to get a time of 0 seconds (thanks snek...)

    Official source
  • FIXBig Bob

    Fixed: the screen stayed dark after killing Big Bob right

    Fixed a bug where the screen stayed dark after killing Big Bob right after he did his darkness attack.

    Official source
  • FIXSystem

    Fixed: if you had custom music playing and reset

    Fixed a bug where if you had custom music playing and reset, music would not work anymore

    Official source
  • BUFFLuck Tome

    Luck Tome - Gives more luck 7% -> 8%

    The Luck Tome gives slightly more luck.

    TipA small step on a single item, so judge it against whatever else could fill that tome slot rather than taking it for the luck alone.

    Official source
  • CHANGEGreen Credit Card

    This will probably be adjusted more in the future when we

    The Green Credit Card may be tuned again in later patches, with diminishing returns per card one idea being considered.

    This will probably be adjusted more in the future when we see how this impacts stuff.

    • This will probably be adjusted more in the future when we see how this impacts stuff. Some other suggestions I've heard for the green credit cards is to give it diminishing returns per card, which is also an interesting idea.
    • But let's see how this plays out for now, and then I'll adjust accordingly in future patches.
    Official source
  • CHANGESniper

    Buh's passive "Bullseye" now shows as its own damage source

    Buh's Bullseye passive now shows as its own line on the end screen instead of being counted as Sniper damage.

    Buh's passive "Bullseye" now shows as its own damage source at the end screen, instead of showing as Sniper damage

    TipAs Buh, read the end screen differently now: Bullseye was counted inside Sniper's total before and is split out, so Sniper will look weaker without anything about it changing.

    Official source
  • CHANGESanta Hat

    Santa hat

    Official source

Full patch notes from the developer

Read it on the official page

  • Hope you're all having a nice Christmas / holiday! Here are some changes I've made for Megabonk v1.0.49:

New Stuff

  • Santa hat
  • New Item (more below)

Spooky Update Achievements

  • Made some changes to the Graveyard achievements based on common feedback. Most people thought they were too difficult:
  • Pot Achievement -> can now be done with any character you want. Based on feedback people hated this achievement with a passion, but it's now pretty easy if you just play Monke or something
  • Bob's Light Achievement -> Now you only need to kill Big Bob with a lamp explosion, so the achievement should be a lot easier
  • All Crypt Speedrun Skins have been made a little easier by giving +1 or +2 extra seconds to complete the crypt
  • 2 new achievements

Settings

  • Auto Select Levelup Upgrades by Highest Rarity -> You can now allow the game to select the highest rarity upgrades for you. Nice to have when you get Pots and start leveling your stuff very high.
  • Auto Select After Level -> Set the level at which you want the game to start automatically selecting upgrades for you
  • Use Horizontal movement keys to navigate Chest opening buttons -> This is now disabled by default. This is to prevent holding A or D for movement while opening a chest and accidentally banishing an item

Bugs

  • Fixed a bug where Kevin and Leeching Crystal didn't proc Megachad's Flex passive
  • Fixed a bug where you could reset as you exited the crypt to get a time of 0 seconds (thanks snek...)
  • Fixed a bug where Cursed Grabbies didn't proc like it should
  • Fixed a bug where if a Micowave took away a maxed item, you could no longer get more of that item. Now, if you microwave a maxed item, that item is added back to the item pool.
  • Fixed a bug where Steam Rich Presence didn't show your level properly (the text that shows what your friend is playing on Steam)
  • Fixed a bug where Ninja's passive didn't display correctly at the end screen
  • Fixed a bug where the screen stayed dark after killing Big Bob right after he did his darkness attack.
  • Fixed a bug where if you had custom music playing and reset, music would not work anymore

Balancing

  • Pot (Stainless Steel) now only affects weapons and gives diminishing returns per amount stacked. It starts normally at 10 extra level to your weapons, and gives one less level per stack. So your 9th pot or more will only give +2 max levels for weapons. +2 is the minimum amount.
  • New Item: Wizard's Hat -> Functions as a pot but for Tomes
  • Fox passive nerf 2% -> 1.5% luck per level
  • Dicehead's passive reward multiplier increased 50% -> 75% and minimum reward from 4% -> 6%
  • Beefy ring now scales with overheal
  • Power Gloves increased base damage, radius and decreased the minimum cooldown
  • Brass Knuckles base radius increase 7 -> 8
  • Golden sneakers now gain twice as much gold per meter travelled 0.05 -> 0.1
  • Removed Silver Gain from Charge Shrines, Chaos Tome and Diceheads passive
  • Removed Jump Height from Chaos Tome and Diceheads passive
  • Bob's Light buff - now has a higher chance to one-shot Red Ghosts 15% -> 33%
  • Roberto's passive buff -> it now takes longer to go from 60 -> 120 seconds. Previously it increased by 5s every chest, but now it only increases by 2.5s
  • Unstable Transfusion - Chance to apply Bloodmark 27% -> 35%
  • Giant Fork - By default a megacrit does 4x damage, but this now increases by 0.15 per stack of forks. This is a nice buff that makes stacking the item more valuable than previously

Balancing (Credit Cards)

  • Let's talk about credit card meta changes. One big issue right now is that the gold multiplier stat is completely useless because you just need a Kevin and a Golden Shield and you never have to worry about money again. Then you spam chests and banish all purples to stack tons of credit cards. Lots of people dislike this meta, and I also think it really devalues Robinette's passive, Gold Tome and the Gold Multiplier stat in general. So here are some changes to address this:
  • Green Credit Card -> Each card increases chest prices by 10%. This change should still keep it fun in casual play, but hopefully not make it mandatory for leaderboard runs anymore, as chests will be very expensive if you keep stacking credit cards. It also makes canonical sense since it's a credit card lol
  • Kevin -> Moved up one tier in rarity (Purple / Epic) because of how strong and how much utility this item has
  • Golden Shield -> Now gives more gold upon taking damage, however if the damage is from Kevin or Leeching Crystal, the gold is reduced. Hopefully this gives Gold Multiplier stat some value again
  • Clover - Gives more luck 7.5% -> 10%
  • Luck Tome - Gives more luck 7% -> 8%
  • This will probably be adjusted more in the future when we see how this impacts stuff. Some other suggestions I've heard for the green credit cards is to give it diminishing returns per card, which is also an interesting idea. But let's see how this plays out for now, and then I'll adjust accordingly in future patches.

Other

  • Updated the Press Kit on Itch for any content creators who want the new item icons or whatever
  • Buh's passive "Bullseye" now shows as its own damage source at the end screen, instead of showing as Sniper damage
  • Alright imma go celebrate christmas now im late to the dinner uh oh cya