Patch 0.4.3.1


As we gear up for our first major update featuring the deployment of the third ship class, we are happy to release our third game update. Besides various bug fixes, we also tweaked many asset parameters and behaviours to make them more fun and better balanced. We also went a few steps further with the new principle established in Patch 0.4.2, where various events cost Hull for the Bio ship, while they apply a cap to the Energy ship's maximum energy for the next combat. We extended this mechanic to more cases, further differentiating the experience between the two ships. Finally, we added some new gameplay features, such as badges for completing combat with a perfect record and controller vibration, in order to make things more immersive and engaging.

We hope you have fun with the new changes!

Here is the full changelog for version 0.4.3.1:

Added

  • Guardian Shield and Emergency Hull Condenser now display damage prevented statistics
  • Untouchable and Perfect badges
  • Added controller feedback/vibration when the ship is hit

Fixed

  • Run stats now display total healing and damage prevented per asset when applicable
  • Ramdrice: Fixed getting stuck at the end of the screen sometimes
  • Tracking Gun: Level 3 and 5 descriptions now correctly say reduced fire rate instead of increased
  • Level 5 Hull Consistency Enhancer now gives 39% boost instead of 40%
  • Collision damage prevention multiplier was added twice
  • Multilauncher description text updated for clarity.

Changed

  • Rapdifire Accelerator: Reduced weapon energy comsumption to balance out increased firerate
  • Stowaway now reduces max energy for the Energy Class
  • Energy ship events now calculate the temp max energy cost based on total max energy
  • Increased events' permanent bonus to Hull
  • Reduced events' permanent bonus to Energy
  • All weapon and ship damage multipliers from assets are now additive
  • Hull pernamency upgrade replaced by projectile damage reduction
  • Guardian Shield: Damage reduction now applies to projectiles only
  • Shield Barrier now has a max health restore limit
  • Flamethrower frontloaded damage reduced and DoT damage significantly increased.
  • Laser and Phaser fire rate increased.
  • Missile Hell: Reduced cooldown and cost of use
  • Radfield: Halved the damage it takes when it destroys a projectile. This should make it last longer.
  • Decoy: Major increase to how much damage the decoys can take
  • Multilauncher: Missiles are now fired in tighter spread across all levels
  • Missile Hell is now the default special for the Energy class
  • Damage numbers are displayed by default
  • The rarity of Missile Hell is now common, and it's specific to the Energy Ship only
  • The rarity of Energy Wave is now Rare and it's cost has been increased. Furthermore every time it is used it causes temporary damage to the ship's Shields

Files

sisyphus-paradox-windows-64.zip 231 MB
Version 4 94 days ago
sisyphus-paradox-linux-64.zip 234 MB
Version 5 94 days ago

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