Patch 1.2: Undocumented Changes and full datamined stats/mechanics. RIP Poison builds.
This post will cover all of the undocumented changes made in patch 1.2 as well as provide specific stats/mechanics for all of the new things added.
New Item Stats:
Gear:
Wasp Set:
- Tier 3. Each piece has 80 durability. Light Armor: Increases stamina cost of attacking by 1.5% per equipped piece.
- Wasp Morion: 10 Defense, 2.5% Damage Reduction (DR)
- Wasp Breastplate: 20 Defense, 5% DR
- Wasp Greaves: 10 Defense, 2.5% DR
- Per Piece Effect: 30% chance for uncharged bow attack hits to apply a buff to yourself for 5 seconds that reduces the charge up time of your attacks by 25%. Multiple pieces increase the chance for this buff to be applied.
- Sleek Effect: 30% chance for charged bow attack hits to apply a buff to yourself for 5 seconds that causes your uncharged bow hits to generate 30 stamina. Multiple pieces increases the chance for this to buff to be applied.
- Set Bonus: Gives your uncharged bow and staff attacks a 75% chance to apply an additional 30 stun to flying enemies.
Bard's Tudor:
- Tier 3. 80 Durability. 10 Defense, 2.5% DR. Light Armor: Increases stamina cost of attacking by 1.5% per equipped piece.
- Piece Effect:
- Gives your charged bow attacks a 25% chance to debuff all enemies within 2000 range, reducing their attack damage by 20% for 10 seconds.
- Also gives your charged bow attacks a 10% chance to debuff all enemies within 2000 range, increasing the amount of damage they take by 20% for 10 seconds.
- Additionally, makes all wasps neutral towards the player.
- Sleek Effect:
- Gives your charged bow attacks a 50% chance to bleed enemies within 2000 range, causing them to take 5 damage per second for 10 seconds.
- Additionally, empowers your Bardic Inspiration Mutation's melody, giving it a 25% chance to apply a heal over time to players within 3000 range, healing for 5 health every 2 seconds for 10 seconds. This buff is not unique with the other 3 melody buffs, meaning you can have this heal over time AND 1 other bard buff active at the same time.
Bard's Bow:
- Tier 3, 300 durability. 7 stamina per shot.
- Equip bonus: Reduces threat generation by 50%.
- T1 Arrows: 65 hit / 75 charged
- T2 Arrows (Crow/Candy): 70 / 80 charged
- T3 Arrows (Splinter/Supers): 70 / 80 charged [same as T2, most likely bugged].
- T3 Bomb Arrow: 130 / 150 charged.
Pollen Arrows:
Damage is based on the bow they're fired from but in general they deal slightly less damage than crow arrows. Full damage values for each bow can be found in my spreadsheet (once updated).
These arrows have a 100% chance on hit to apply a slow reducing enemy speed by 50% for 10 seconds and also a 100% chance to apply an additional 50 stun to flying enemies.
Turrets:
Turrets were expanded with 6 ammo types. Each ammo type has different combat stats which i will provide here. All turret ammo types do "General' damage unless otherwise stated.
- Rocky Rounds: 50 damage, 1 sec fire rate. [Patch notes state this does pushback but the stat shows 0, probably bugged.]
- Groundy Rounds: 25 damage, 1 sec fire rate, 25 stun. Flying enemies receive 50 additional stun.
- Pointy Rounds: 25 damage, 0.25 sec fire rate.
- Sappy Rounds: 25 damage, 1 sec fire rate, 5 stun. Reduces hit enemy's movement speed by 30% for 5 seconds.
- Burny Rounds: 75 burning damage, 2.5 sec fire rate. Creates a burning zone on impact, which deals 25 damage to all enemies within every 2 seconds, lasting 25 seconds. Additionally, any enemy hit by the burning zone will be debuffed with corrosion and take 15% increased damage for 10 seconds. [Does not stack with other sources of corrosion that use this same debuff.]
- Splody Rounds: 80 explosive damage, 3.5 sec fire rate. Projectile does AoE damage within 400 units of impact.
Since turrets were overhauled i will also use this opportunity to mention an older game mechanic that has been around since at least 1.0 release: All enemies that are part of a wave attack (when enemies get mad and raid your base), mix.r or defense point take 3x damage from turrets. Any ORC enemy takes 6x damage from turrets. This means turrets do an enormous amount of damage to these specific enemies. Now that turrets were buffed/changed, turrets are an excellent and high DPS option for beating these events.
This is really important because i think most people test out the turrets against normal world enemies and are left incredibly disappointed. Imagine if your turret was doing 3 to 6 times that amount of damage? That is exactly how they work against defense point enemies that spawn as part of an event.
Accessory:
Wasp Queen Trinket:
- 1% drop chance from the Wasp Queen. Also Stealable.
- Gives your bow attacks a 25% chance not to consume ammo when hitting an enemy.
Shield Solidifier:
- Found in a sour wormhole in the Junkyard area of the upperyard.
- Increases your block gauge by 200. For reference a T3 shield has only 50 block gauge. [This should work with regular weapons too, not just shields. I need to confirm that. But the way it is setup in the game files it appears like it should work with anything that has a block meter when you hold the block key.]
Fancy Fletching:
- 1% drop chance from small feathers. 2% drop chance from large feathers. This drop rate is per feather, not per loot bag.
- Gives your bow attacks a 100% chance to grant you a buff for 5 seconds, reducing exhaustion time (the time it takes for your stamina to begin recharging after being fully depleted) by 50%.
Wittle Widowling:
- Found in black widow web sacs. Unconfirmed if a special location is required or if all widow web sacs can drop this.
- Gives your attacks a 10% chance to summon a black widowling to fight on your side for 15 seconds. [Duration unconfirmed, need to test in-game to verify.]
Health And Safety Badge:
- found in a loot bag in the Junkyard area of the upper yard.
- Causes your attacks to heal you for 4% of the damage dealt to creatures. Also causes you to bleed for 5 health every 3 seconds.
Sticky Fingers:
- 100% drop chance from a special chewed gum node found in the Junkyard area of the upperyard.
- Gives your melee hits a 10% chance to steal an item from the enemy's loot table. After 1 item is stolen the robbed enemy becomes immune to stealing indefinitely (i.e., until death/despawn and respawn). This 'Steal Immunity' debuff is hidden and will not show up in the UI.
Volatile Fang:
- 0% chance to drop from an infected Wolf Spider. Must use stealing to obtain this item. [Unconfirmed, but increasing your luck chance might also increase the drop chance above 0%. Needs to be tested.]
- Gives your perfect blocks/parries a 30% chance to cause an explosion, dealing 120 explosive damage in a 400 range area.
Speed Droplet:
- 0% chance to drop from an Aphid. Must use stealing to obtain this item. [Unconfirmed, but increasing your luck chance might also increase the drop chance above 0%. Needs to be tested.]
- Reduces stamina consumption while sprinting by 10% and also increases your overall move speed by 10%
Meals:
Wasperole:
- Reduces poison damage taken by 25% (meal buff 1)
- also reduces exhaustion time (the time it takes for your stamina to begin recharging after being fully depleted) by 25% (meal buff 2). Lasts 1200 seconds.
Empanadust:
- Gives you a 75% chance to prevent the application of the Dust debuff (meal buff 1). [This might actually provide full dust immunity, but the game files show a .75 value for the immunity, whereas a 1.0 value should be used for a full immunity. Need to test in-game.]
- Also increases stamina regeneration rate by 50% (meal buff 2). Lasts 1200 seconds.
The meal buff 1 and 2 information was provided so you can stack these meals with other meals that only provide 1 food buff. Meal buff 1 would be replaced if a 1-buff meal is consumed. The meal buff 2 will remain allowing you to split food buffs between multiple meals.
Smoothies:
Waspidote: Removes all poisons and provides poison immunity for 1 second. Also reduces all poison damage taken by 25% for 120 seconds. Heals for 20.
- Sticky: The poison damage reduction buff lasts for 240 seconds instead of 120. Poison immunity is unchanged and lasts only 1 second.
- Beefy: Heals for 40.
Boss Sauce: Increases critical chance by 5% for 120 seconds. Heals for 20.
- Sticky: Buff lasts 240 seconds.
- Beefy: Heals for 40.
New Mutations:
Hauling Hero:
- Unlock: Increase your coziness level to rank 2/3/4.
- Effect: Increases your hauling capacity by 5/10/15 planks/stems.
Dissection Expert:
- Unlock: Forgotten Burgle Chip and 3000 science.
- Effect: Increases luck by 10%. Luck increases the drop rate of items.
Rascal Rogue:
- Unlock: Find 1/4/7 statues hidden in the yard.
- Effect: Causes your melee hits to have a 2%/5%/10% chance to steal items from enemies. Not all items can be stolen. Stealing an item from an enemy prevents anymore items from being stolen from that enemy until it dies/despawns and respawns.
Sour Sensation:
- Unlock: Eat 1/5/10 sour candies.
- Effect: Grants you thorns, reflecting 7%/14%/25% of incoming damage back at the attacker.
Bardic Inspiration:
- Unlock: Kill the Wasp Queen.
- Effect: Gives all of your bow attacks a 50% chance to play a bardic melody. This melody has a chance to apply a buff to players within 3000 range:
- 20% chance to increase critical strike chance by 10% for 10 seconds.
- 20% chance to increase damage of all attacks by 20% for 10 seconds.
- 20% chance to reduce damage taken by 25% for 10 seconds.
- Each of these chance rolls happen independently on each melody played.
- These buffs are unique and you may only have ONE bard buff in total at a time. Receiving a new bard buff will overwrite the previous buff.
Apex Predator Wasp Queen Addition:
- Unlock: Unlock Apex Predator by killing the Mantis and then craft and use the new Bard Bow to gain an additional bonus.
- Effect: Gives your attacks with the Bard Bow a 20% chance to apply a buff to yourself for 10 seconds, granting your Bard Bow attacks a 25% chance to spawn a Wasp to attack the enemy.
- This wasp has 100 hp and performs only one attack: Charged Sting. This attack deals 90 stabbing damage, 10 stun, and poisons the enemy for 15 damage every 5 seconds for 10 seconds.
New Buffs from Chillaxing:
- Petting a Stuffed Bug provides a 20% luck increase for that specific bug's loot for 15 minutes (900 seconds). You may only have one stuffed bug buff at a time. Luck increases the likelihood of the bug dropping more loot.
- Sitting in a chair reduces both hunger and thirst drain by 25%/50%/75% depending on the quality of the chair sat in:
- Basic Chairs: 25% reduction
- Berry and Koi Chairs: 50% reduction
- Pupa Leather Chair: 75% reduction
- Hot Tub heals for 1 health every 2 seconds.
- Sleeping in a Petal Bed provides a buff for the rest of the day, reducing damage taken by 10% and reducing exhaustion time by 10%.
Coziness:
Each level of coziness requires a certain threshold of coziness. Each building or decoration you build provides a specific amount of coziness value. The first time you build something you get the full coziness value but repeats will only provide ~10% of the original amount. As an example, the first placement of the Koi Chair will provide 75 coziness but each repeat will only provide 7.5 coziness; the first placement of a mounted trophy provides 25 coziness but each repeat provides only 2. In a future post i will provide a spreadsheet with all of the coziness values for each of the decorations and will work towards getting those values on the wiki.
The coziness levels are as follows:
- Level 1: 500
- Level 2: 1000
- Level 3: 1500
- Level 4: 2000
- Level 5: 3000
Each level achieved unlocks additional decorations and base luxuries (like better chairs) and emotes as well as some survivability buffs.
At level 1 hunger drain is reduced by 50%. At level 2 thirst drain is reduced by 50%. And at level 3 you heal for 1 health every 2 seconds.
New Mant Gong added. Activating this gong applies a buff to all players within 800 range, increasing attack damage by 50% for 30 seconds. This buff does not stack with Wall Mount buffs that increase enemy-specific damage by 20% for 900 seconds. Wall Mount and Gong buffs are in the same unique category and you may only have 1 of these buffs at a time.
New Damage Types:
This patch added 5 new damage types:
- LightDamage (light as in illumination, it is literally damage from light sources)
- Fresh + General
- Salty + General
- Sour + General
- Spicy + General
In the past the game did not have a type for General damage combined with any other type, so the game would fully replace general damage on a weapon when upgraded down an element/candy path. This is a huge change and removes one of the strongest aspects of general weapons in the past: they were TRUE elemental type weapons once upgraded and would fully bypass any general resistance an enemy had. Now when you upgrade a general weapon to an elemental type it will be considered both general + element when hitting an enemy. If an enemy has general resistance your damage will be reduced. If an enemy has a general resistance (25% resistances) but a weakness to the elemental upgrade (25% weakness) you picked your damage will STILL be reduced because of the way the math works: 1.25 * .75 = 0.9375 which is below 1 so your overall damage is being treated as if the enemy has a 6.25% resistance to your weapon damage type. General resistance is one of the most common resistances in the game and now you can't upgrade your weapon to bypass that general resistance. This is primarily what made 2h clubs (general baseline) the best weapons in the game in previous patches.
New Enemies:
Wasp:
- Defense: 9
- Health: 650
- All Resist: .75
- Stabbing: .5
- Explosive: .5
- Slashing: .75
- Spicy: .75
- Salty: 1.25
- Chopping: .75
- Poison: 0 (Immune)
- Gas: .5
- Fall: 0 (immune)
Abilities:
- WaspStingerShot: 0 cd, 1 priority.
- 50 GeneralRanged damage (General ranged can't be blocked), 10 stun.
- Applies a poison dealing 20 damage every 5 seconds for 10 seconds.
- 50 GeneralRanged damage (General ranged can't be blocked), 10 stun.
- WaspStingCharged: 10 cd, 2 priority.
- 80 stabbing damage, 25 stun, 2.5 duration.
- Applies a poison dealing 25 damage every 5 seconds for 10 seconds.
- WaspSting: 5 cd, 1 priority.
- 40 stabbing damage, 10 stun.
- Applies a poison dealing 15 damage every 5 seconds for 10 seconds.
- The three separate poisons from each attack stack with each other. You can have 1 of each poison active.
Wasp Drone:
- Defense: 9
- Health: 450
- All Resist: .75
- Stabbing: .5
- Explosive: .5
- Slashing: .75
- Spicy: .75
- Salty: 1.25
- Chopping: .75
- Poison: 0 (Immune)
- Gas: .5
- Fall: 0 (immune)
Abilities:
- WaspStingerShot: 0 cd, 1 priority.
- 50 GeneralRanged damage (General ranged can't be blocked), 10 stun.
- Applies a poison dealing 20 damage every 5 seconds for 10 seconds.
- 50 GeneralRanged damage (General ranged can't be blocked), 10 stun.
- WaspSupportBuff: 15 cd, 1 priority. 2000 range.
- Bleeds nearby enemies for 7 bleed damage per second for 10 seconds.
- WaspSupportHeal: 10 cd, 1 priority. 2000 range.
- Heals nearby allies for 25 health every second for 10 seconds.
Wasp Queen:
- Defense: 10
- Health: 5000
- All Resist: .3769 average. .75 phase 1, .375 phase 2, .1125 phase 3. These phases are based on her HP and not time. Phase 2 starts at 75% hp and phase 3 starts at 35%.
- Stabbing: .5
- Explosive: .5
- Slashing: .75
- Spicy: .75
- Salty: 1.25
- Chopping: .75
- Poison: .25
- Gas: .1
- Fall: 0 (immune)
Gains abilities based on her time-based phase. She changes phases after a preset amount of time.
Phase 1: 30 seconds.
- WaspQueenStingerJab: 4 cd, 1 priority.
- 85 stabbing damage, 5 stun. 600 range.
- Applies:
- MediumBleedDoTWaspQueen: medium bleed dealing 7 damage a second for 10 seconds.
- WaspQueenStingerSnipe: 4 cd, 2 priority.
- 85 GeneralRanged damage (not blockable general type), 5 stun, 300 range AoE.
- Applies two debuffs on hit:
- DamageResistDownShort: Applies acid, increasing damage taken by 20% for 10 seconds.
- SmallPoisonDoTWaspQueen: Poisons for 10 damage every 3 seconds for 15 seconds. [Unique Poison.Medium]
- WaspQueenPoisonRain: 40 cd, 2 priority.
- 20 true damage, 10 stun, 700 range AoE.
- Applies three debuffs on hit:
- DamageResistDownWaspQueenLong: Applies Acid, increasing damage taken by 15% for 60 seconds. Stacks with the other acid debuff.
- SmallPoisonDoTWaspQueen: Poisons for 10 damage every 3 seconds for 15 seconds. [Unique Poison.Medium]
- ParryTimeDebuffWaspQueenLong: Reduces perfect block/parry window by 200ms for 60 seconds.
- WaspQueenStingerPower: 4 cd, 1 priority.
- 135 stabbing damage, 5 stun, 600 range.
- Applies:
- MediumBleedDoTWaspQueen: Bleed dealing 7 damage a second for 10 seconds.
- WaspQueenStingerCombo: 4 cd, 1 priority.
- 70 stabbing damage, 5 stun, 600 range.
- Applies 2 debuffs:
- SmallPoisonDoTWaspQueen: Poisons for 10 damage every 3 seconds for 15 seconds. [Unique Poison.Medium]
- ExhaustionTimeDebuffMantis: Increases exhaustion time by 50% for 20 seconds.
Phase 2: 10 seconds.
- WaspQueenSummon: 30 cd, 1 priority.
- Only plays a roar and summoning animation.
Phase 3: 15 seconds.
- WaspQueenLand: 30 cd, 1 priority.
- 110 general damage, 30 stun, 2500 pushback, 825 range, duration 10, can hit multiple times if in range.
- Applies:
- ExhaustionTimeDebuffMantis: Increases exhaustion time by 50% for 20 seconds.
- ExhaustionTimeDebuffMantis: Increases exhaustion time by 50% for 20 seconds.
Phase 4: 20 seconds.
- WaspQueenBarrageBombDouble: 3 cd, 1 priority.
- 115 explosive damage, 10 stun, 550 range AoE.
- Applies 2 debuffs:
- HealingReceivedDownLargeWaspQueen: Reduces healing recieved by 50% for 20 seconds.
- MediumPoisonDoTWaspQueen: Poisons for 15 damage every 3 seconds for 15 seconds. [Unique Poison.Medium]. Does not stack with her 'small' or 'medium' poison.
- 115 explosive damage, 10 stun, 550 range AoE.
- WaspQueenBarrageBombTriple: 3 cd, 1 priority.
- 115 explosive damage, 10 stun, 550 range AoE.
- Applies 2 debuffs:
- HealingReceivedDownLargeWaspQueen: Reduces healing received by 50% for 20 seconds.
- MediumPoisonDoTWaspQueen: Poisons for 15 damage every 3 seconds for 15 seconds. [Unique Poison.Medium]. Does not stack with her 'small' or 'medium' poison.
- 115 explosive damage, 10 stun, 550 range AoE.
Phase 2 repeats: 10 seconds
Phase 1 repeats: 25 seconds
Phase 2 repeats: 10 seconds
Phase 3 repeats: 15 seconds.
Full fight repeats. [This is an assumption, didn't confirm it but that is the end of the timed phases so it's a safe assumption that the fight repeats now.]
Her summons have reduced health but deal 25% increased damage compared to normal.
Balance Changes:
- Perfect block/parry stun increased from 5 to 8. Your perfect blocks/parries also always apply 50 additional stun to flying enemies.
- Spear range increased from 250 to 275.
- All hits from Spiky Sprig have a 100% chance to bleed, dealing 10 damage every second for 10 seconds.
- Ant Club damage reduced by ~5%, from 31 to 30 (Hit 1), 63 to 60 (hit 2), and 94 to 90 (hit 3).
- All 2h club weapons had stamina use increased by ~21%, from 14 to 17.
- Mosquito Rapier damage increased by ~7%, from 14 to 15 (hit 1), 28 to 30 (hit 2), and 42 to 45 (hit 3). Charged damage increased by ~10%, from 50 to 55.
- Salty Morningstar damage increased by ~2%, from 52 to 55 (hit 2), 78 to 80 (hit 3), Hit 1 unchanged.
- Spicy Staff damage decreased by 6%, from 250 to 235.
- Mint Staff damage increased from 75 to 78.
- Sour Staff damage increased from 75 to 80. Charge attack stun increased from 25 to 40. Charge damage unchanged except for the tendril changes.
- Sour Staff charged projectile had its lightning tendril damage increased from 75 to 90. The tendril zaps also had a tag added to it that makes the game consider them staff attacks so all buffs that benefit staff attacks will also benefit these zaps.
- Fire Ant Club damage increased for hit 1 only, from 144 to 168.
- Toenail Scimitar damage increased from 29 to 30 (hit 1), 59 to 60 (hit 2), and 88 to 90 (hit 3).
- Rusty Spear damage decreased from 25 to 24 (hit 1), 50 to 48 (hit 2), and 75 to 72 (hit 3).
- Sour Arrow (bow version) stun increased from 0 to 5. Sour Arrow (crossbow version) stun increased from 5 to 10.
- Pinch Whacker stamina usage increased from 5 to 7.
- The proc explosion from the Pinch Whacker had its damage increased from 30 to 35 and stun increased from 10 to 15.
- Prod Smacker damage increased from 50 to 53 (hit 1), 100 to 105 (hit 2), and 150 to 158 (hit 3).
- Unarmed base damage reduced from 10 to 8.
- Power Droplet proc damage reduced from 7 to 5. This proc also had its 'unarmed' tag removed, making this no longer considered an unarmed attack, so this proc can no longer benefit from buffs that boost unarmed attacks and it can no longer proc other unarmed buffs, such as the Lil Fist mutation. This fixes the recursive, or 'procs on procs on procs' interaction that Power Droplet and Lil Fist had in the past, where a Lil Fist proc could proc a Power Droplet proc which could then proc a Lil Fist again etc. repeating forever until RNG stopped it. All the while you were getting more Lil Fist stacks from each proc in the chain, allowing you to get 6+ procs on a single fist punch, scaling your damage exponentially. This change stops that from happening because Power Droplet is no longer considered an 'unarmed' attack and will not grant Lil Fist stacks nor proc other fist buffs/attacks. This change effectively reduces the power of this item 5 fold or more, going from a theoretical 20 second Schmector kill to 150+ seconds.
- Lil Fist mutation is now removed when taking damage and exiting combat. The proc change was reduced from 75% to 50%.
- Sour Battleaxe stun increased from 10 to 12 (hit 1), 20 to 24 (hit 2), and 30 to 36 (hit 3).
- Sour Battleaxe received a new special throw attack that does Sour + Chopping damage instead of General damage previously. Damage unchanged other than type change.
- Spear throw damage reduced. T1 Spears: 90 to 75. T2 Spears: 140 to 112. T3 Spears: 190 to 168.
- Tiger Mosquito Rapier damage increased from 19 to 20 (hit 1), 38 to 40 (hit 2), and 57 to 60 (hit 3). Charged damage increased from 68 to 75.
- Ladybug armor sleek bonus reduced from 17.5% additional healing received to 12%.
- TinyPoisonDot poison DPS reduced by 40%. This is the weak poison that most spiders apply to you and also the poison the player's Larva Blade applies. 8 per 3 seconds (2.66 DPS) down to 8 per 5 seconds (1.6 DPS).
- Spider and Widow Leg armor enemy poison resistance debuff reduced from 25% to 20%. Spider and Widow Chest armor enemy poison resistance debuff reduced from 50% to 30%. The helmet debuff remains unchanged at 10%.
- Poison applied by the Broodmother Helmet Sleek bonus and Rotten Berry Charm DPS reduced by 70%, from 15 every second (15 DPS) to 22 every 5 seconds (4.4 DPS).
- Poison applied by poison arrows DPS reduced by 40%, from 12.5 every 3 seconds (4.16 DPS) to 12.5 every 5 seconds (2.5 DPS).
- Broodmother Trinket summon poison DPS reduced by 80%, from 15 per second (15 DPS) to 15 every 5 seconds (3 DPS). [Was this really necessary?]
- Widow Armor Sleek bonus 'poison on perfect block' DPS reduced by 52%, from 15 every 3 seconds (5 DPS) to 12 every 5 seconds (2.4 DPS).
- Broodmother Club Venom from the Apex Predator mutation DPS reduced by ~75%, from 35 every 1 second (35 DPS) to 45 every 5 seconds (9 DPS).
- Widow Dagger poison proc DPS reduced by 40%, from 18 every 3 seconds (6 DPS) to 18 every 5 seconds (3.6 DPS).
- Widow dagger throw attack was changed from using the T2 Spider Dagger to using the proper T3 Widow Dagger, dealing 19 damage up from 12.
- Most sources of movement speed modifiers had the UniqueTag StatusEffect.MovementSpeed removed so different sources of movement speed modifiers should properly stack now. Previously movement speed buffs did not stack properly if you had multiple sources of movement speed buffs, only the most recently applied buff would be active.
- Gas Arrow and Super Gas Arrow had a 'UniqueTag'"StatusEffect.Gas" added to it, which prevents it from stacking with other debuffs with the same unique tag. This prevents Gas Arrow from stacking with itself if multiple Gas Arrows were fired rapidly at the same enemy and it also prevent Super Gas Arrows from stacking with the regular Gas Arrow if the player swaps between them. Basically you can only have one Gas Arrow DOT damaging an enemy at a time whereas in the past you could stack them.
- Super Gas Arrow damage reduced from 20 to 14 per tick.
Crossbows:
- Crossbows had their type tag updated from Stats.Attacks.Bow to Stats.Attacks.Bow.Crossbow, this will allow other changes to stats and status effects to specifically only effect crossbows if desired.
- Crossbows had a new status effect added to them:
- Your crossbow attack hits have a 100% chance to cause your crossbow shots to deal 80% reduced damage and cost 30% more stamina for 2.7 seconds. This was added as a way to prevent animation canceling the reload. If you attack faster than once every 2.7 seconds you will suffer the massive penalty. If you fire after the debuff drops off you, meaning you wait at least 2.7 seconds before you last shot to shoot again, this debuff will not affect you.
- Antlion set bonus adds a new hidden status effect to the player that modifies the new crossbow reload penalty. Instead of lasting 2.7 seconds the debuff lasts 1.5 seconds. So while the antilion set is equipped crossbow attack hits have a 100% chance to cause your crossbow shots to deal 80% reduced damage and cost 30% more stamina for 1.5 seconds. This should allow you to fire faster than every 2.7 seconds with a crossbow and not get penalized. If you fire faster than every 1.5 seconds you will be penalized.
- The Power Droplet had a new status effect added to it that gives your unarmed attacks a 100% chance to apply a 10 second buff to you, making you immune to the crossbow reload penalty debuff. This was done so the Power Droplet procs which count as crossbow hits don't get penalized. This theoretically would allow you to fully bypass the new '80% damage reduction/30% increased stamina cost for 2.7 second debuff' on crossbows if you equip Power Droplet and punch something once every 10 seconds to maintain the reload penalty immunity. You could then animation cancel and rapidly fire the crossbow with no penalty. Punch weaving is a thing?
Consumables:
- Torch, Torch+, Glow Mold, Firefly Latern, and Charcoal Torch use a new throw attack called FlareLight, which deals the new LightDamage type. It is currently set to 0 LightDamage and is probably intended for future content where enemies react to being hit with light sources.
- Cooked meats healing reduced from 50 to 30.
- Many meals had their crafting material costs reduced. A select few had increases. [I will update this with the full mat changes later. For now, just recheck the cost of meals in-game because they're mostly all changed and cheaper].
Mutations:
- Meat Shield Mutation buffed, from granting 30 health to 50 health.
- Buff Lungs mutation buffed, from granting 30 stamina to 50 stamina.
- Cardio Fan mutation buffed, stamina regeneration increased from 10%/15%/20% to 15%/20%/30% per rank.
- Mantsterious Stranger mutation proc chance increased from 1% to 2%.
- Shocking Dismissal mutation proc chance increased from 15% to 20%.
- Corporate Kickback mutation now only procs off hits on enemies, so you can't heal/lifesteal by attacking gathering nodes/trees.
- Grass Master and Rock Cracker Mutations had their rank 1 buff increased from 25% to 50%, and their rank 2 buff increased from 50% to 75%. Rank 3 still remains at 100%.
Creatures:
- All creatures had their loot tables expanded. Now instead of dropping (e.g.) 3 items a creature might drop 10 items, with 7 of those items having a 1% drop rate, 1 item having 100% drop rate, 1 item having 50%, and 1 item having 30%. This was done primarily to dilute the loot pool of creatures so stealing is less targeted and the 'rare' items are harder to steal. For example, if an enemy only drops 3 items, and one of those being a rare 1% drop rate trinket, you would have a 33% chance to steal that rare items. Now creatures have around 10 items in their loot pool, so you only have around a 10% chance to steal each item. Because creatures had ~7 new items with a 1% drop rate added to their loot pools, players will see slightly more items dropping compared to before for most creatures. So creatures had drop rates reduced to compensate. All of these 1% drop chance items might also benefit from the new Luck stat if the luck stat adds a flat chance to them. For example, gaining 20% luck might make the 1% drop chance 21% instead. This needs to be tested.
- Wolf Spider Power Attack now applies Venom instead of Poison. Dealing 15 venom damage every 5 seconds for 60 seconds, up from 12.5 poison damage every 5 seconds for 15 seconds. Since this is a venom mithridatism will not reduce its damage.
- Black Widow (and now Wolf Spiders too) venom DPS increased by 50%. Damage reduced from 20 to 15 per tick, tick interval reduced from 10 to 5. 20/10 (2 DPS) to 15/5 (3 DPS).
- Moth Charge attack duration reduced from 3 to 2.
- Mosquitos now steal 7.5% of their damage dealt as life, up from 4%.
Hedge Broodmother Changes:
- Health increased from 2150 to 2450
- Spider Fang drop amount reduced from 3 to 2. NOT stealable. Added 2 more Fang drops to the loot table at 1% each.
- Spider Chunk drop amount reduced from 5 to 3, but numerous additional spider chunks were added to her drop table and they are stealable but overall the number of drops per kill will be reduced.
- Spider Venom set to NOT stealable. Added 3 more Venom drops to the loot table at 1% each.
- Added a 20 second stagger cooldown, meaning she can only be staggered once every 20 seconds whereas before there was no cooldown and she could be chain staggered.
- Lunge attack now applies a debuff, reducing your perfect parry window by 150ms for 30 seconds.
- Received a new attack. Dodge Back: Deals 110 general damage, 20 stun, 10 pushback, 900 range. Applies a debuff reducing your perfect parry window by 150ms for 30 seconds. [Does not stack with the lunge attack that applies the same debuff.]
- Poison changed to a unique poison called SmallPoisonDoTBroodmother. Deals 20 damage every 5 seconds (4 DPS) for 15 seconds. Previously was 12.5 damage every 3 seconds (4.16 DPS) for 15.
- Removed her attack down debuff in phase 1, this reduced her damage output by 30%.
- In Phase 2 her All Resist buff was increased from to 20% to 50%, totaling 62.5% All Resist. Her 25% spicy resist was removed.
- In phase 3 her All Resist buff was increased from 50% to 70%, totaling 88.75% All Resist. Her 25% resist to spicy, slashing, and general was removed.
- In phase 3 her All Resist buff was increased from 50% to 70%. Keep in mind all of these All Resist buffs she receives through phases STACK multiplicatively, at this point she is up to 96.625% All Resist. Her 50% resist to spicy was removed. She also now receives a 10% damage buff from this phase onward.
- Average All Resist went from 45% to 68.22%. Between the All Resist change and her health increase her effective HP has nearly doubled assuming you weren't using a spicy/slashing weapon before. Her damage output also increased by ~43%.
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I will be updating my DPS calculator and datamined spreadsheets to reflect these changes in the next few days.
If anyone has any questions feel free to ask.