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Berzerk2k2: Dread Templar finally left Early Access and is now fully released. No changelog.

Version 0.972a >> Version 1.01n5
Found this on SteamDB:
(They call it patchnotes, but it's really just an announcement)

DREAD TEMPLAR IS OUT OF EARLY ACCESS NOW

Templars!

The time has finally come and we are incredibly thrilled to announce that the full version of Dread Templar is OUT NOW!

One of the most anticipated retro-shooters of the year has finally left the Early Access stage and is ready to be served straight to your computers in its full glory. Take the dangerous journey through hell, fight off 20+ enemy types, 9 bosses, search every nook and cranny for secrets and side areas and upgrade your weapons and skills in over 100 different ways!

Dread Templar - Full Launch Trailer: https://www.youtube.com/watch?v=PhcyDAZLQac

The Early Access was a beautiful journey full of adventure, an amazing community has grown around the game and we are really grateful that you can finally experience everything Dread Templar has to offer. You are always welcome to join our Discord and Social Media to talk about the game and share your most epic plays! Also if you have anything to ask or want to share your opinion on Dread Templar, Steam discussions and reviews are always open to you!

Now, let's step into HELL together.
high rated
Sunless Sea

Updated to v2.2.11.3212 for Galaxy. No offline installer yet.

Changelog from the developer in the forum:

Hello, zailors!

Quick little update to fix the Steam auto cloud issue that's been affecting GOG builds! Plus, achievements. Finally!

Full notes:

* Achievements are now in place on GOG builds
* The steamcloud_saving.vdf file will be automatically deleted when loading the game through non-Steam clients/builds
* Buy 10 options have been added to Avernus/Naples for Fuel and Supplies
* Lots of typo and grammatical fixes


Happy zailing!
high rated
Baldur's Gate 3

Updated from 4.1.1.2122596 Patch9_HF2 EA to 4.1.1.2154614 Patch9_HF3 EA

Changelog from SteamDB:

Hotfix #32 Now Live!

Hello everyone,

Today we bring you a new hotfix, which addresses some common reasons for crashes and other gameplay issues.

This hotfix will also take care of the issue causing parties of 3-4 players to crash when a second player joins an already-started conversation. (Warning: We're pleased to assist in making your party chats run smoothly, but you're on your own when it comes to avoiding small talk.)

A big thank you to all who reported this issue and all the rest!

For our Mac players, we know you’re still waiting for Patch 9. We’re continuing to work on the stability of the build on Mac, but need some more time to address the issues.

CRASHES AND BLOCKERS

• Fixed a crash caused by RAM corruption that would occur when loading into the tutorial.
• Fixed a crash that would occur when booting the game using Vulkan.
• Fixed an issue prompting the 'Mid-dialogue saves are currently disabled' error while not in dialogue, which was preventing you from saving.
• Fixed a crash that would occur in 3- or 4-player sessions - if one player is in a dialogue and another listens in, the game no longer crashes for everyone else.
• Fixed an issue in multiplayer causing the UI to disappear when switching from listening in on the host to listening in on the client.

GAMEPLAY

• Fixed an issue causing your equipped weapon set to switch from melee to ranged or vice versa when loading a savegame.
• Fixed an issue causing some of Shadowheart's spells to disappear from her prepared spell list after saving and then loading that savegame.
• Fixed some visual issues with the Vision of the Absolute spear.
• Fixed a certain non-interactable NPC appearing in the goblin camp.
high rated
A hotfix has been released for Old World. New version is 65077 (GOG update number 61988).

Patch notes posted by the dev in the game subforum: https://www.gog.com/forum/old_world/january_25th_patch_notes/post2
Post edited January 27, 2023 by ConsulCaesar
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MarkoH01: I started the 1.23 GOG version today and just finished it with only one quest left open. The mentioned drawbridge for me was accessible the whole time and I did not occur any problem.
I finished Haven Park now. I didn't have a problem with the drawbridge either. All quests done, 100% achievements. I returned to that area multiple times and exited the game at least once in between visits.
Post edited January 27, 2023 by Ice_Mage
high rated
Unexplored 2: The Wayfarer's Legacy

Updated from 1.3.3 to 1.3.5

Changelog from SteamDB:

Patch 1.3.4

This week’s update is early for logistic reasons. There are quite a few bug fixes, and we’ve managed to implement the dried herbs suggestion coming out of the Discord community. It should make potion brewing more viable. Another change with a good punch is the new ways you can use a pick axe…

New Features

• Items can be hidden in ‘search containers’: weapon racks and weapon pots.
• Electric eels might be found in some lakes, but they should be very rare for now.
• Adding new glowing crystals and rotating rock doors to the palette of cave features.
• If you have a provisions bag, herbs you carry dry before they spoil.
• Dried herbs stay good for 30 days, and can be used to craft potions with, but lose all other effects they might have.
• Pick axes can be used to smash through broken gates and brittle rocks, but this will likely damage them.

Gameplay Changes

• Pick axes are more common.
• Herbs are more commonly found as loot or tradegood.
• Potions are slightly less commonly found as treasure or tradegood.

Bug Fixes

• Addressing a generator issue that caused level features to go missing.
• Potentially fixes the issue that caused you to reload your ‘death scene’ if you restored a save game after you died.
• Fixes a potential freeze when you are pulled into the edge after encountering Valker.
• Fixes a bug that caused an exploit with save games and gift items.
• When you kill a creature with Oblivion’s Edge you gain Miserable and Awakened.
• Quickly patching a few outdated constructions in the root cave template (but the whole template has been put on the to-revise soon list).
• Fixes an issue that blocked movement near shallow water.
• The game can automatically recover should the traveling traders go missing at the start of a new run.
• Fixes generator issue that caused ‘rooms’ to become unnecessarily long.
• Prevents wildlife to be spawned at the same location as enemy camps.
• Fixes issue with appearance of black boxes in minor caves at machine levels.
• Healing potions can be brewed correctly in worlds where they are not rare.
• Fixes a freeze when you fail brewing a potion in an inn.
• When you (non-critically) fail a brewing test you keep the flask.


Patch 1.3.5

· View all patches · Build 10420707 · Last edited 13 hours ago by Wendy
Patchnotes via Steam Community

This week we have been focusing on a crucial element for the feel of the game: movement. We’ve tweaked some of the physics and animation settings of how your character, and other humanoids, move. In addition, we also looked at a few common level features that acted as unnecessary speed bumps. Ramps and ‘trigger thorns’ were big offenders.

New Features

• Lights from torches in sconces and similar features lerp when switched on or off.
• Occasionally you can search old mining equipment for old pickaxes.
• Vortex stone that allows you to affect the wind without using the staff.
• You can now frequently try to force barred gates that typically are opened by other means as well.
• New type of magic incantation that tests whether you are powerful enough to cast its spell.
• Careful, gates might be warded…
• Adds a couple of new puzzle types.
• The tutorial is no longer required for new players.
• The final level of the tutorial is redesigned to be much less dangerous and more straightforward.

Gameplay changes

• During the prologue, the groundskeeper warns you about the void, but the void does not actually show up, giving new players time to get adjusted.
• Far fewer enemies spawn at map destinations whose primary function is to provide possible camping spots and the occasional resource.
• The physical properties of ramps and stairs have been altered to make it easier to traverse them.
• ‘Hiding thorns’ and ‘trigger thorn’ plants have been redesigned to make them less of a drag to deal with.
• Sealed chests have become a (rare) thing again.
• Increased the acceleration, speed, and turning speed of the wayfarer and other creatures to increase control of movement.
• Increased the speed of the running animation of humanoids.
• Shadow wolves communicate their weakness a little better.
• Shadows of shadow wolves no longer shadow themselves.

Bug Fixes

• Restores the item descriptions and names of the journals of previous wayfarers.
• The button to equip Yendor now toggles the staff correctly.
• Further improvement to the map diagnostics to make sure nodes connecting the high pass to the first valley proper count as being inside the First Valley.
• Addresses an issue with paths unintentionally being blocked because they are generated on different elevations.
• You will not be branded a thief when you pick up items from ‘loot bags’ left by yourself or defeated enemies.
• Casts for armors actually have enough slots to forge the armor.
• When you are reading a book from your inventory, you see the hero’s portrait instead of an empty square.
• Reduces the chance you can squeeze past rotating rock gates near cliffs.
• Addresses an instance of possible placement of the ‘Raaf tribune’ too close to the entrance of the Hall of Records.
• Prevents the generator from trying to mix lava with oddreek fluid.
• Trailing spaces are removed automatically from text entry keys, addressing a common cause for text to go missing.
• Improves generation template for the spirit path to avoid portals cluttering in the same location.
• After you retire, your ‘base ring’ doesn’t leave a lasting impression on the ground.
• Fixes a generator issue that caused caves where you could blink to dead ends.
• Changes the hill-top ruin template to maximize the chance the interior level is actually generated.
• When a clan receives Branch they will correctly gain a power level and the forest dwellers trait.
• Repairs the fade in after you change a level.
• Fix for correct state when fortune test is opened after forging an item.
• Fix for controller support game over screen when retiring the Wayfarer.
• Fix for animation in fortune test.
• Tooltips always in front of the menu.
• Fixes an issue with the ‘b’ variant of spire locations.
• Fixes a few text issues.
high rated
art of rally

Updated to 1.4.2b (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
art of rally v1.4.2b update is available from Galaxy and as offline installer.
Make sure to update if you play the online events!

Changelog:
- fixed an error causing a weekly event mismatch
- updated our input plugin to help alleviate some M1 OSX controller issues
high rated
GRIME

Updated to 1.11.91 (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch Notes 1.11.91

Hey! Yarden GRIME director here, and I think we're nearly there.

I expect there will be need for only one more final patch to fix some controller issues, after which we will take a break from patches to focus on the NG+ DLC and making sure the new Switch optimizations that will be included with it won't cause the same issues we had with CoR launch. I'll keep you posted as well as make some update posts on what to expect from the new DLC once we're ready. :)

Quality of Life:

- Regenerating walls destroyable only via sprint will now restore all Force on destruction. (Force shouldn't be a factor during platforming, which is why Self pullers restore Force during the final areas of the game where platforming is more prominent. The new walls serve a similar function now.)
- Added a keybind to aim pull using the keyboard.
- Added some navigation functionality to menus.

Bugs:

- Fixed an issue blocking players from Warping to the Peak of Creation after defeating Shidra.
- Fixed an issue causing projectiles to hit as soon as they are being launched.
- Mouse cursor should no longer disappear when a controller is plugged in while in the menu.
- Fixed a rare issue causing the Vulture to float mid-air before battle start.
- Fixed an issue blocking the player from entering the Flowerheart arena if the player died before absorbing the Flowerheart.
- Fixed a big letting you dash twice right after self pulling.

Languages:

- Simplified Chinese was re-added after accidently being replaced by Traditional. There is now both Simplified AND Traditional Chinese options.

Balancing:

- Grieving Rockgiant leap attack and it's damage has been tweaked to make the fight overall feel better.
- Health and Force scaling weapons dropped down a scaling level. (Since these weapons offer double the benefits due to points counting for more than just increasing a weapon's damage. So the safety they offer should be at the cost of the advantage compared to other weapons that are more focused on raw power.)
Post edited January 29, 2023 by Hustlefan
high rated
Saints Row IV Re-Elected

The update 142808 from 2022-12-19 got a offline installer now!
Post edited January 30, 2023 by neumi5694
high rated
The Slormancer

Updated from In Dev 0.4.91bc to In Dev 0.5.01e

Changelog from SteamDB:

Hello everyone!

The Luxuriant Update Part II is now avaliable!

We said January, and we delivered, so yay!
The Patch Notes below looks a lot like Slormite Chronicles #20 since it was a preview of what we were working on. Let's get to it!

New Mission

8 new missions have been added to the game, followed by a glorious boss fight!

In the Luxuriant Gardens, we tried to build a few missions around the maze and the possibilities that it offers without, hopefully, creating tedious missions.

We also introduced a few riddles and small brainteasers throughouth the act.

We are also adding a new Quality of Life -sort of- mechanic: When you complete a mission, you will now be able to move on to the next mission without having to come back to the village everytime.

Once you clear Act IV, you will get your usual Ancestral Stone from Adam Nostrus which leads me to our next part.

New Ancestral Legacy Tier

This new Ancestral Stone will give you access to 32 new Ancestral Skills.

Here are a few examples of the new Skills you will have access to:

[table noborder=1]
[tr]
[td][/td]
[td]Spark Machine: Aura - While this Aura is toggled on, you constantly create Electric Sparks dealing [15% Elemental Damage] to random enemies nearby.[/td]
[/tr]
[tr]
[td][/td]
[td]Wavering Glow: When they disappear, Shield Globes you did not pick up now grant you a shield equal to 25% of their shield value.[/td]
[/tr]
[tr]
[td][/td]
[td]Inextinguishable Light: Active Skill - For the next 6 seconds, your Life cannot be reduced below 1.
[/td]
[/tr]
[tr]
[td][/td]
[td]Melting Ice: Your Ancestral Strikes reset the Cooldown of your Ancestral Legacy Active Skills.[/td]
[/tr]
[tr]
[td][/td]
[td]More Fire: Burn can now stack up to 7 times.[/td]
[/tr]
[/table]

Increased Level Cap

And finally, the Level Cap has been increased to 70.

Bonus

Quick Quality of Life for The Slorm Temple:
Goldus and Materials are now automatically drawn to you when you clear a Room.

Bugs fixed

Slorm Reapers:

• Pure Reaper of Temple Keeper is no longer addind its % Pure Slorm bonus twice.
• Reaper of Necromancy : Squires should now properly benefit from your stats.

The Fierce Huntress:

• Arrow Shot should now be cast properly when using Prime Totems.

The Mischievous Mage:

• Switching to a Tier 5 Upgrade after casting Orb of the Temporal Master should no longer crash the game.

The Slorm Temple:

• Pure Slorm Reward is now calculated when the Temple Shrine rises up, not when you pick up Pure Slorm.

Various:

• You should no longer be able to knock Obelisks back inside The Great Forge.
• You should no longer be stuck on Result Screen with a Tutorial Tooltip being shown.

That's about it for today.
We didn't have the time to add everything that we wanted in that update (such as reworking the controller or balancing various things) but we believe these can be done in a later update.

And as always, please report any bug that you may find.
Have fun!
high rated
Parkitect

Updated to 1.8o (Galaxy & Offline Installer)

Changelog from SteamDB:
1.8o Update

This months update contains the following changes:

- added "People animation detail" slider to graphics settings. Lowering this setting can help improve performance in busy parks.
- fixed trains on Water Coaster/Wild Mouse could get spawned in the wrong facing direction when using reversing segments

January 2023 Build Challenge Results

Here are the winning entries:

These workshop items are now included as default blueprints in the game

Manic Miners

Part of January 2023 challenge.

A spinning coaster is a roller coaster with cars that rotate on a vertical axis. This element gives a different experience every ride.

There are several versions of a spinning coaster and this one is more aligned to the single car Maurer Sohne type first introduced in 1994, in which riders faced each other. This version has larger twisted layouts and would use more banked turns and vertical hairpins in comparison to its wild mouse variant. Some real life examples you can use as references are: Spider, Winjas, Spinball Whizzer, and Dragon's Fury.

Coaster tip: Because this ride doesn't use a train, it makes it more challenging to increase rider occupancy. To tackle this, coaster manufacturers of this ride type will introduce at a minimum two lifts (Cobra's Curse in Busch Gardens has three sections) This way they can have multiple cars safely on the track at the same time.

Excitement: 69.4 (Very high)
Intensity: 29.2 (Low)
Nausea: 30.2 (Medium)

Approximate Cost: ~$9,005.80
Approximate Cost (without decoration): ~$3,799.00

+++

The Puzzle Cube

Excitement: 56.4 (High)
Intensity: 43.1 (Medium)
Nausea: 27.4 (Low)

Approximate Cost: ~$8,871.00
Approximate Cost (without decoration): ~$3,507.00

+++

Kalamity Mine

Excitement: 56.2 (High)
Intensity: 25.0 (Low)
Nausea: 19.2 (Low)

Approximate Cost: ~$8,707.80
Approximate Cost (without decoration): ~$3,579.00

+++

Wrecking Ball Bash

Excitement: 58.2 (High)
Intensity: 41.7 (Medium)
Nausea: 32.2 (Medium)

Approximate Cost: ~$7,463.56
Approximate Cost (without decoration): ~$4,374.00

+++

Mad Tea Coaster

Excitement: 63.3 (Very high)
Intensity: 35.3 (Medium)
Nausea: 23.3 (Low)

Approximate Cost: ~$8,753.35
Approximate Cost (without decoration): ~$3,219.00
high rated
The Tenants

Updated to 1.0.11 (Galaxy & Offline Installer)

Changelog from SteamDB:
The Tenants - Patch 1.0.11

General

- Swapped to a new backend service for our in-game feedback window, letting players attach their save files yet again when contacting support.
- Room overlay UI will now show target required room types in jobs to make it easier to see which room goes where.
- Fixed an issue with the Gotta Catch Them All achievement not always unlocking appropriately.
- Fixed an issue where the player could get stuck in a tenant renovation request.
- Fixed an issue with the aunt apartment mission in creative mode.
- Fixed an issue with the cloning tenants when using the move apartment level reward.
- Fixed an issue with tenants showering and sleeping so hard they would lose their head.
- Fixed an issue with the sell everything feature being active during outlet configuration.

Balance

- Lowered the level requirement in the Real Estate Magnate main mission from 80 to 65 based on player feedback.
high rated
XIII Remake got updated to version 1.7.8247
As usual, no patch notes.
high rated
avatar
neumi5694: XIII Remake got updated to version 1.7.8247
As usual, no patch notes.
Changelog from SteamDB:
XIII Patchnote

Hello Agents,

A new update is available for XIII. Here is what it brings:

General

- Added Russian and Polish localizations
- DLC content now available for owners on Gen8
- Unlocking the endgame achievement in Very Hard difficulty now unlocks all endgame achievements

Audio

- Fixed audio desync with sub
- Missing music audio in several parts of the game
- Higher default balance for music
- Fixed sound effects balance option

Multiplayer

- Fixed an issue allowing players to see through walls

Options

- Fixed Aim assist issue
- Fixed key rebinding issue
- Fixed popup closes option menus

- General bugfix and improvements
high rated
AI War 2 has just received another update, taking it from 5.535 to 5.536 for Windows, Mac and Linux.

5.536 Extended Sidekicks
(Released January 30th, 2023) Part 1

• The Classic map type will now always have at least one planet with only one wormhole in

• Units that spawn via the hydra mechanic now spawn near where their parent was, not exactly on the same location
• This looks better visually

• Very minor Elderling performance improvement

• Clicking on the Templar Constructor Notification now shows you the constructors in question
• Necromancer QoL improvement

• Notifications for the Neinzul Wild Hives and Migrant Fleets now use an actual icon, instead of giving a semi-random icon
• Reported by several people on discord

Mods

Sidekicks

• The Dyson Sidekick mod is renamed to be the Sidekicks Mod.

• This mod now includes the Dark Zenith Sidekick (that mod is removed, since all the functionality is now in the Sidekicks mod)

Dyson Sidekick
• Chrysalis notifiers now tell you explicitly if the AI is drilling there

• Increase the cost in kills for transforming a dyson sidekick flagship

• Fix a bug when killing AI Cuendillar Drills targeting a chrysalis

• Fix a bug where Chrysalises were giving too much cuendillar

• Significant buffs to the reapers
• In particular, having science generators now causes a lot more Reaper force. I think I may need to improve the UI on this to let players know how much reaper strength is coming from different sources

Ark Sidekick
• Add a new Ark Sidekick Player Type, which is like the Ark Empire but you don't lose if your starting Ark is crippled
• You can start with Golems and some other fun ships as your starting Ark (more variety than Ark Empire)
• This is an ideal way for new players to start in MP

AI Types

• Add some Hydra-themed Dire Guardians to the Lernaean AI Type

• The Lernean Beachhead unit should no longer spawn in hacking waves

• Nerf the Steel Hydra and Kalir Devastator

• Tank Guard Posts (flenserite) do less damage but are a bit tankier

Leere
• Tightened up Zombification restrictions on Leere auras, to help prevent extreme snowballing
• Leere now have more rapid decay than regular zombies, to help prevent extreme snowballing
• Leere can no longer steal invulnerability granting or cripple-able entities, to help prevent extreme snowballing
• Hostile to All Zombies have had their Dark Spire conversion rate reduced by 99%, to help prevent apocalyptic snowballing
• Thanks to SirLimbo, Dismiss, and Puffin for feedback and advice

Extended Ship Variants

• ESV has received a balance patch - the first since probably the release of DLC 2 and desperately needed as it turned out. There is a ton of nerfs (some maybe going too far) but this should be a good start even if further adjustments are required.

• Universally for all ships:
• All ESV ships are now roughly between 30% and 40% less likely to appear in AI ship groups. This does not affect their abundance in ARSs, Transports, etc for the player.
• The exception are ships appearing in conjunction with the Zenith Onslaught DLC - those are roughly 70% less likely to appear in AI waves since they never were adjusted in the first place it seems.
• Strike craft in the FrigatesWithSupport ship group for Transport fleets now spawn at the normal capacity instead of less, and inversely Frigates no longer spawn with more than normal capacity. This brings them in line with changes that happened to Vanilla and overall is a nerf (due to it being 2-3 Frigates and only 1 Strike Craft line).
• All frigates have been removed from all AI ship groups and should no longer spawn for the AI at all.
• All the FRS ships have lost their increase to damage modifiers with mark level.
• Many ships had strength rating adjustments. These only affects the amount of strength points the game estimates the ship is worth, and will affect AI judgement (and let's be honest, player judgement too...) of the ships and their decision making, but does not affect the actual combat strength.

• Vanilla Strike Craft:
• Obstructor Wing: Energy cost 400 -> 500, base ship cap 32 -> 28. AI purchase cost 28->32, strength rating 1x -> 1.25x. This makes them slightly more expensive (due to being more powerful) and reduces the count a bit, both for the player and the AI.
• Strike Wing: Damage bonus to enemies with <=7gx engine power 3x -> 2x, AI purchase cost 22 -> 26, strength rating 1x -> 1.35x. This nerfs their damage potential without taking away from their raiding style and makes them more expensive for the AI.
• Alpha Strike Wing: Metal cost 2500 -> 3500, energy cost 400 -> 600, incoming damage for 40s on planet 0.2x -> 0.6x, strength rating 1x -> 2x. This nerfs their almost insane resilience against attacks when on a planet for less than 40 seconds - while also making them more expensive if lost. This should hopefully lead to players using them with more care and less as a simple main combat unit.
• Oculus: AI purchase cost 26 -> 30, strength rating 1x -> 1.3x. The Oculus seems fine based on its values, slight cost and rating adjustments should be all that's needed.
• Vex Guard: Damage amplification base 5 -> 4, per mark 5 -> 2, strength rating 1x -> 1.2x. The Vex Guard also seems pretty fine, though at Mk7 its damage amplification (flat +35) was too close to the normal Vanguard (+50) for it being a ship that exploits its own damage amplification with bonus damage. It now caps out at +18.
• Cannon Bot: AI purchase cost 14 -> 17, base range 5000 -> 6000, base speed 1600 -> 1000, strength rating 1.4x -> 1.6x. The Cannon Bot, being almost an artillery weapon for such a small ship, is now less raid-capable due to to the stark decrease in speed, but has even more range. They are also quite a bit more expensive for the AI to purchase.
• Electro-Strike Corvette: AI cost to purchase 120 -> 135. This is another ship in quite a sweet spot, but probably should be a bit more expensive for the AI than it's base variant.
• Fortified Agravic Pod: Hull points 2400 -> 3600, damage reduction at >= 2500 range 0.05x -> 0.25x. The Fortified Agravic Pod was basically impossible even for vastly superior big ships to kill, now they should have a chance to fight them albeit it's still a natural preditor vs prey situation. The 50% hull points were added to compensate and should help in fleet combat.
• Ablative Gatling: Energy Cost 135 -> 275, strength rating 1.4x -> 2x. Another ship strength-wise in a good spot, but the increased energy cost and strength rating look like a good fit.
• Metabolizing MLRS Corvette: No changes. The balance should fit nicely here.
• Tracker: Also no changes. The balance should fit nicely here. And yes, they are supposed to be the hard counter to cloaked centerpiece meta. Sorry Belle Prime users.
• Space Bomber: Strength rating 1.6x -> 1.9x. This should also be balanced quite nicely, but lacks a bit of that representation in strength estimate.
• Void Bomber: Shield points 500 -> 50, strength rating 1.6x -> 3x. This thing's math was insane for ever being killed ever at all. So now it's roughly 10x as easy to kill but should still be strong enough if not still OP (let that sink in!).
Post edited January 31, 2023 by Trooper1270