: Developers implemented heavy optimizations for high-level play. This included a visual effect opacity slider, an FPS limit slider capped at 120% of the monitor's refresh rate, and the removal of certain "invisible exceptions" that caused lag during crowded runs. Enemy Combat Changes : Stun effects were removed from all enemy attacks.
: Allows players to cycle through multiple scenarios with escalating difficulty. Enemies gain increased health and resistance with each cycle.
Absorption shields (like Arcane Shield) were adjusted to be less effective in deep endless cycles.
The core of this patch was the split of the original "Endless Mode" into two distinct, scalable challenges:
: Developers implemented heavy optimizations for high-level play. This included a visual effect opacity slider, an FPS limit slider capped at 120% of the monitor's refresh rate, and the removal of certain "invisible exceptions" that caused lag during crowded runs. Enemy Combat Changes : Stun effects were removed from all enemy attacks.
: Allows players to cycle through multiple scenarios with escalating difficulty. Enemies gain increased health and resistance with each cycle.
Absorption shields (like Arcane Shield) were adjusted to be less effective in deep endless cycles.
The core of this patch was the split of the original "Endless Mode" into two distinct, scalable challenges:


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