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Medkit Rework & Player Suggestions Hotfix v0.51c.108329



[h2]A QUICK NOTE FROM HEART MACHINE[/h2]

Thank you all SO much again for your continued support and feedback after a very exciting Early Access launch week for us! Last week was a big week for us -- it was incredible to see you all jump into the Overgrowth for the very first time and share your feedback with us along the way. We’ve received a ton of incredible feedback, and on our end, we’re already heads down in development as we’re jumping into making and planning changes to the game based on your all’s suggestions.

As a studio, this has been our most ambitious project yet – making an open world roguelite (which there aren’t that many out there!) -- and so, we’re beyond thrilled to make our vision for Hyper Light Breaker a reality alongside you all throughout the course of Early Access. We made Hyper Light Breaker with Early Access in mind to have it grow and evolve with our community, and today’s patch represents that as we made some pretty big changes, including a rework on Medkits, thanks to your feedback.

Today’s patch (and the one before it) is just the beginning of us using your feedback to shape the game – so you can expect even more community-driven patches and updates (see our first hotfix blog for more details on update cadence) We will be shifting the full team onto our first planned Minor Update so expect this to be the last hotfix for the time being. We are working on an Early Access content roadmap and planned to release it this week, but we need just a little more time to flesh it out and incorporate changes to it based on player suggestions. What we can say for now is there’s SO much more to come, so stay tuned!

Just a friendly reminder, the best way to ensure we see your feedback and concerns is to post it in the #hlb-support channel on our Discord: www.discord.gg/heartmachine.

That all said, let’s dive into patch notes for today’s hotfix v0.51c.108329!

~ Michael Clark, Lead Producer, and the Heart Machine team

[h2]TODAY’S PATCH NOTES[/h2]

Note: Anything listed as a “COMMUNITY ASSIST” and “COMMUNITY SUGGESTION” are fixes made thanks to our awesome community of players! We really appreciate all of your support and feedback – so please keep it coming!

[h3]Gameplay Changes[/h3]

COMMUNITY SUGGESTION: Medkit rework
  • Players now start with a Medkit.
  • The first Medkit upgrade available via Pherus Bit now improves Medkits.
  • Medkits now auto-refill on launch of run, up to max capacity (default 1, upgradeable to 2).
  • Medkit refills at Shrines are now paid for with Bright Blood, not Medigems.
  • Medigems still provide a small amount of health still when harvested, but are no longer used for Medikits or used in the end-of-cycle screen.

Enemy updates
  • COMMUNITY SUGGESTION: Removed the tech croc brute and white dirks from the extraction spawn table.
  • COMMUNITY SUGGESTION: Increased time between waves of additional enemies in Crown fights.
  • Projectiles from weak enemies no longer hit-stun the player.
  • Flinch animations will play, but the player will have full control. Previously they played a hit impact that momentarily interrupted them.
  • Fixed an issue where damage trails would cause hit-stun on contact.
  • Enemy aggro distance reduced.
  • Removed some enemies from the Drop Down Lab spawns that weren't supposed to be spawning there (or at all).

[h3]Bug Fixes[/h3]
  • COMMUNITY ASSIST: Fixed a bug where some players would get stuck on a black screen when launched.
  • COMMUNITY ASSIST: Fixed a memory leak causing degrading performance over time.