Hi Parasites!
It's been a while since the last patch and we've been receiving plenty of feedback from everyone in our amazing community of pathogens. A big thanks to you all for playing Pathogenic, sending us your findings, and waiting so patiently for our updates. Today we have a new patch covering a long list of fixes and a few more QoL+balancing changes to improve your infection experience and address a good chunk of the reported issues.
That said, we got a little too focused on the fixes, and the pathogens were left growing on their own in the Petri dish. Their numbers are multiplying so we gotta go now and get the situation under control. See you in the next Steam post! (And don't forget to follow our socials for more Pathogenic news!)
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Patch Notes
Balance
- Lung enemies (alveolar macrophages, bacteria, fungal spores) have 10% less HP
- Lungworm ultimate laser attack slightly nerfed
Quality of life
- Amoeba body rebuilds in the organelle editor are much faster
- Switching Fullscreen to Windowed now gives you a proper window instead of a screen-sized one with the title bar off-screen
- Linux build now runs on older distributions
Fixes
- Screen shakes now fade with distance, so off-screen hits no longer throw the camera around
- The Intestine hub only pulls you into its fight when you're actually standing in it, so a leftover enemy there no longer locks the whole floor in combat
- Solo Diatom no longer loses control after alt-tab or a click in the editor
- Double-clicking a pathogen no longer starts the run before the loadout screen shows
- Gamepad: Details press no longer also fires actives or opens the plasmid menu; editor cursor no longer steals focus from the pause menu; antibiotics menu and loadout screen now work when opened with the mouse
- Excitable weapons no longer stay stuck active after evolving, and uncharged ones keep their binding icon
- Rotary Extruder now fires as soon as it shows as charged
- Vesicle overcharged by another Vesicle now passes the charge on
- Chemoreceptor Antenna and Respiratory Burst now count Recuperative Mitochondria
- Attractor, Gyrosome and sibling infusers now apply in the right order on one-shot bolts
- Mitotic Nidus + Actin Whip no longer merge into one glitchy beam
- Staurolobber laser visuals now match where they actually hit
- Vancomycin now converts the heart bosses' shots
- Frozen dendritic cells no longer keep healing and shielding their neighbours
- Wall spider's laser no longer fires after it dies mid-charge
- Enemies can no longer become unkillable from extreme damage values
- Mutation cards can no longer be picked before they finish loading, and two combined Bifurcators no longer turn the whole tooltip red
- Save/resume: cleared rooms no longer re-arm wall spikes, the heal room no longer re-grants max HP, Tachycardia loadouts keep Eternal Sinoatrial Node, and intestine DNA no longer despawns during level-up
- Plutomania: blood deals and heal rooms no longer break the heart-to-orb economy
- Killing the boss from the death screen now correctly counts as a win
- Fixed the secret code overlay not opening
- Many crash fixes: wall rebuilds on level transitions, startup videos, physics, and more
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.