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This is our first major difficulty tuning update, focused on the early game. We will adjust as we continue to receive feedback, thank you to the several players who shared with us. The difficulty setting is adjustable at any time in-game, without any reload necessary. We encourage everyone to experiment with the 6 different difficulty options available. Normal is designed for players coming in with limited ARPG experience, Very Hard and Insane are more for Action / ARPG veterans. Additional options are coming in the future. Difficulty ChangesThe Machine Boss drops a bit more health at critical stages, and chef enemy spawns are more spaced out in that fight. Most enemy attacks do 10% more damage to the player on normal, hard, very hard, and insane. Bomb enemies attack slightly less often, but each bomb does 15% more damage. All health pickups, across the game, heal 25% less. Flaming bottle enemies, shadow assassins and tentacles have 20-30% more health. Tentacles in bossfights are unaffected. Execution opportunities are 50% less likely to present if the player is not low on health. Many crates in the early game drop less health, and most pickups fade when not needed. Enemies drop 20
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