Hello, Pebble Knights! Based on your feedback that the late game felt repetitive, we have extensively reworked the Underground system. Instead of following a fixed sequence of Camps and Bosses, you can now explore the Underground by choosing the doors you want to enter. Various new events have also been added, including battles against new monsters. This is only the beginning, and we plan to continue adding more events in future updates. Check out the full details below.
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Door System Changes
Underground progression is no longer fixed to the Event → Camp → Boss sequence. You can now choose which door you want to enter.
Question Mark Doors have been added. These doors can lead to any floor except the final boss.
The final boss is no longer limited to Floor 30 and may now appear on other floors. The final boss door has a distinct appearance that sets it apart from other doors.
Combat Doors featuring five new battle events have been added.
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The name of each Underworld Kingdom is now displayed when you enter a floor containing a Camp and Tent.
Enemy balance and item placement have been adjusted to better highlight the unique characteristics of each Kingdom.
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Tinrot, a monster capable of using weapons, has been added.
New elemental monster variants have been added: Lightning, Poison, and Burn.
A giant Mold Spawner monster has been added.
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When a monster takes elemental damage, its health bar now displays a color matching the damage type.
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Clearing the surface in Breakfast Mode for the first time now plays the opening credits and unlocks the Underworld and Lunch Mode.
Unlocking a Trait now displays how many Traits you have unlocked out of the total.
An overheating visual effect has been added to the Flamethrower.
Visual effects have been restored for the Lightning Storm Trait.
The visual presentation of the Pexman Trait has been improved.
The visuals for the Bodycheck Trait have been improved.
Bingbing Knights is now disabled when descending into the Underworld.
Pinging an item with a Trait now displays its Trait icon, even if the item is not a weapon.
Several sound settings have been adjusted, including reducing overlapping sounds and balancing left and right audio volume.
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Fixed an issue where the 'Bada-Bling!' Angel Buff activated for Potion Buddy.
Fixed an issue where the Bodycheck Trait activated while holding an item or floating in the air.
Fixed an issue where Trait Sealing, which disables high-grade Traits, was applied repeatedly each time a run was resumed and did not synchronize for guests.
Fixed an issue where Angel and Demon Buff and Debuff effects did not play while the game was paused.
Fixed an issue where the joints and shadow of 'Blood Corruption' did not scale with changes to the player's size.
Fixed an issue where 'Blood Corruption' moved incorrectly during the ending.
Fixed an issue where the 'Blood Corruption' Trait could not attack nearby enemies.
Fixed an issue where another player eating an item could activate your Gigantify Trait.
Fixed an issue where bots would occasionally fail to pick up and eat items thrown to them.
Fixed an issue where the damage cutoff triggered too frequently when Mad Bomber had very little health remaining.
Fixed an issue where the requirements for the Dark Trait were not displayed after its third evolution.
Fixed an issue where the countdown text could remain permanently enlarged.
Pebble Knights continues to improve thanks to your valuable feedback. Thank you, as always, for your support! We will continue working hard to make Pebble Knights even more enjoyable. We hope you will continue to follow and support the game! The Pebble Knights Team Join our Discord for more news and updates! https://discord.gg/pebble-knights
