A brand new boss at wave 100: the ONE-ARMED BANDIT, a giant evil slot machine. Every attack starts with a pull of its lever, and its three reels decide what it does
Read the reels as they land, on the machine and next to the wave panel: three different symbols play three attacks in a row, a pair plays a stronger DOUBLE, and three of a kind hits the JACKPOT
7 symbols and 21 attacks: Cherry Bombs, Lemon Boomerangs, the Seed Spitter, Gold Bars (solid walls that box you in, or the exploding FORT KNOX vault), Lucky Seven from phase 2, Payout coins from phase 3 and the Lucky Magnet in phase 4
Three dodge phases where it shrinks into the corner and deals you a casino game: ROULETTE (stand on the colour it calls), SNAKE EYES (dice light up blast zones on the floor) and THE HOUSE ALWAYS WINS (the floor turns into a slot machine and every winning line fires)
Every phase is meaner: faster reels, more symbols, attacks that overlap, rigged reels with more jackpots, and in the last phase it goes ALL IN and pulls the lever again before its last attack is done
THE HOUSE TAKES ITS CUT: every hit from the Bandit also takes a share of your max HP that armor can't stop (6% to 9% for big hits, 2% to 3% for coins and shots), so even the tankiest build has to dodge
Hornet Launcher: fires volleys of 3 little homing missiles that curve into the nearest enemy (5 damage each, cost 13)
Flak Cannon: shells burst as soon as they get near an enemy, hitting everything around it and throwing shrapnel further out (17 damage, cost 19)
Ricochet Disc Launcher: a saw disc that bounces from enemy to enemy and off the walls, hitting 12% harder with each enemy it chains (10 damage, 3 bounces, cost 17)
Mash Fist: a new melee weapon, your potato's own fist. It jabs straight out like the Spear, quicker but shorter, and sends small enemies flying (15 damage, cost 14)
Each new weapon has its own icon, firing animation, projectile, sounds and Mythic version: Spudnik Swarm, Flak Jacket Potato, Lethal Latke and Fist of the North Spud
Four new unique upgrades, one for each new weapon. They only show up while you carry that weapon
Hive Mind (Hornet Launcher): +2 missiles a volley, and a missile that gets a kill splits into 2 mini missiles, but missiles deal 20% less damage
Shrapnel Storm (Flak Cannon): bursts throw 12 shards that fly twice as far and hit harder, but the blast is 15% smaller
Boomerang Blade (Ricochet Disc Launcher): +2 bounces, then the disc flies back to you and cuts everything on the way, but it deals 10% less damage
Haymaker (Mash Fist): every 3rd punch deals 2.5x damage and flattens everything around the fist, but you punch 10% slower
SUPERNOVA: a new third dodge phase. The idol burns in the middle of the arena and rings of fire roll out for 18 seconds, each with one opening to stand in. A turquoise ray shows where the next opening will be, and in the second half every ring has a twin right behind it
SUNBURST: a new phase 4 attack, three rings of fire with openings
Boss Rush now has all 10 bosses, from the Garlic Titan to the One-Armed Bandit (was 6)
A rush wave between bosses: after each boss and its bonus round you fight a 25 second wave of normal enemies (a skirmish, a horde or a totem wave). It doesn't count toward your time
FLAWLESS: beat a boss without taking a hit to get an extra upgrade pick and a 50% bigger war chest
The results screen shows how many bosses you beat flawless and your fastest boss kill
You can open the CODEX from the shop between rounds with the new CODEX button next to STATS. While it's open the shop hotkeys are off, so you can type in its search safely
The Mash Mart shopkeeper now and then asks you to leave a review
Extra shots from upgrades now fly side by side straight at the target instead of in a V, so both of them hit even small enemies. The Shuriken still fans out, and the Shotgun and Hornet Launcher keep their spread
Boss HP in the rush is rebalanced for the rush waves and the FLAWLESS bonus: bosses 2 to 6 have 15% to 35% more HP, and the curve runs from 12K up to 1.7M for the One-Armed Bandit
Rush waves pay half the coins and XP, and their enemies' damage is capped so they stay fair for a rush build
Every upgrade can now show up in the rush, including the unique upgrades
Boss HP now follows the enemies: every boss has the HP of a set number of elites from the wave before it, 10 at wave 10, 11 at wave 20, then 2 more each boss (27 at wave 100). Early bosses get a little tougher and late bosses lighter, so late runs no longer hit an HP wall at every boss
Boss HP examples: Cupcake 600K to 784K, Broodmother 9.6M to 13.2M, War Mech 38.4M to 38.9M, Rock Golem 154M to 113M, Harvest Reaper 399M to 323M, Sugar Serpent 883M to 780M, Sun Idol 2.70B to 2.59B
The War Mech is harder: shorter gaps between attacks, rocket swarms of 7 / 9 / 12 (was 6 / 8 / 10) that turn tighter, missile salvos of up to 15 with the follow-up salvo from phase 1, longer minigun bursts and about 8% more damage
The Rock Golem is harder: every attack set arrives a phase earlier, with two volley boulder throws from phase 2, dash chains of 2 in phase 1 and 3 from phase 2, more eye bolt volleys (3 / 4 / 6), faster tornado rocks and about 8% more damage
The Harvest Reaper is a little harder: 5 crows per lane (was 4), crossing crow lanes from phase 1, quicker night ambushes and wisps, and about 9% more damage
The Sugar Serpent is harder: it slithers faster (still slower than you), lunges twice from phase 1 (three times in phase 3) with a candy burst after every lunge, more and faster candy rain, a faster phase 3 coil and about 10% more damage
The Sun Idol's dodge phases now come at 75%, 50% and 25%, and in phase 4 it attacks faster and throws 6 sun orbs
Every boss attack can still be dodged on foot or with one dash
Two new tips about the One-Armed Bandit
The War Mech's minigun was silent because its sound was missing. It now fires with a heavy gun sound
The old Boss Rush leaderboard: a 10 boss rush with waves in between can't be compared with the old 6 boss times, so the rush has a fresh leaderboard. Your old best stays in your save
Co-op: everyone needs V0.97 to play together (older versions can't see V0.97 lobbies)
The One-Armed Bandit and the four new weapons are brand new and haven't had much playtesting yet, so their balance may change
Co-op hasn't had a big online test yet, so expect some rough edges
You can't join a co-op run that has already started, and if the host leaves the game ends for everyone
In co-op the War Mech's Carpet Bomb safe block can still appear anywhere, since one block can't be near every player
The tutorial's King Slime still uses the classic slime art
Weapon fire rate is very slightly tied to frame rate
The Elite Hunter achievement description on the achievements page may still show the old text