Hey guys. Sorry for the frequent "lil'" patches these past two weeks. I've been prepping the game for release on some other platforms. You may have noticed we skipped .17 all together (it was for submission on Windows Store).
Expect more news on that later.
With the latest patch the game should be in a really stable state. The next large content update is probably several months out still, but I'll be testing new features, etc. on the alpha branch which you can access by supporting the game on Patreon or just hanging around in the Discord long enough.
Hey guys. Sorry for the frequent "lil'" patches these past two weeks. I've been prepping the game for release on some other platforms. You may have noticed we skipped .17 all together (it was for submission on Windows Store).
Expect more news on that later.
With the latest patch the game should be in a really stable state. The next large content update is probably several months out still, but I'll be testing new features, etc. on the alpha branch which you can access by supporting the game on Patreon or just hanging around in the Discord long enough.
Fixed lock up in the Caves associated with Cave1x1AllExits04
Fixed overly difficult jump in Cave1x1AllExits04
Wadjet-Mikail will actually show up #stupidnewbdev
Bigger Explosions have bigger damage bounds #stupidnewbdev
Fixed bug that cause Aura Bolt to create multiple auras on projectiles
Fixed issue with overlapping tiles in CaveSaveRoom01
Fixed Power Shield Achievement
Fixed (or drastically reduced the chance of) pointless dead ends in traversal path and Wall Creep rooms.
Fixed layout generation bug that could mishandle traversal paths when adding shops, minor items, bonus items, etc.
Fixed layout generation bug that could mishandle traversal paths when pathing through existing rooms.
Fixed potential bug with shrine item pools
Fixed unreachable ceiling entrances in FactoryToBuriedCity02 and FactoryToBuriedCity03
Fixed issue with viridian shell and items that make you small. (in rare instances player couldn't stand back up).
Fixed secret in BuriedCity1x1temRoom02
Fixed "map health" typo
Fixed potential out of bounds in Surface1x2AllExits02
Fixed bug where Flesh Adder could become stuck at fast speed if it took too much damage.
Bullets from radial bolts now have appropriately sized explosions
Energy and Health bar will flash from regeneration gained from items now.
Cephalodiptera's green shot can't be destroyed by player projectiles
Slugards' green shot passes through terrain
New Rooms:
Glitch2x1AllExits04
BeastGuts2x1AllExits03
BuriedCity2x1DamageBlocks02
Balance Changes:
Shrines can give Activated Items
More shrine recipes
Shrines won't give items that can be found in rooms and shops elsewhere in the run
Mouth babies spawned by Bio-Plasma Mouth Meat won't drop pick ups
Homing Bolts ignore flesh lumps
Homing Bolts have a more dramatic homing effect within a larger arc but a short radius
Flesh Adder's head no longer deals 4 damage (WTF was I thinking?)
Other Changes:
Seed is visible on the death screen
New Sluggard Variant for Beast Guts
New art for Caves
New art for Buried City
More Surface details
New minor item hiding spot in Factory1x2IgnoreTerrain01
You can't donate 0 scrap to shrines. (This might change if there ever becomes a reason to, but as it stands it was always bad and usually happened on accident)
Added spiffy borders to item collect and achievement screen to differentiate them
Achievement pop up shows text describing how achievement was earned
Achievement menu lets you highlight achievements and see how to earn them
Fixed lock up in the Caves associated with Cave1x1AllExits04
Fixed overly difficult jump in Cave1x1AllExits04
Wadjet-Mikail will actually show up #stupidnewbdev
Bigger Explosions have bigger damage bounds #stupidnewbdev
Fixed bug that cause Aura Bolt to create multiple auras on projectiles
Fixed issue with overlapping tiles in CaveSaveRoom01
Fixed Power Shield Achievement
Fixed (or drastically reduced the chance of) pointless dead ends in traversal path and Wall Creep rooms.
Fixed layout generation bug that could mishandle traversal paths when adding shops, minor items, bonus items, etc.
Fixed layout generation bug that could mishandle traversal paths when pathing through existing rooms.
Fixed potential bug with shrine item pools
Fixed unreachable ceiling entrances in FactoryToBuriedCity02 and FactoryToBuriedCity03
Fixed issue with viridian shell and items that make you small. (in rare instances player couldn't stand back up).
Fixed secret in BuriedCity1x1temRoom02
Fixed "map health" typo
Fixed potential out of bounds in Surface1x2AllExits02
Fixed bug where Flesh Adder could become stuck at fast speed if it took too much damage.
Bullets from radial bolts now have appropriately sized explosions
Energy and Health bar will flash from regeneration gained from items now.
Cephalodiptera's green shot can't be destroyed by player projectiles
Slugards' green shot passes through terrain
New Rooms:
Glitch2x1AllExits04
BeastGuts2x1AllExits03
BuriedCity2x1DamageBlocks02
Balance Changes:
Shrines can give Activated Items
More shrine recipes
Shrines won't give items that can be found in rooms and shops elsewhere in the run
Mouth babies spawned by Bio-Plasma Mouth Meat won't drop pick ups
Homing Bolts ignore flesh lumps
Homing Bolts have a more dramatic homing effect within a larger arc but a short radius
Flesh Adder's head no longer deals 4 damage (WTF was I thinking?)
Other Changes:
Seed is visible on the death screen
New Sluggard Variant for Beast Guts
New art for Caves
New art for Buried City
More Surface details
New minor item hiding spot in Factory1x2IgnoreTerrain01
You can't donate 0 scrap to shrines. (This might change if there ever becomes a reason to, but as it stands it was always bad and usually happened on accident)
Added spiffy borders to item collect and achievement screen to differentiate them
Achievement pop up shows text describing how achievement was earned
Achievement menu lets you highlight achievements and see how to earn them
This is a small update intended to fix what I felt were some issues with shrines. The duration of the temporary effects they provide has been greatly increased, as they always seemed to run out before they became useful. Having noticed some confusion about their "recipes", I've also made it to where all permutations of their holy numbers should yield decent results.
I'm also aware that its a little too easy to accidentally donate nothing. That will be addressed in the next patch.
There's also some significant bug fixes. There was a Buried City room that could let you skip ahead and potentially get soft locked. Aura Bolt had some issues with blocks. I finally fixed where text in the shop was getting covered by keyboard hints. I also intend to make it to where seeds don't get (quite as) messed up when new rooms are added.
Several new rooms!
Finally, the controls for co-op are significantly better. Thanks to Nintendrew for pointing out how crumby they were. I rarely play as the orb, and I guess no one had the heart to tell me :)
Expect more smaller updates like this until the end of April. More rooms, bug fixes, quality of life changes. After that I'll start working on more significant things like Alt Areas, New Bosses, More Traversal Stuff, Champions, etc.
This is a small update intended to fix what I felt were some issues with shrines. The duration of the temporary effects they provide has been greatly increased, as they always seemed to run out before they became useful. Having noticed some confusion about their "recipes", I've also made it to where all permutations of their holy numbers should yield decent results.
I'm also aware that its a little too easy to accidentally donate nothing. That will be addressed in the next patch.
There's also some significant bug fixes. There was a Buried City room that could let you skip ahead and potentially get soft locked. Aura Bolt had some issues with blocks. I finally fixed where text in the shop was getting covered by keyboard hints. I also intend to make it to where seeds don't get (quite as) messed up when new rooms are added.
Several new rooms!
Finally, the controls for co-op are significantly better. Thanks to Nintendrew for pointing out how crumby they were. I rarely play as the orb, and I guess no one had the heart to tell me :)
Expect more smaller updates like this until the end of April. More rooms, bug fixes, quality of life changes. After that I'll start working on more significant things like Alt Areas, New Bosses, More Traversal Stuff, Champions, etc.
Fixed issue where deleting your last save file would automatically create a new save file in the slot deleted
Fixed bad tiles in Cave1x2AllExits01
Fixed traversal path in BuriedCity2x1DamageBlocks01 (damage type for blocks wasn't being set)
Left and Right can now change Vsync, Look Controls, Flashing Lights, and Blood in Display Menu.
Tentacles in Surface2x1AllExits02 above tiles now.
Fixed issue where aura shot would prevent damage blocks from breaking
Forge no longer covered by keyboard tip in shop window
Fixed potential out of bounds in BuriedCity2x3AllExits01
Fixed issue with Factory2x1NoDown03 related to out of bounds.
New Rooms:
Surface1x1ItemRoom02
Surface1x2AllDirections01
Surface2x1AllExits04
Cave1x1AllExits04
Factory1x2AllExits05
BuriedCity1x1AllExits06
BeastGuts1x1AllExits03
Glitch1x1AllExits04
Surface1x1NoUp02
Balance Changes:
Removed negative shrine effect that removed 2 from a random stat
Removed negative shrine effect that removed 3 from a random stat
Duration of random temporary debuffs increased from 90 seconds to 180 seconds
Duration of random temporary buffs increased from 60 seconds to 300 seconds
Duration of recipe temporary buffs generally increased for 1-2 minutes to 3-5 minutes
Stat-boosting holy number recipes work for multiple amounts of red, blue, green scrap
Donating combinations of red, blue, and green scrap that total a shrine's holy number will always yield positive results
Shrines now have associated item pools. These pools serve as back ups for holy number combos that don't have unique recipes or when you already have the item a recipe would reward.
Unique shrine recipes have a narrower range items they try to reward at first (before pulling from the pool).
Toxin Cloud's damage scales with player damage
Wave Bomb's damage scales with player damage
Energy Axe's damage scales with player damage
Rocket Launcher attack delay changed to 0.75 seconds from 0.5 seconds
Buzzsaw Gun attack delay changed to 0.55 seconds from 0.35 seconds
Scatter Gun attack delay changed to 0.9 from 0.75
Projectile Energy weapons attack delays affected by rate of fire mods
Other Changes:
New art for Caves
New art for Beast Guts
Health and Energy Bar pulse if a temporary effect is providing regeneration.
When Kiki (co-op orb) teleports to player a trail shows where it came from.
Fixed issue where deleting your last save file would automatically create a new save file in the slot deleted
Fixed bad tiles in Cave1x2AllExits01
Fixed traversal path in BuriedCity2x1DamageBlocks01 (damage type for blocks wasn't being set)
Left and Right can now change Vsync, Look Controls, Flashing Lights, and Blood in Display Menu.
Tentacles in Surface2x1AllExits02 above tiles now.
Fixed issue where aura shot would prevent damage blocks from breaking
Forge no longer covered by keyboard tip in shop window
Fixed potential out of bounds in BuriedCity2x3AllExits01
Fixed issue with Factory2x1NoDown03 related to out of bounds.
New Rooms:
Surface1x1ItemRoom02
Surface1x2AllDirections01
Surface2x1AllExits04
Cave1x1AllExits04
Factory1x2AllExits05
BuriedCity1x1AllExits06
BeastGuts1x1AllExits03
Glitch1x1AllExits04
Surface1x1NoUp02
Balance Changes:
Removed negative shrine effect that removed 2 from a random stat
Removed negative shrine effect that removed 3 from a random stat
Duration of random temporary debuffs increased from 90 seconds to 180 seconds
Duration of random temporary buffs increased from 60 seconds to 300 seconds
Duration of recipe temporary buffs generally increased for 1-2 minutes to 3-5 minutes
Stat-boosting holy number recipes work for multiple amounts of red, blue, green scrap
Donating combinations of red, blue, and green scrap that total a shrine's holy number will always yield positive results
Shrines now have associated item pools. These pools serve as back ups for holy number combos that don't have unique recipes or when you already have the item a recipe would reward.
Unique shrine recipes have a narrower range items they try to reward at first (before pulling from the pool).
Toxin Cloud's damage scales with player damage
Wave Bomb's damage scales with player damage
Energy Axe's damage scales with player damage
Rocket Launcher attack delay changed to 0.75 seconds from 0.5 seconds
Buzzsaw Gun attack delay changed to 0.55 seconds from 0.35 seconds
Scatter Gun attack delay changed to 0.9 from 0.75
Projectile Energy weapons attack delays affected by rate of fire mods
Other Changes:
New art for Caves
New art for Beast Guts
Health and Energy Bar pulse if a temporary effect is providing regeneration.
When Kiki (co-op orb) teleports to player a trail shows where it came from.