A Robot Named Fight! - MattB
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.

Full Patch Notes Here.

Thanks
-Matt
A Robot Named Fight! - MattB
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.

Full Patch Notes Here.

Thanks
-Matt
A Robot Named Fight! - MattB
Patch Notes 1.1.2.18

Bug Fixes:
  • Fixed miscolored tentacle tiles in cave
  • Longer item collect text is no longer covered by the border
  • Phantasmal Orbs now require their corresponding achievement to show up in runs now
  • Fixed bad tiles in Factory2x3AllExits04
  • Save file will keep track of how many items the thief spawned
  • Viridian shell won't get you stuck in pits in The Forbidden Place
  • Fixed achievement pop ups appearing at the same time as Item Collect pop ups
  • Scatter Gun no longer grants multiple frags in Deathmatch
  • Fixed bug introduced in 1.1.2.15 that made energy axe able to activate switches
  • Fixed damage bounds on wall creep's puke
  • Fixed bounds on wall lasers' beams
  • Fixed issues where you could end up with lower than max health while artificer helm is equiped
  • Fixed orbs being able to shoot during boss fight intros
  • Fixed bad tiles in Factory3x1AllExits01
  • Fixed stray tile in Surface1x3AllExits01
  • Fixed bad enemy placement in Cave1x1AllExits04
  • Fixed color of Attractor Helm visor
  • Fixed overly difficult jump in Cave1x1AllExits04
  • Fixed layering issue in Cave2x1IgnoreTerrain01
  • Fixed bad tiles in Cave2x1WallCreep01
  • Player items now visible during door transitions.
  • Fixed stray flesh lump in BuriedCity3x1AllExits02
  • Player speed capped at 34. At higher speeds dashing through doors can break transitions
  • Fixed royal orbs homing bolts
  • Fixed issue where exits could be placed in a way that prevents minor items from being collected
  • Fixed exploit where you could queue multiple shots while sliding, dashing, or buzzsaw-dashing.
  • Fixed soft lock involving buzzsaw dashing into boss rooms
  • Fixed issue sliding into revenant stations

Balance Changes:
  • The following items can't be starting items: Celestial Charge, Eth Chip, Big Bolt, Master Map, Cave Map, Factory Map, Buried City Map, Triple Shot
  • Glitch1x1LeftRight01 is less completely unfair bullshit, seriously... fuck this room
  • Radial Bolts cost 3 energy as opposed to 6.
  • Several Items banned from boss rush

Other Changes:
  • New buried city environment details
  • Patrons added to credits

Rudeboys:
  • Fixed rudeboys in Glitch1x1NoDown01
A Robot Named Fight! - MattB
Patch Notes 1.1.2.18

Bug Fixes:
  • Fixed miscolored tentacle tiles in cave
  • Longer item collect text is no longer covered by the border
  • Phantasmal Orbs now require their corresponding achievement to show up in runs now
  • Fixed bad tiles in Factory2x3AllExits04
  • Save file will keep track of how many items the thief spawned
  • Viridian shell won't get you stuck in pits in The Forbidden Place
  • Fixed achievement pop ups appearing at the same time as Item Collect pop ups
  • Scatter Gun no longer grants multiple frags in Deathmatch
  • Fixed bug introduced in 1.1.2.15 that made energy axe able to activate switches
  • Fixed damage bounds on wall creep's puke
  • Fixed bounds on wall lasers' beams
  • Fixed issues where you could end up with lower than max health while artificer helm is equiped
  • Fixed orbs being able to shoot during boss fight intros
  • Fixed bad tiles in Factory3x1AllExits01
  • Fixed stray tile in Surface1x3AllExits01
  • Fixed bad enemy placement in Cave1x1AllExits04
  • Fixed color of Attractor Helm visor
  • Fixed overly difficult jump in Cave1x1AllExits04
  • Fixed layering issue in Cave2x1IgnoreTerrain01
  • Fixed bad tiles in Cave2x1WallCreep01
  • Player items now visible during door transitions.
  • Fixed stray flesh lump in BuriedCity3x1AllExits02
  • Player speed capped at 34. At higher speeds dashing through doors can break transitions
  • Fixed royal orbs homing bolts
  • Fixed issue where exits could be placed in a way that prevents minor items from being collected
  • Fixed exploit where you could queue multiple shots while sliding, dashing, or buzzsaw-dashing.
  • Fixed soft lock involving buzzsaw dashing into boss rooms
  • Fixed issue sliding into revenant stations

Balance Changes:
  • The following items can't be starting items: Celestial Charge, Eth Chip, Big Bolt, Master Map, Cave Map, Factory Map, Buried City Map, Triple Shot
  • Glitch1x1LeftRight01 is less completely unfair bullshit, seriously... fuck this room
  • Radial Bolts cost 3 energy as opposed to 6.
  • Several Items banned from boss rush

Other Changes:
  • New buried city environment details
  • Patrons added to credits

Rudeboys:
  • Fixed rudeboys in Glitch1x1NoDown01
A Robot Named Fight! - MattB
Patch Notes 1.1.2.16

Bug Fixes:
  • 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
  • Shops show item names

Rudeboys:
  • Fixed rudeboy in Factory1x2SmallGap01
A Robot Named Fight! - MattB
Patch Notes 1.1.2.16

Bug Fixes:
  • 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
  • Shops show item names

Rudeboys:
  • Fixed rudeboy in Factory1x2SmallGap01
A Robot Named Fight! - MattB
Hey all! I just put up 1.1.2.15. Full patch notes here

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.
A Robot Named Fight! - MattB
Hey all! I just put up 1.1.2.15. Full patch notes here

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.
Mar 19, 2018
A Robot Named Fight! - MattB
Bug Fixes:
  • 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.
  • True analog controls for Kiki (co-op orb).

Rudeboys:
  • Fixed rudeboy in Cave3x1AllExits02
Mar 19, 2018
A Robot Named Fight! - MattB
Bug Fixes:
  • 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.
  • True analog controls for Kiki (co-op orb).

Rudeboys:
  • Fixed rudeboy in Cave3x1AllExits02
...