This update adds an overhauled progression system, and fancy new trophies to fill the trophy shelf with!
NEW/CHANGED:
Overhauled progression system. Introduces the game's mechanics to new players in a much more controlled way
146 Trophies to collect (many trophies have 4 'levels': unlocked, bronze, silver, and gold)
Dart gun buffed + Better damage against many tough targets like stalkers and shields - Rate of fire reduced slightly - Some bosses have partial immunity to this new damage type
Sewer rat balance changes + given new weakness (eyes) + gas tanks on its back no longer completely block incoming damage
Improved drone texture
Improved security bot texture
FIXED:
Stats not resetting on death / reset
Rare bug causing corrupt save data
Rare bug causing weapons jamming
Extra Arms displaying as Extra Hands
I have also included a save file with all the weapons and mutators unlocked, for veteran players who just want to get back to having all the toys available. Place this "compound_2.sav" file in the compound save folder, located at "C:\Users\[your username]\AppData\Local\COMPOUND"
P.S. You may need to restart Steam for changes to take place. Please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
Well I made the decision mid December to spread some of the end levels out between 7 and 10 and create new levels to better curve the difficulty of the game, as it hard way too quickly when introducing the cursed element that would now be used on gates, portals, etc..
So I have been working hard of the Christmas break, I never really stopped and now…
Level 7 is now Level 8 and I’ve created a new level 7
old Level 8 is now Level 10 and I’ve created a new level 9
old Level 9 became 13 and old Level 10 is now 15
Currently creating stages 11 which is almost done and starts off a lot easier to get used to the cursed element as well compared to the now level 13 which was hard to jump straight into, working on 12 next week and 14 not long after that.
My aim is now to release with 150 Stages over 15 levels an extra 50 stages by early access release roughly end of march.
I’ve also done some work on the jump and can double jump a lot better, I’ve also done a lot of optimising of materials and fixed a fair few issues there to increase performance.
I’ve created a better asteroid field and done some work to the sky/space sphere which is better but needs more work to get right transition as you pass more levels it continues to change slightly.
Some User Interface improvements for borders around level selection screens and virtual keyboard when using a game-pad.
I’ve started working on and learning animation so I can do the cinematic's for the intro to the game as I would like to have that in by EA launch, I just can’t quite get the animation right due to the character I’m using with the bone structure It has and the particles I’m using over the skeletal mesh starting to think I would have been better off creating my own character but at the time felt to would take too long and I’m running out of time to get this project done
I think that’s all properly missed something but I am planning to release a new demo once I get a build prepared for early access hoping for start of march but there is still lots to do.
I did forget something, I did see some videos of people playing my game on you tube and found they were haven’t a problem with 1-3, they didn’t jump across the gap and ended in the bottom part which has some tricky little jumps, I’ve changed it now they are ramps and at the end there is a ramp and not a hard jump.
I’ve also changed the very first two tiny stages 1-1 and 1-2 to be the same but a little bigger to give players a little more time to switch elements and be able to score a little more time too.
I really need to do these updates more often, so there not so long.
Ramps have also been improved but still need a little more work.
I did do a demo play through video on new years eve for anyone interested in seeing more game play.
- Removed the floating weapons on disconnect - Bunker 11 added back in, door has been moved (lost a lot of decoration inside the bunker, looks kind of boring inside; will fix later) - Fixed the destruction bag with nothing in it after picking up a build part - Changes attempting to fix VOIP
1. Fix the bug where clients get more abyss keys and abyss fragments than servers. 2. Fix the problem that the task screen displays 1/2 when no task is accepted. 3. Fixed multiple players interacting with one NPC being unable to interact with other quest objects. 4. Fixed an issue where multiple talent screens were stacked after entering the portal. 5. Fixed a bug where reaching the talent level limit would cause an invalid upgrade. 6. Fixed a bug where multi-layer UI appeared on the client after entering the portal in multiplayer games. 7. Settings interface to add handle rocker X axis rotation sensitivity function.
New Planet Vapor 79 was added, which means a new mechanic and 20 new levels. VAPOR 79 features raised stars below platforms. The player must connect electric cables from the generators to the platforms to raise the platforms high enough for the astronaut to grab the stars!
Added text on the screen that tells you how to summon the boss
Fixes
Redisigned the sprite for Holographics Card
Redisigned the sprite for Static Brick
Realigned the cooldown bars for Rime Golem and DR-1 to no longer be off center
Fixed the Rime Golem subject selection button locking players in as Rime Golem
Made the crosshair a more vibrant red to be more noticable
The 'freeze' status effect no longer affects bosses
Fixed Breezeriders (the blue dwarves) not triggering on-kill effects when they die
New Subject
Subject: Devognya
Devognya is hard-hitting, fire-based subject who can use her own health to deal high amounts of damage and set enemies aflame.
New Map
Molten Canyon
Fiery Gorge A large hellish crack in the surface of Ato-Relictus, filled with eruptive and unstable lava pools, yet it still holds a diverse ecosystem and no one knows how or why.
New Items
Pyromancy Manual
Pyromancy is a controversial subject. Rarity: Uncommon Creates 4 meter aura deals 3 pyro damage per second (Collecting more does and additional 3 pyro damage per Pyromancy Manual)
Spring-Loaded Arm
*Not a toy* Rarity: Uncommon Increases the knockback stat by 0.5 (Additional Spring-Loaded Arms increase knockback by 0.5 as well) *Sprite by Haley Taylor
Scorched Elytra
It's hard shell can reach temperatures of up to 2,800 degrees Rarity: Rare 6% chance on attack to shoot a fireball (Additional Scorched Elytra add a 6% chance to shoot each)
Essence of Rage
Your pain fuels the mantle Rarity: Epic Taking damage has a 10% chance to create a mini eruption nearby (Additional Essences of Rage add an additional 10% chance each) *Sprite by Haley Taylor
QuickDraw Holster
Have your weapons stored as data instantly! Rarity: Epic Reduce consumable cooldown by 10% (Additional QuickDraw Holsters reduce the consumable cooldown by an additional 10% each)
Burning Infection
May your flesh boil and fester Rarity: Epic Killing Enemies makes them explode into fiery goo (Additional Burning Infections causes enemies to explode into more goo)
Anomalous Cube
It's not a die, nor a puzzle... Rarity: Consumable (4 Uses) Upon use, trigger one of 5 effects:
Nothing
Heal for 40% max hp
Heal for 80% max hp
Damage for 20% max hp
Damage for 40% max hp
(Subjects cannot die from Anomalous Cube's effects)
Geomancy Manual
It advises you stay grounded Rarity: Consumable (3 Uses) Upon use, launch the subject upwards at double their jump height
Shapeless Entity
Inconceivable!!! Rarity: Prototype Grants infinite consumables, but each time you use it, your consumable item is randomized (Collecting additional Shapeless Entities allows subjects to use consumables more than just once.) *Sprite by Haley Taylor
Necromancy Manual
Not to be confused with the Necronomicon. Rarity: Prototype Grants another life, and consumes 1 upon use. But each time you revive you have a permanent -10% health downgrade, (Subjects cannot drop below 10hp from Necromancy Manual's health downs. Additional Necromancy Manuals grant additional lives.)