-Flashlight has delay-offset effect. -3d text appears when collecting coins or other items. -Dialog text sfx have been replaced. -Some lighting and environment improvements.
-Sound settings are saved and retained the next time you start the app -Default font can be changed under settings -Research process shows reagents consumed and total required -Added jobs start with max workers -Minor UI adjustments -Minor bug fixes
Last Friday (18th), we started a crowdfunding campaign to raise funds for the development of "CodeReactors" to improve its quality. Our goal was 300,000 yen, but we surpassed it on the same day, and now we are over 200% of our goal. Thank you very much for your support!
We are currently in the process of setting stretch goals. Depending on the amount of support we receive, we may be able to make a major evolution from our original plan. Stay tuned for updates on this project. We appreciate your continued support for CodeReactors!
- At the end of a game you can see new statistics such as damage done, damage received, healing done and precision. Now with this information at the end of the game you will be able to see your performance throughout the mission and thus know what to improve.
- The expedition system (tasks) has changed. They are now random, can be played as many times as possible, and will always grant the same amount of experience. This change forces the player to have to adapt to a random mission by playing various characters in order to fulfill the objective of the corresponding expedition.
- The performance of the game when there are many enemies on the screen has been considerably increased. Before there was a serious performance problem when there were more than 30 enemies on the screen, now there can be 5 or 50 and the performance is almost the same.
- New appearance of the main menu. The menu will now change as you progress through the story or open the game to add a bit more personality and feel more alive.
- Damage is now calculated more accurately. Before the game calculated the damage based on the damage that the player did in full, for example 90 damage and when you kill an enemy of 50 damage the game calculated that you did 90. Now the The game would calculate in that same scenario that you did 50 to it. This was done to keep the stats at the end of the game accurate, but it resulted in a lot of changes, the biggest one being that the Ultimate charge is slower.
- Due to the above, all the characters charge their Ultimate faster. The increase is between 10% to 20% depending on the character.
- A new introductory cinematic was added to the game. This to explain the context of the game in a clearer and more visual way.
- Reduced the amount of supplies to a more realistic amount. Now you can't get more than 1000, but the price of everything is reduced just the same.
- New clearer and more consistent interface. The interface of many elements has been revamped to be clearer and more pleasing to the eye.
- Increased the maximum level achievable to level 100.
- Cinemas and dialogues have been changed in the story.
- The difficulty of some missions has changed.
- Correction of several errors, some of them important.
Redid the sprites for each stage of the first planet boss. The “Earth-like” planet.
Redid the sprites for the armored planet.
Added ring particles to the level 9 boss and the challenge mode 9 boss.
Added the missing room restart button on challenge level 16.
Added the ammo level, fire type, and buddy type to the game's info display.
Made the info display text slightly smaller.
Level 5 explosion particles were replaced, and the hot fixes for the previous particles decided not to work with the newest version of the game engine. Replaced the particles for challenge 5 as well.
Added the missing boss particles to the challenge mode 5 boss.
Eye candy Mode text changed to enhanced glow. The lag for Eye candy Mode has been reduced to where the lag warning is no longer needed.
Added optional bloom effect settings, bloom is enabled by default now. (this effect is cool)
Redid the sprites for the destructor.
Added texture cache purge whenever the player gets a game over to reduce lag and memory use.
Adjusted the start screen backgrounds to look nicer.
Adjusted the layout of the start screen buttons and options to look nicer.
Adjusted the title font to be bigger.
Added background particles to levels 20, 21, 24, and 27. Particles shift color with the color of the enemy type as well for levels 20 and 27. Backgrounds added for challenge stages 20, 21, 24, and 27.
Increased spawn time in between the red dia spawners on level 20. This makes it a bit easier. I was informed multiple users were saying it was too hard, even for how brutal the game is.
Level 40 added.
Credits added.
Added an unlockable third star for completion of the final main campaign solar system.
Achievement added for beating the final boss.
Challenge level 39 was added.
Fixed the nodes upgrade button not appearing correctly on level 38 going forwards.
Uber Yellow C text in the level editor changed to Sunny text since the uber yellow blip was made into a sun in the recent update.
Undying Eye, Phantom Dia, and the Skeletal ship have been added to available boss spawn types in the level editor.
Added music tracks for levels 39, 40, and 40 B side to the level editor as music options.
Fixed issues with certain objects not spawning correctly in the level editor rooms.
Added the following enemies to the level editor selection for waves 1-6: yellow filler, white filler, teal filler, slayer blip 1, slayer blip 2, slayer blip 3, slayer blip 4, red wiggler fill, pink fizzler, light blue chroma, lav collapser, green chroma, filler tri yellow, filler tri red, filler tri pink, filler tri green, filler tri blue, filler tri orange, crazy eye, ghost blip, ghost blip ex, orange tri, orange circle blip, money guzzler, green mini ship, and yellow enemy block ex.
Blurster enemy added. Blurster makes the screen blur if it touches you, similar to the other hindrance enemies (instead of just the damaged ones).
Blurster added to levels: 1,2,3,4 and challenge levels 1,2,3,4.
Blurster 2 enemy added.
Blurster 2 was added to level 10 and challenge mode level 10.
Fixed an issue with the red exploder triggering the achievement for beating the first-stage boss.
Added the enemy intel room #1
Added other unlockables categories to the shop
Enemy intel room #1 added to the other unlockables category
Reduced orange tri base speed by 0.2 so it is a bit easier to deal with on level 5
Added a new type of grid ripple bg effect to level 4 to make it stand out from the other early levels. The effect has also been added to challenge level 4.
Updated level 6’s background to a new more fitting one, similar to level 4’s. The effect also added to challenge mode level 6.
Nerfed the final phase of level 6’s sun boss by 500 hp, it now has 6000HP instead of 6500HP
Added more backgrounds for the start screen.
Added more text options for the text enemies on level 11.
Power drops added that looks like a P+ box. Every power drop gives +1 power and will vanish after a short amount of time
There can now be multiple ammo drops from enemies on screen at once.
Ammo drops now vanish after some time.
Tutorial text updated.
Added new background effects to level 11. Effects were also added to challenge mode level 11.
Added white outlines to the text enemies on level 11.
Added background particles to level 13.
Removed the ability for users to access to debug/test room and other hidden debug rooms.
This is a small update, which focus in fixing some small bugs and adjusting some mechanics:
Fixed a bug in which when starting the game for the first time, you get shown a blank screen instead of the controls screen.
Adjusted some mechanics in the Race Game Mode, so now the gameplay is more fair by always placing the goal in the centre of the map and the players on the side of it, instead of the completely random system used before, which used to be really unfair by placing one of the players next to the goal while the other player was in the next side of the map or trapped.
Change List: 1. Changed the Rune display order in Moves to Left -> Right since it makes more sense. 2. Reduced the cost of "Smash" from 2 to 1, increased its damage by 1. 3. Added some hint messages for when you performed a invalid action without selecting the rune.
Here are the bug fixes: 1. Fixed an issue where if you choose the shards over runes and augments in the post combat reward, on the main screen you'll get the popup again and the game will be stuck. 2. Fixed an issue where the Focus button is still up when you doesn't have a rune selected. 3. Fixed an issue with the summons menu.