Releases: DoukutsuRandamu/BetaBranch
v1.43, release candidate 1
This is probably the last beta before release in the first days of December (this release had too much time in the oven...).
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Fixed out-of-bounds images for regeneration HUD.
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Added new gimmick, Defended:
- it spawns flamethrowers and mini-turrets
- mini-turret is a smaller variant of turret, that shoots flames
- mini-turret cannot be destroyed, but gets shut down after taking 50 damage
- mini-turret will reenable itself after 25 seconds of downtime
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Fixed/tweaked Boomerang Blades lvl3:
- fixed its child blades dealing extreme damage on frame-1 (fixes #38)
- reduced its damage from 7 to 0 (still can hit enemies with no damage)
- increased child blade damage from 4 to 5
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Tweaked Sara's dashing state:
- now deals 2 damage, instead of 1
- fixed dashing hitting beetles and similar enemies across entire map
v1.43, beta 4
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Rewritten some TSC scripts to fix <NOD new line issues (fixes #13).
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Fixed Dragon's left side's stray pixels (fixes #26).
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Dragon is now invulnerable before first attack (fixes #27).
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Shadow Toroko's blocks now self-destruct after their master dies (fixes #32).
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The level boss door now spawns at highest priority possible (probably fixes #34).
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Made a bunch of other effects not trigger on ethereal entities (fixes #41).
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Fixed Terra Boots mislabeling Nice Skates in crafting description (fixes #42).
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Fixed Hunter getting Lily's descending items (fixes #43).
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Fixed Bubbler lvl1 spawning bullets on grass (fixes #44).
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Fixed some explosions following the player:
- this includes Sacred Aegis, Invidia's laser and Deleet.
- Reworked Energy Whip (again):
- renamed into Energy Flail
- updated sprites
- removed ability to control with a mouse
- increased static iframes from 10 into 15
- increased damage from 5/7/9 to 12/15/10, but damage is halved on retrieval
- increased both enemy and tile hitbox by ~40%
- on retrieving and when holding Shoot, drops down and shoots energy bullets every second
- when in such state, the projectile follows gravity and player's horizontal velocity
- those changes do not appear when using Bracket's hook shot variation
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Nerfed Gatling Gun:
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reduced firerate from 15/30 to 12/20 shots
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reduced bullet modifier from 2x to 1.5x rounded
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reduced recharge without Turbocharge from 2 to 3
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Nerfed Iron Bond: added 1 second to initial regen cooldown after taking damage.
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Nerfed Cool Sunglasses: increased iframes penalty from 50% to 67%.
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Slightly buffed Frontier Buster: - increased use time from 9/40/3/40 to 7/35/3/35.
1.42.3, beta 3
- refactored GetClosest into global NPC func and added maxDistance support
- refactored Nano Quiver's projectile spawning
- added Miracle Matter upgrade for Snake: Frontier Buster
- added function to check for a place of NPC in NPC array
- implemented local immunity frames mechanic:
the difference from static iframes is that local iframes apply to specific bullets rather than all bullets with specific bullet code - slightly refactored static iframes to be more efficient
- GetClosest no longer targets ethereal entities
- miracle sound cue no longer plays without miracle matter, to prevent some confusion
- actually made important stuff render above platforms (#21)
- reworked the entire turbo text option:
- now is a toggle with its custom sound cue
- <WAI stays at normal speed if the speed would break the script
- quick game start no longer asks player about save reset if there is no save
v1.42.3, beta 2
- fixed Fragile gimmick falling blocks not damaging players from the left (#17)
- refactored boss list from boss spawning metadata into its own tag
- changed boss arena invulnerability to only affect bosses (#18)
- changed the boss invulnerability lock position
- extended the boss area invulnerability range (#20)
- disallowed any kind of breaking blocks when boss fight is on
- added additional checks for water spreading (#19)
- refactored timestop effect to have its effects be regulated by its own tag (#6)
- allies and platforms are no longer affected by timestop (#6)
- reduced max amount of NPCs from 8192 to 4096
- NPCs and bullets are no longer affected by timestop for one first frame (#6)
- whimsical star is no longer affected by timestop
- removed in-wall semi-solid platforms from generation (#9)
- removed leftover Mimiga Mask calls for sprite change (#12)
- corrected the placement of allies and player in ending cutscene (#12)
- allies now attempt to follow Quote NPCs when player is hidden (#12)
- implemented turbo text button: it makes TSC parse 2x faster when hold and also can be used as interaction button, it is B by default
v1.42.3, beta 1
- refactored some NPC function names
- fixed incorrect bounds for crow tp (issue #2)
- sheeps no longer jump in the air (issue #5)
- fixed main tiling on random size maps (#8)
- fixed <NOD before equip on High-Octane Tank (#16)
- refactored g_GameFlags to feature less hardcode
- procgen depth values no longer show during credits (#15)
- the pause menu cannot be opened during credits (#14)
- refactored some surface names to be more understandable
- the Y/N confirm sound no longer plays on selecting characters from gameplay options (#11)
- NPCs inside boss arena cannot be hurt if player is not inside arena
- entering level boss fight regenerates its arena
- protection doesn't apply while boss fight is going
- "banned" chaos key and discord visor during level bosses
- refactored damage dealing into new function
- dashes, Little Man, Discordian Visor, super-booster, lightnings, puppies now use new damage function
- tweaked Little Man's damaging:
- now does 3 damage every 25 frames, instead of 1 damage every 10 frames
- no longer damages sheeps and laser gaudi's lasers
- made the rest of weapon data handled by weapon item mechanic (#1, #10)
- added beta toggle in code
- if beta is enabled, the update part of title screen goes to issue tracker
- the window title says "(beta)" when beta is enabled
v1.43, beta 3
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Whimsical Star now follows player instead of mouse's cursor by default.
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Taking 1 damage gives less immunity frames.
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Curly now starts with Air Tank.
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Improved ProcGen's air control.
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Re-added water splashing for Diving Suit.
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Switched hardcoded NPC flags to use constants.
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Fixed Curly not having Machine Gun.
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Bosses can no longer be hurt during star collect jingle (fixes #40).
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Fixed Flaming Booster and Universal Catalyst conflicting with each other.
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Removed rest of irrelevant references to vanilla's Curly AI.
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Overhauled air supply mechanic:
- no longer is restored instantly, but at 2.5%/frame
- air tank/diving suit no longer remove air supply, but make it deplete 3x slower (doesn't apply to lava)
- drowning is slowed by 33% if air tank is equipped
- hearts restore 10%-30% of air when picked up
- Reworked Energy Whip/Hook Shot:
- reduced its damage from 10/13/15 to 5/7/9
- reduced its static iframes from 25 to 10
- increased its lifetime from 15/20/52/6 to 25/30/70/12 frames
- the bullet now moves 30%-40% slower
- Adjusted Floodtide:
- now properly damages enemies faster underwater
- tweaked animation speed to be more correct
- fixed sword's position when swung to the right (fixes #39)
- reduced amount of bonus droplets from lvl2 from 24 to 8
- Buffed Robotic Equipment:
- no longer uses its booster functionality while underwater
- increased Snake's projectile probability per shot from 4% to 4.5%
- increased Bubbler's spike projectile probability per shot from 25% to 33%
- Buffed Gatling Gun:
- reduced firerate and recharge rate by 2x, to fit with Machine Gun's changes
- now fires 1-(level*2) bullets at once, not just one
- this has a chance to be doubled, with overclock equipped
- now always consumes 1 ammo
- reduced max ammo from 600 to 200
- Reworked Hellsweep:
- damage adjusted from 5/7/10/11 to 12/19/25/32
- lifetime increased from 26/20/18/16 to 48/38/34/28 frames
- ported animation code edits from Floodtide
- lvl2 spawns 2 fireballs instead of 1
- lvl2 fireballs spawn 0.5 tiles lower
- reduced amount of lvl3 flames from 10-25 to 5-20, but made them last 2x longer
- empowered state now triggers at 33% max HP, not 50%
- Changed Ballos Burger:
- reduced its bullet's damage per frame from 2 to 1
- increased explosion lifetime from 15 to 35 frames
- explosion now roughly follows the player
- explosion's area is increased to better match visuals
- reduced the radius of visuals from 48 pixels to 32 pixels
- reduced visual smoke rate from 7 to 5
- Rebalanced Little Man/Augmented Man:
- significantly increased his inertion, acceleration and friction
- he now follows player more tightly and jumps more frequently
- fixed damage dealing not properly conforming to 3 damage per 25 frames
- set his damage rate to 1 damage per 4 frames
- going into interacting animation now makes him hunt nearby enemies
- in hunting state, little man shows targets over enemies and deals 3 damage instead of 1
- reduced Excerpt's little man count from 4 to 2
- reduced Augmented Man's attack rate from 6 to 9
- Nerfed Pair of Wings: reduced charged jump's power modifier from 0.4 to 0.75.
1.43, beta 2
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Hunter's food now actually drops and does so more frequently.
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Tweaked game's main RNG (may cause issues later).
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Tweaked Cool Sunglasses: now reduce player's immunity frames by 2x instead of making player take 1.75x damage.
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Slightly buffed Nice Skates: now removes low friction in Hekichu Caverns; this effect also carries to Terra Boots.
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Slightly buffed Gravity Necklace: reduced its cooldown from 90 to 60 frames.
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Buffed Cape of Shadows: increased the speed modifier of its dash by 12.5%.
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Added some gravity force to Doctor P1's projectile phase (fixes #25).
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Fixed wrong weapon icon for Frontier Buster's crafting info (fixes #28).
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Cape of Shadows now properly applies slow gravity after a dash (fixes #29).
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Failing to do teleport-dash will still replenish Cape of Shadows's double jump (fixes #30).
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Added a check for weapons going past max xp in some rare cases (fixes #31).
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Fixed Ame's up-aiming and interacting sprites shifting too much (fixes #35).
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Fixed saved game's cooldowns not properly restored (fixes #36).
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Reworked Electrum Shotgun:
- increased slightly the spread and the lifetime of bullets
- decreased max ammo by 2x
- increased recharge duration from 60 to 100 frames
- now deals 0 damage, but marks enemies with target signs
- targeted enemies take 3x more damage from next hit, but deal 1.5x more damage to player
- attacking with shotgun again with any enemies targeted will zap them to deal heavy damage
- Reworked Rocket Launcher:
- reduced max ammo by half
- now can collect xp, collecting 20 xp refills one ammo
- missile deals damage 2x more frequently
- Nerfed/tweaked Blade:
- blade's slashes now deal 0-1 damage instead of 1
- decreased hitbox of slashes by 2 pixels
- increased hitbox of main blade by 4 pixels
- increased damage of main blade from 1/2 to 2/3
- Reworked Rifle:
- removed ammo requirement entirely
- now pierces infinitely, with 10 local immunity frames instead of 16 static-ish immunity frames
- reduced damage from 10/14/22 to 4/7/10
- reduced lifetime from 27/36/52 to 24/30/46 frames
- increased lvl1's hitbox by 50%
- increased lvl2/3's hitbox by 12.5%
- Buffed Mining Laser:
- reduced its static iframes from 8 to 4
- doubled its recharge speed
- recharging no longer applies when xp bar is empty and only reduces movement speed by 33%
- recharging no longer reduces teleport-dash's distance
- Water Gun can now slowly charge when player is underwater.
1.43, beta 1
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Attempted to fix the strange things and crashes with newer RNG behavior, which may change stages on reloading the save.
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NPC's immunity frames are now reset on its death.
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Attempting to fix GetClosest function being weird (due to overflowing).
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Significantly buffed wetness effect by making wet projectiles inflict effect for longer and stack up to 120 frames.
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Buffed Spur:
- increased the hitting rate for spur beams from 3/2 to 2/1
- uncharged shots now have no range limit but travel slightly slower and deal 4 damage instead of 5
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Buffed Snake:
- now travels 2.5x faster (and covers 1.5x more range on lvl2+)
- reduced lifetime from 20/21/26/38 to 9/12/15/19
- changed damage from 3/5/7/10 to 4/5/5/5
- now can pierce 2/3/4 times with 15 local immunity frames at lvl2+
- slightly increased hitbox
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Changed Fireball to always have 2 hits instead of 3 on lvl3, but reduced damage of lvl3 to 8(42) from 9(33), also extended its lifetime from 100 to 120 frames.
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Reworked Machine Gun:
- reduced firing and recharge rate by half
- bullets move 2x faster and have 2x larger hitbox
- increased damage from 2/3/4/6 to 3/5/7/9
- increased Curly's damage from 2-3/3-4/4-5/6-7 to 3-4/5-6/7-8/9-10
- now can pierce 2 (6 on lvl4) enemies with 10 local immunity frames
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Reworked Bubbler lvl1:
- reduced damage from 4 to 0
- now has 3 bullet limit
- increased lifetime from 40 to 250 frames
- bullets travel slightly slower
- now acts as homing mine, flying to closest enemies and exploding into wet droplets
- increased xp requirement from 5 to 25
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Changed Bubbler lvl2 to have 1.5x faster speed and 25% less spread, but reduced its damage from 3 to 2, its lifetime from 60 to 50 frames and its attack rate from 3 to 4.
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Reworked Floodtide:
- increased hitbox and changed animation to be more accurate
- increased damage from 5/7/10/11 to 6/9/12/15
- increased attack speed from 32/27/24/22 to 24/19/17/14
- lvl1 watery explosion now triggers when killing the enemy, increased amount of droplets by 2x
- lvl2 droplets now appear only every 5 swings, increased amount of droplets by 2x
- only lvl3 whirlpool can now exist on the level, extended its lifetime by 2.5x
- lvl3 whirlpools spawn less droplets, but can do 3 damage with 16 iframes
- lvl3 whirpools explode into 2x more droplets
- lvl3 sword spawns nano quiver projectiles when hitting
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Buffed Boomerang Blades lvl1:
- now have local immunity frames instead of static, allowing each one to hit individually
- now deal same amount of damage on way forward and way back
- increased lifetime from 40 to 50 frames
- blades move 16% faster
- decreased bullet limit from 11 to 3
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Reworked Boomerang Blades lvl2:
- the blade travels 2x faster
- reduced lifetime from 20 to 13 frames
- reduced base damage from 15 to 7
- now deals more damage if it travels longer, with up to 15 damage at max range
- no longer deals reduced damage on the way back
- reduced amount of flames at max range by 2x
- now shoots occasional flames on its way back
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Buffed Boomerang Blades lvl3:
- now have local immunity frames instead of static, allowing each one to hit individually
- now deals the same damage on the way forward and the way back
- blade travels 20% faster, but reduced lifetime from 33 to 30 frames
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Nerfed Boomerang Blades lvl4:
- now deals the same 8 damage on the way forward and the way back
- now is only limited to one blade on the screen
- reduced amount of spawning slashes by 2x