This repository was archived by the owner on Mar 19, 2026. It is now read-only.
Beta v0.1.0-3.0
Pre-release
Pre-release
Welcome to a very nice beta! :)
Additions
- Replaced healing rays with more visually appealing healing orbs
- 3-6 orbs might pop out when a cache is broken and you're missing health
- When entering the spawn building, enough orbs to heal you to full (plus some extra for fun) will pop out if you're missing health.
- Orbs move toward you if you get close, moving faster as they get closer
- When the orb touches you, you will be healed for 5% of your base health
- Orbs despawn after 20 seconds. They will begin emitting particles after 17 seconds as a warning.
- Completely revamped the bomb bullet
- The bullet now explodes at a set position, and the bullet itself does not do damage.
- A telegraph at the location indicates how many bullets the bomb will split into and what direction they will travel in.
- Added a new enemy that makes use of the bombs
- It spawns rarely >100 tiles out (this is a placeholder)
- Added guiding light tiles
- They start dim, but activate when approached, lighting up and emitting an aura of light.
- They are intended to lead players to certain important locations.
- Two trails of lights will now generate, each leading you to a starting trader and the trader miniboss beyond it.
Changes
- Improved the spawning of the miniboss' trader
- Anchors no longer generate in the peaceful biome, but one will always generate next to the miniboss arena in the direction of spawn.
- Reworked the miniboss (again)
- It no longer does anything on reaching certain health thresholds
- It now always uses its special attacks in the same order
- Timing of attacks has been generally balanced
- Special attacks (in the order they are used):
- A laser is aimed at the player and fired after a short delay (shorter if on the rematch).
- If below 50% health, 5 lasers will be aimed in a spread.
- 5 homing bullets will be fired in a wide spread.
- Four bombs are fired onto the player in quick succession. Each splits into 4 bullets (6 if on the rematch).
- If below 50% health, instead 4 bombs are fired in the cardinal directions with a random spin and higher velocity. (they are fired faster if on the rematch)
- A laser is aimed at the player and fired after a short delay (shorter if on the rematch).
Fixes
- Upgrades are now consistently named ("Reckless" is now "Recklessness")
- Lasers can no longer pass through gate tiles
- The miniboss now correctly uses special attacks more often in the rematch instead of less
Commit List: v0.1.0-2.0...v0.1.0-3.0