Patch Notes 0.1.6


Player

-[FIX] Fixed an issue where Players could lock off targets during a Melee attack, causing a stutter effect during the action.

-Player Camera vertical clamp increased to 30 (up from 20). 

Weapons

[Implement] Functional Cheats' pools have received new additions: 
     Pool 1:
          -Fulminate
          -The Most Resplendent
          -Forager
     Pool 2: 
          -Gale Force Winds
          -Counterplay
          -Enshroud

-Weapons no longer disappear when Sprinting, though they still cannot be fired.

-Malicious Wind-Up, Efficacy, Cadence (Fated), Good Things Come, Early Berth gets the Hearst, Pay to Win, Fulminate, Enshroud, and Gale Force Winds can no longer register confirmed hits on immune Enemies.

-Absolutely no Stops!' companion Cheat has changed to Forager.

-Pay to Win' companion Cheat has changed to The Most Resplendent.

-Solution Grenades now produce a green-blue cloud that applies damage-over-time, inflicting 7000 damage over two seconds. Arming time reduced to one second (down from two). 

Enemies

[Implement] Enemies can now spawn with the "Berth" condition: 
     -Enemies explode in a 4m radius upon defeat.
     -Enemies' eyes pulse between red and yellow.
     -Enemies have a 20% chance to spawn with this condition.
     Attack changes: 
          -Range-enemy attacks apply brief damage-over-time.
          -Charge-enemy attacks detonate on direct hit and bypass Shield.
          -Jump-enemy attacks drop harmful Lucent clusters while airborne.

-[FIX] Fixed an issue where Enemies' difficulty value was higher than the default, spawning tougher than intended.

-[FIX] Fixed an issue where Jump enemies could freeze mid-attack if initiated in doorways. 

-Adjusted certain Enemy behaviors: 
     -Knockback is only applied on non-immune Player hits.
     -If Jump enemies were locked into a guided attack but are physically grounded, their state now resets if grounded for too long.
     -Jump enemies no longer anomalously seek Players when the game is paused.
     -Increased time to wait before next jump for Jump-attack enemies, cutting down instances where they could jump again after jumping once.

-Enemies' bodies are now destroyed after five seconds.

-[FIX] Fixed an issue where Boss-level Charge enemies could move while out of immunity after striking a Hard Lucent wall.
-Adjusted Boss-level Charge enemy behavior: 

     -They now stare at a Player for one second before charging their last recorded position at full speed.

     -Contact with Hard Lucent walls stagger them backwards. This fixes an issue where, due to their intersection with the wall collider, Destruct Grenades could not apply damage.

World
-[Implement] Added a third level to Campaign, placed between Level 01 and what was originally Level 02.

-[Implement] Added a second level to Viricide.  

Game
-[Implement] VFX is now available in various areas: 

     Player

          -Thrusters (when Evading, Sprinting or in Zero Gravity)
          -Shield damage (when hit)
          -Shield sparks (when Shield is depleted)
          -Shield charge (when Shield begins recharging)

     Weapons

          -Muzzle Flash (all Weapon types)
          -Bullet (all Weapon types)
          -Sparks (when hitting a Surface)

          Cheats
               -"Proc" ("Wait! Now I'm Ready!", Inoculated, Malicious Wind-Up, Pay to Win, Equivalent Exchange).
               -Electricity (Positive-Negative)
               -Halo (All Else Fails)
               -Detonation Wave (Rude Awakening)
               -Fire ("Absolutely no Stops!", Fulminate)
               -Effluvium ("Social Distance, Please!")
               -Smoke (Enshroud)
               -Wind Gusts (Gale Force Winds)

     Enemies
          -Blood (when damaged by Weapons)
          -Bile (Projectiles from Range enemies)
          -Dust (Pounce, Jump, and Boss-level Charge enemies)
          -Combustion (defeated with the Berth condition)

     Game
          -Shatter VFX (Lucent clusters; Blue--normal, red--harmful)
          -Intensity Light (Destruct Grenades, Lucent clusters)
          -Burst Cloud (Solution Grenades)

-Smoke VFX for Fogger Grenades were adjusted to be more visually appealing.

-The Requisitions Kiosk can now sell Weapons that possess newly added Functional Cheats. The Kiosk's stock now alternates every 30 seconds, and can be paused when inspecting Weapons.

-Updated Level 02, Level 03, Viricide 01 thumbnails with new images to reflect level changes.

-Reduced total particle count for Fogger and Solution Grenades.

-The Viricide menu now allows for Weapon focusing. Unless set to default, Enemy defeats, chests, and level end rewards only produce the focused Weapon type.

-Time to wait before game end for Viricide increased to 15 seconds (up from ten).

-Firearm and Melee attacks apply force to defeated Enemies in the direction from where they were hit on their body.

-[FIX] Fixed a build issue where the UI Camera on Viricide 02 was marked as a Main Camera, preventing the primary Camera from moving with Players.

Get All That Glitters is Gold

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