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ideaotreal

NTC4.0 changelog

Oct 8th, 2016
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  1. You can now uncurse your super cursed weapons! Look around in the Crystal Caves on loop.
  2. Completely rewrote the ultra system. Please tell me if anything breaks.
  3. Added some Remix weapons.
  4. No longer get free ammo from fully charged charge weapons and empty ultra weapons with free-ammo abilities active (eg gun warrant)
  5. Ultra Weapons no longer cost rads when free-ammo abilities are active. (not with YV ultra B (yet?))
  6. Repeatedly shooting a charge weapon should now feel a little better.
  7. Walled-off enemies in Big Dog's level should be fixed.
  8. Melting's Ultra C no longer tries to work with charged weapon, and as such will no longer crash with them.
  9. Less enemies in Big Dog's level.
  10. Splinter Claw now shoots its 3 splinters like a splinter pistol instead of a fixed spread. (maybe it won't suck as much anymore now)
  11. Energy Claw has been removed from the super cursed weapon pool and is now in the normal weapon pool. This also means there won't be as many energy weapons in the super curse pool.
  12. Crystal Bullets now have the hitbox of a shell instead of that of a bullet. It should hit bullets more often now.
  13. Toxic Bow no longer has friction (lol)
  14. Y.V.'s crib no longer makes you skip a loop if you go there after 7-3.
  15. Anomaly now has a sound.
  16. Fixed guns going through portals maybe
  17. Steroids' Merge Muscles ultra proc chance has been improved, and now affects random weapon drops.
  18. Massively improved ammo drop rates for merged weapons. They should now be more fun and consistent to use.
  19. Lil Hunter flying after death should behave less oddly now.
  20. Triple Laser Rifle has been rebalanced and might now be worth using.
  21. Melting Ultra C should now point at enemies.
  22. Assassin Ultra C has been buffed for even more repositioning. It might still not be worth taking, but we'll see about that later.
  23. Big HP Chests should now actually spawn, given the right conditions.
  24. Recycle Gland no longer goes over the ammo cap.
  25. Golden weapons drop later.
  26. Strong Spirit seemed to be broken by adding YV's Ultra C, it should now work again.
  27. Reduced ally droprate.
  28. Reduced number of spawns for Settlement.
  29. Reduced ammo cost of the best weapon I put in here.
  30. Less aggro fire salamanders.
  31. A cool new Rebel ultra that gives her allies random guns, up to sewers tier. (they will not get melee, disc gun/toxic bow, charge weapons, and (unless you have boiling veins) explosive weapons)
  32. Gamma Guts no longer works on vans.
  33. A certain secret early game weapon now uses less ammo and fires faster.
  34. Settlement level event is now less common.
  35. Top Decals should no longer spawn close to spawn (was causing wall-cars to blow up at the start of the level)
  36. Projectiles reflected by Crystal Bullets will now go the same direction as the Crystal Bullet.
  37. Removed controller support from the options for now, because there is no controller support.
  38. Fixed melee lag on vans.
  39. Less contact damage and HP for bouncing fish.
  40. Updated some more bullet graphics to those from the current game.
  41. Tried to make proton gun sounds a bit less loud. Tell me I'm wrong.
  42. Props should not spawn extremely close to the player anymore.
  43. Melting's Detachment now actually does something.
  44. Blood Cannon now spawns slightly less explosions, and can't be reflected anymore.
  45. New secret mutations!
  46. Two new gamemodes that are unlocked from the start. If not, they should unlock after completing any level.
  47. Hyper Machinegun fire sound has been changed. The Hyper Revolver now has the old Hyper Machinegun sound.
  48. Crystal Ultra D now lets you walk out of the shield if it spawns on you.
  49. Taking no damage on boss levels will now guarantee an entwiner spawn in the following dark levels. The entwiner event will no longer happen randomly on those levels.
  50. A new mutation that will be thrown into the random mutation pool if you're carrying a merged weapon.
  51. Splinter Claw shanks now do more damage.
  52. Ultra Pop Gun is now more powerful, but uses more rads. (used hardly any rads before, but wasn't very fun to use)
  53. Vans now deal 1 damage per frame to the player, rather than 20 damage per melee hit. To accomodate this change, van portals now spawn their vans quicker. Tell me if this breaks anything, or whether it's even good.
  54. Improved Robot's weapon eating. It now accounts for merged weapons, and gives you rads if you are eating an ultra weapon.
  55. Back Muscle bullet cap is now 555 instead of 999. Sorry.
  56. Bullets that get reflected into a Player with Recycle Gland are now absorbed back into the player as ammo without doing damage. I've heard of OP mutations before but this is ridiculous!
  57. Fixed a bug that made Trapper-type IDPD not walk towards the player outside of a very short range. They should be more aggressive now.
  58. Additionally, Trapper flamethrowers now have a bit more range, and Elite Trappers walk slightly faster.
  59. Inspectors now have more range.
  60. Excessive weapon bouncing might slow down the game less now.
  61. You can now fix the car with a merged weapon that has a screwdriver as its secondary.
  62. Walls now make their own breaking sounds.
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