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ABJ69 AGDG DD 50 Patch Notes

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May 5th, 2023
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  1. Things that are new in the AGDG DD50 build:
  2. -> WHALE displays multiple advertisements now
  3. -> Added a lot of prefab cave segments
  4. -> Lots of targeting optimizations for autoguns
  5. -> Game pauses on focus lost now
  6. -> Implemented crew member abilities including additional autoguns, autoshielding, gem magnet, and companion drones
  7. -> Partial implementation of crew member upgrade system
  8. -> Fixed issues with enemy spawning order
  9. -> a bunch of misc art updates for crew roster
  10. -> gem noises got nerfed
  11. -> implemented hazard requirements template for enemies
  12. -> fixed some desync bugs in the UI related to characters with special dialog
  13. -> autogun targets now shared across different types of player autoguns - teamwork makes the dream work
  14. -> improvements to water generation and serialization
  15. -> improvements to existing character dialog
  16. -> improvements to serialization of decorative sprites in prefabs
  17. -> adjustable drift factor for ship controls
  18. -> biome-level water settings
  19. -> implemented hostile bullet bodyblocking for certain enemy types
  20. -> bunny cruiser got a facelift
  21. -> changes to rendering order to make certain components more visible
  22. -> procgen waterfalls \o/
  23. -> waterfall spawn tiles for prefabs
  24. -> improvements to mission menu selection behavior
  25. -> procgen terrain islands
  26. -> several parts of the UI that were previously not animated are animated now
  27. -> several improvements to the cheats menu
  28. -> implemented support for tiled editor exports for prefabs
  29. -> began working on crystal cave tileset
  30. -> auto-optimization of cave terrain for better responsiveness in complex caverns
  31. -> bunch of bugfixes with the powerups handler
  32. -> implemented direction-sensitive swivelcam
  33. -> camera smoothing changes
  34. -> decoupled shield from boost, shield is now on right-click and boost is on space
  35. -> fixed a bunch of behavior to work with the new control changes
  36. -> autoguns no longer lock up when a level is entering or exiting
  37. -> implemented typed connectors for more cohesive cave segment stitching
  38. -> implemented FG clutter
  39. -> rendering optimizations for offscreen tiles
  40. -> small changes to render resolution behavior
  41. -> color changes to crystal tileset
  42. -> corrected a ton of BG assets for dump tileset
  43. -> added a bunch of new enemies
  44. -> crushers destroy (most) enemies now
  45. -> fish eat (most) enemies now
  46. -> fixed a bunch of crashes and weird behavior with the mission menu involving the map switcher
  47. -> enemies have configurable gib parameters now
  48. -> added a ton of particle effects to bullets, enemies, etc
  49. -> fixed a ton of bugs with bullets, explosions, and player hitboxes
  50. -> configurable persistent explosion params
  51. -> fixed a handful of memory leaks when building new maps
  52. -> enemies can be set to ignore bullets
  53. -> additional sanity and clearance checks for enemy spawning
  54. -> optimizations for enemy water detection
  55. -> enemies destroyed by other enemies no longer give xp
  56. -> bullet speed parity between autoguns and regular firing rate
  57. -> enemy bullet speed is now consistent
  58. -> segment-level waterfall/island/etc generation settings
  59. -> individual enemies can now be marked as autogun targetable
  60. -> enemies blink when damaged now
  61. -> enemy HP scales with mission hazard level now
  62. -> cave segment spawn rate can now be weighted
  63. -> fixed some bugs with hitbox display and swivelcam
  64. -> adjustable particle density settings (UI not implemented yet)
  65. -> tons of fixes to powerup drop rates to make drops more intuitive (don't spawn hearts if player can't use them, etc)
  66. -> added a bunch of gib effects
  67. -> started working on Populated tileset
  68. -> started working on Bunyip content
  69. -> enemy variants (rare and otherwise) implemented
  70. -> corrections to ballistic trajectory math
  71. -> rewrote the HP bar code to add gun buddies
  72. -> fixed a ton of audio bugs
  73. -> added a bunch of sfx
  74. -> graphics pass on some ships
  75. -> updates to powerup hitboxes
  76. -> fixed stale target on autoguns between level transitions causing weird behavior
  77. -> sfx for autogun kills
  78. -> new splash screen
  79. -> armor powerup
  80. -> sanity checks for links between assets
  81. -> waterfall particles when behind waterfall
  82. -> bugfix for certain stuff being rendered behind waterfalls when it shouldn't be
  83. -> implement requirements for enemies to spawn in or out of water
  84. -> updates to main menu graphics
  85. -> fix leftover bullets between boss mission and other missions
  86. -> doubleclick to choose crew
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