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- Things that are new in the AGDG DD50 build:
- -> WHALE displays multiple advertisements now
- -> Added a lot of prefab cave segments
- -> Lots of targeting optimizations for autoguns
- -> Game pauses on focus lost now
- -> Implemented crew member abilities including additional autoguns, autoshielding, gem magnet, and companion drones
- -> Partial implementation of crew member upgrade system
- -> Fixed issues with enemy spawning order
- -> a bunch of misc art updates for crew roster
- -> gem noises got nerfed
- -> implemented hazard requirements template for enemies
- -> fixed some desync bugs in the UI related to characters with special dialog
- -> autogun targets now shared across different types of player autoguns - teamwork makes the dream work
- -> improvements to water generation and serialization
- -> improvements to existing character dialog
- -> improvements to serialization of decorative sprites in prefabs
- -> adjustable drift factor for ship controls
- -> biome-level water settings
- -> implemented hostile bullet bodyblocking for certain enemy types
- -> bunny cruiser got a facelift
- -> changes to rendering order to make certain components more visible
- -> procgen waterfalls \o/
- -> waterfall spawn tiles for prefabs
- -> improvements to mission menu selection behavior
- -> procgen terrain islands
- -> several parts of the UI that were previously not animated are animated now
- -> several improvements to the cheats menu
- -> implemented support for tiled editor exports for prefabs
- -> began working on crystal cave tileset
- -> auto-optimization of cave terrain for better responsiveness in complex caverns
- -> bunch of bugfixes with the powerups handler
- -> implemented direction-sensitive swivelcam
- -> camera smoothing changes
- -> decoupled shield from boost, shield is now on right-click and boost is on space
- -> fixed a bunch of behavior to work with the new control changes
- -> autoguns no longer lock up when a level is entering or exiting
- -> implemented typed connectors for more cohesive cave segment stitching
- -> implemented FG clutter
- -> rendering optimizations for offscreen tiles
- -> small changes to render resolution behavior
- -> color changes to crystal tileset
- -> corrected a ton of BG assets for dump tileset
- -> added a bunch of new enemies
- -> crushers destroy (most) enemies now
- -> fish eat (most) enemies now
- -> fixed a bunch of crashes and weird behavior with the mission menu involving the map switcher
- -> enemies have configurable gib parameters now
- -> added a ton of particle effects to bullets, enemies, etc
- -> fixed a ton of bugs with bullets, explosions, and player hitboxes
- -> configurable persistent explosion params
- -> fixed a handful of memory leaks when building new maps
- -> enemies can be set to ignore bullets
- -> additional sanity and clearance checks for enemy spawning
- -> optimizations for enemy water detection
- -> enemies destroyed by other enemies no longer give xp
- -> bullet speed parity between autoguns and regular firing rate
- -> enemy bullet speed is now consistent
- -> segment-level waterfall/island/etc generation settings
- -> individual enemies can now be marked as autogun targetable
- -> enemies blink when damaged now
- -> enemy HP scales with mission hazard level now
- -> cave segment spawn rate can now be weighted
- -> fixed some bugs with hitbox display and swivelcam
- -> adjustable particle density settings (UI not implemented yet)
- -> tons of fixes to powerup drop rates to make drops more intuitive (don't spawn hearts if player can't use them, etc)
- -> added a bunch of gib effects
- -> started working on Populated tileset
- -> started working on Bunyip content
- -> enemy variants (rare and otherwise) implemented
- -> corrections to ballistic trajectory math
- -> rewrote the HP bar code to add gun buddies
- -> fixed a ton of audio bugs
- -> added a bunch of sfx
- -> graphics pass on some ships
- -> updates to powerup hitboxes
- -> fixed stale target on autoguns between level transitions causing weird behavior
- -> sfx for autogun kills
- -> new splash screen
- -> armor powerup
- -> sanity checks for links between assets
- -> waterfall particles when behind waterfall
- -> bugfix for certain stuff being rendered behind waterfalls when it shouldn't be
- -> implement requirements for enemies to spawn in or out of water
- -> updates to main menu graphics
- -> fix leftover bullets between boss mission and other missions
- -> doubleclick to choose crew
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