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- Things that are new in the /v/3 November 4th 2023 build:
- ->Picking up a gunbuddy powerup with a full suite of gunbuddies will upgrade a "temporary" gunbuddy to a "permanent" one, if possible.
- ->Fixed a bug where a player taking damage at the end of a mission could cause the ship to remain blinking until level exit.
- ->When taking damage, temporary gunbuddies are prioritized for destruction.
- ->The player now begins with one gunbuddy launch bay and can purchase additional launch bays to increase their capacity.
- ->Erasing your saved game now resets your gunbuddy count to 1.
- ->Added shop items for gunbuddy launch bays.
- ->Added understructure clutter.
- ->Clutter sprites now have configurable overlap rules to prevent certain categories of decorations from crowding each other too much.
- ->Better terrain-clip handling for most clutter items.
- ->Hanging mine clutter items no longer clip terrain in tight areas.
- ->Fixed some miscellaneous other bugs involving clutter and terrain clip settings.
- ->Procedurally generated cavern segments optimize their terrain forms at runtime now. This was not a performance issue before but it is still a performance improvement.
- ->Added "Populated" tileset for use in the Understructure biome.
- ->Fixed a physics bug involving raycasts and inclusive vs exclusive pixel range checking that was allowing bunyips and gunbuddies to acquire targets through corner tile gaps.
- ->Implemented laser firing mode, which is unlocked by using either the Bunyip Cruiser or Cinnyip.
- ->Added some more sound effects.
- ->Bunyip attack changed from test attack to laser.
- ->Shop UI supports a larger inventory now.
- ->Shop UI supports mousewheel scroll now.
- ->Chrin's hair is now more red and less pink.
- ->Fixed issue with crawler enemies' legs wanting to all move at the same time.
- ->Fixed a handful of signed/unsigned integer bounds checks that were doing stupid stuff with values of -1.
- ->Dump world map visual updates.
- ->System tiles added to all tilesets.
- ->Tiled map format now supports cave connector designators.
- ->More character upgrade items added to the shop.
- ->Added 80+ crystal cavern biome prefabs to cover all connector type permutations.
- ->Hundreds of miscellaneous fixes and adjustments to existing prefabs for better navigability and tiling consistency.
- ->Fixed a bunch of rare edge cases in the map tiler that would show up when ramps were touching each other.
- ->Players in observer mode can boost infinitely now.
- ->Loading text now correctly displays the name of the asset it is currently loading instead of the asset it just finished loading.
- ->Certain enemies can now be deflected using the player's energy shield.
- ->SDL window default render color changed to black from white to prevent snowblind during window initialization.
- ->Fixed a bug with the developer menu infinite boost cheat, automatic shielding, and enemy deflection.
- ->The Stealth Hauler can cloak now.
- ->Added WIP Beans the Sheep to the character roster.
- ->Several characters have had their stats and descriptions adjusted.
- ->Added Mineshaft tileset for additional detailing in the Crystal Caverns biome.
- ->Minor art adjustments for certain tileset sprites.
- ->Fixed a bug involving loading animation files when their host sprite is invalid or was renamed etc.
- ->Adjusted SFX volume for flame jets.
- ->Add enemy sandbox test map.
- ->Manually-spawned bunyips now correctly snap to the nearest valid ground terrain.
- ->Crew selections are now saved and loaded, allowing you to keep your crew after closing and reopening the game.
- ->Situations where TMX file local paths don't resolve correctly should now be gracefully handled in the error log instead of crashing the game.
- ->Added support for hot reload of prefab cave segments from Tiled.
- ->Added a lot of runtime sanity checks for various types of assets.
- ->Title screen now displays version info.
- ->Tutorial maps have been updated.
- ->Certain art assets marked as WIP just in case it's not obvious.
- ->Cave segment prefabs now have adjustable island density.
- ->"Developer" crew members have been assigned canonical roles.
- ->Changes to Sixy's boss music.
- ->Fixed dangling pointer issue in map tiler that was causing rare crashes.
- ->Fixed a bug where anti-clutter zones in prefabs were being parsed as anti-spawn zones instead.
- ->Added demo FAQ button to title screen.
- ->Boundary box system enemies no longer visible during Garbage Worm boss fight.
- ->Fixed a crash when pasting non-text data into the dev console.
- ->Procedurally placed floating islands will now try to avoid placing the same island near itself.
- ->Gunbuddies no longer collide with terrain where enemies would not normally be able to spawn.
- ->Fixed a bug where islands could spawn outside the map in sufficiently large gaps.
- ->Added heat shimmer effect that can be enabled in maps.
- ->Cave segment optimization is now threaded on startup, resulting in a drastic reduction in load time.
- ->Tiled editor support for placing powerups in prefab cave segments.
- ->Crystal cavern tileset is a lot redder now.
- ->Setting a generation requirement for including a particular prefab can now be done through the ingame dev console.
- ->Several hybrid extraction map pieces from the dump have been brought into parity with Tiled editor.
- ->Gem magnet, laser fire mode, and most other miscellaneous character- or ship-specific attributes have been moved from hardcoded values to adjustable character properties in their respective .crew or .ship files.
- ->The crew select menu has more intuitive behavior involving the left and right arrow keys, the mouse wheel, and the enter/return button.
- ->Fixed a bug where using the cheats menu to spend all of your money wouldn't clear contractors you could no longer afford from your active crew.
- ->Added test mission for upcoming Thicket biome.
- ->If a cave fails to construct, it will now kick the player back to the world map instead of just exploding.
- ->Implemented some engine changes that will allow cave segments without special background graphics to utilize a single transparent asset instead of requiring each piece to have a unique empty transparent image. Still need to apply these changes to the Dump and Crystal Cavern biomes.
- ->Added support for loading procedural terrain generation components from Tiled.
- ->Cave segments that haven't finished their threaded optimization pass won't spawn in newly generated caves.
- ->Added support for "decoration" layers in Tiled which place non-colliding sprite tiles.
- ->Fixed a bug where cave segments expected procedurally generated terrain points to always be in a specific order.
- ->Fixed issue where gunbuddies would occasionally get stuck a very large distance away from the player during level transitions.
- ->Procedurally-placed terrain islands can now be loaded from Tiled- feature parity with prefab cave segment Tiled loader features.
- ->Ships now have support for cannon positions along their hulls, which means bullets now come from the gun(s) and not the center of the ship.
- -> Tutorial updates. Still WIP but is a lot nicer to look at now.
- -> And more stuff. Ping us on Discord if you run into bugs etc.
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