Advertisement
Guest User

ABJ69 /v/3 Demo Patch Notes

a guest
Nov 1st, 2023
38
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.01 KB | None | 0 0
  1. Things that are new in the /v/3 November 4th 2023 build:
  2. ->Picking up a gunbuddy powerup with a full suite of gunbuddies will upgrade a "temporary" gunbuddy to a "permanent" one, if possible.
  3. ->Fixed a bug where a player taking damage at the end of a mission could cause the ship to remain blinking until level exit.
  4. ->When taking damage, temporary gunbuddies are prioritized for destruction.
  5. ->The player now begins with one gunbuddy launch bay and can purchase additional launch bays to increase their capacity.
  6. ->Erasing your saved game now resets your gunbuddy count to 1.
  7. ->Added shop items for gunbuddy launch bays.
  8. ->Added understructure clutter.
  9. ->Clutter sprites now have configurable overlap rules to prevent certain categories of decorations from crowding each other too much.
  10. ->Better terrain-clip handling for most clutter items.
  11. ->Hanging mine clutter items no longer clip terrain in tight areas.
  12. ->Fixed some miscellaneous other bugs involving clutter and terrain clip settings.
  13. ->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.
  14. ->Added "Populated" tileset for use in the Understructure biome.
  15. ->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.
  16. ->Implemented laser firing mode, which is unlocked by using either the Bunyip Cruiser or Cinnyip.
  17. ->Added some more sound effects.
  18. ->Bunyip attack changed from test attack to laser.
  19. ->Shop UI supports a larger inventory now.
  20. ->Shop UI supports mousewheel scroll now.
  21. ->Chrin's hair is now more red and less pink.
  22. ->Fixed issue with crawler enemies' legs wanting to all move at the same time.
  23. ->Fixed a handful of signed/unsigned integer bounds checks that were doing stupid stuff with values of -1.
  24. ->Dump world map visual updates.
  25. ->System tiles added to all tilesets.
  26. ->Tiled map format now supports cave connector designators.
  27. ->More character upgrade items added to the shop.
  28. ->Added 80+ crystal cavern biome prefabs to cover all connector type permutations.
  29. ->Hundreds of miscellaneous fixes and adjustments to existing prefabs for better navigability and tiling consistency.
  30. ->Fixed a bunch of rare edge cases in the map tiler that would show up when ramps were touching each other.
  31. ->Players in observer mode can boost infinitely now.
  32. ->Loading text now correctly displays the name of the asset it is currently loading instead of the asset it just finished loading.
  33. ->Certain enemies can now be deflected using the player's energy shield.
  34. ->SDL window default render color changed to black from white to prevent snowblind during window initialization.
  35. ->Fixed a bug with the developer menu infinite boost cheat, automatic shielding, and enemy deflection.
  36. ->The Stealth Hauler can cloak now.
  37. ->Added WIP Beans the Sheep to the character roster.
  38. ->Several characters have had their stats and descriptions adjusted.
  39. ->Added Mineshaft tileset for additional detailing in the Crystal Caverns biome.
  40. ->Minor art adjustments for certain tileset sprites.
  41. ->Fixed a bug involving loading animation files when their host sprite is invalid or was renamed etc.
  42. ->Adjusted SFX volume for flame jets.
  43. ->Add enemy sandbox test map.
  44. ->Manually-spawned bunyips now correctly snap to the nearest valid ground terrain.
  45. ->Crew selections are now saved and loaded, allowing you to keep your crew after closing and reopening the game.
  46. ->Situations where TMX file local paths don't resolve correctly should now be gracefully handled in the error log instead of crashing the game.
  47. ->Added support for hot reload of prefab cave segments from Tiled.
  48. ->Added a lot of runtime sanity checks for various types of assets.
  49. ->Title screen now displays version info.
  50. ->Tutorial maps have been updated.
  51. ->Certain art assets marked as WIP just in case it's not obvious.
  52. ->Cave segment prefabs now have adjustable island density.
  53. ->"Developer" crew members have been assigned canonical roles.
  54. ->Changes to Sixy's boss music.
  55. ->Fixed dangling pointer issue in map tiler that was causing rare crashes.
  56. ->Fixed a bug where anti-clutter zones in prefabs were being parsed as anti-spawn zones instead.
  57. ->Added demo FAQ button to title screen.
  58. ->Boundary box system enemies no longer visible during Garbage Worm boss fight.
  59. ->Fixed a crash when pasting non-text data into the dev console.
  60. ->Procedurally placed floating islands will now try to avoid placing the same island near itself.
  61. ->Gunbuddies no longer collide with terrain where enemies would not normally be able to spawn.
  62. ->Fixed a bug where islands could spawn outside the map in sufficiently large gaps.
  63. ->Added heat shimmer effect that can be enabled in maps.
  64. ->Cave segment optimization is now threaded on startup, resulting in a drastic reduction in load time.
  65. ->Tiled editor support for placing powerups in prefab cave segments.
  66. ->Crystal cavern tileset is a lot redder now.
  67. ->Setting a generation requirement for including a particular prefab can now be done through the ingame dev console.
  68. ->Several hybrid extraction map pieces from the dump have been brought into parity with Tiled editor.
  69. ->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.
  70. ->The crew select menu has more intuitive behavior involving the left and right arrow keys, the mouse wheel, and the enter/return button.
  71. ->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.
  72. ->Added test mission for upcoming Thicket biome.
  73. ->If a cave fails to construct, it will now kick the player back to the world map instead of just exploding.
  74. ->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.
  75. ->Added support for loading procedural terrain generation components from Tiled.
  76. ->Cave segments that haven't finished their threaded optimization pass won't spawn in newly generated caves.
  77. ->Added support for "decoration" layers in Tiled which place non-colliding sprite tiles.
  78. ->Fixed a bug where cave segments expected procedurally generated terrain points to always be in a specific order.
  79. ->Fixed issue where gunbuddies would occasionally get stuck a very large distance away from the player during level transitions.
  80. ->Procedurally-placed terrain islands can now be loaded from Tiled- feature parity with prefab cave segment Tiled loader features.
  81. ->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.
  82. -> Tutorial updates. Still WIP but is a lot nicer to look at now.
  83. -> And more stuff. Ping us on Discord if you run into bugs etc.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement