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- Things that are new in the AGDG DD50 build:
- -> Reorganized enemy files in the assets folder
- -> Add mini garbageworm enemy
- -> Fix infinite soundloop bug with HP bar
- -> Add mercy invulnerability after recovering ship from critical damage by drifting into powerup
- -> Several bugfixes for floofybois
- -> Several enemies have had their behaviors optimized / new line-of-sight checks / performance improvements
- -> Several SFX volume adjustments
- -> Lots of UI SFX added
- -> Several coloration fixes for enemy sprites
- -> Certain enemies play context-sensitive animation states now
- -> Fixed some bugs with enemy waterline detection when approaching waterline from below
- -> Enemy line-of-sight behavior can choose to respect waterlines now
- -> Bugfixes for game autopause when window focus lost
- -> Several enemies have polished animations now
- -> Rare enemies no longer spawn in low-level missions
- -> Added several placeholder worldmaps for the game's chapters
- -> Added several placeholder missions for the game's chapters
- -> Add eel enemy
- -> Add more gib spark sprites
- -> Add developer console accessed via ~
- -> Add several developer commands for spawning enemies, gunbuddies, level segments, etc to make testing go faster
- -> Bugfixes for patrolling flyer enemy init
- -> Added several new gunbuddies- most ships have unique gunbuddy designs now
- -> Bugfixes involving patrolling ground enemy LoS checks
- -> Fixed weird spawning bug involving underwater enemies on ramps being pushed out of the waterline
- -> Added support for camera control zones, mostly used to center camera in tight vertical areas
- -> Added exclusion zones for enemies which prevent some baddies from following the player over gaps in the background
- -> More characters have joined the roster
- -> More ships have joined the roster
- -> Several bugfixes involving serialization of new data
- -> Gunbuddies and other powerups are now saved when the game closes
- -> Prototype fullscreen mode support
- -> Prototype mouse sensitivity support (implemented in engine, not in UI yet)
- -> Prototype controller (twinstick controls like geometry wars) + steamdeck support: DEMO COMPILED WITH THESE FEATURES DISABLED
- -> Several fixes involving doubleclicking on UI components
- -> Several QoL improvements for navigating the UI with arrow keys (still working on these)
- -> Fixes for fullscreen mode and cursor locking
- -> Small adjustments to loading screen
- -> Enemy HP scaling adjustments
- -> Drop rates for all items have been changed significantly
- -> Fix softlock if player dies in the tutorial
- -> Several changes and workflow improvements to parsing of the Tiled map format for cave segments
- -> Fixed a ton of stuff involving generated waterfalls
- -> Added some more music, mostly WIP
- -> Several crew members now have unique gunbuddies
- -> Fixed crash when no missions available on the world map
- -> Fixed crash when 3 or more missions attempt to spawn at the same location
- -> Misc hitbox fixes
- -> All localized text has been merged into a single file for convenience and faster loading
- -> Certain character combinations affect their portraits now
- -> Hanging mines now randomize whether or not their projectiles are friendly or hostile
- -> Add NPC shops
- -> Crew can be upgraded now
- -> Some crew upgrades can be purchased from shops
- -> Implement several content items involving Mhera's coquettish story arc
- -> Fixed a ton of bugs involving stuff not getting reset correctly when erasing savedata
- -> Fixed a ton of stupid tile edge cases that were much easier to repro when building maps with Tiled
- -> Fixed several weird crashes involving map switching and loading
- -> Fixed a funny crash involving trying to load character text when clicking on a mission
- -> Fixed a ton of overlap issues with the new waterfall and island generation
- -> Most cave components have been moved to the Tiled format and many new ones have been added
- -> Map generation allows overlapping ramp45 backfills in weird edge cases now
- -> Fix bug involving fish eating each other and dropping loot
- -> Moved some components from hardcoded values to configurable savedata values
- -> Updated gem display to handle larger balances gracefullly
- -> Added several achievements
- -> Fixed performance issues with gibs and particle effects not being culled offscreen correctly
- -> Added observer/safari mode
- -> and probably more stuff. This is most of the important highlights but going through every single change would take hours
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