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ABJ69 AGDG DD 52 Patch Notes

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Sep 3rd, 2023
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  1. Things that are new in the AGDG DD50 build:
  2. -> Reorganized enemy files in the assets folder
  3. -> Add mini garbageworm enemy
  4. -> Fix infinite soundloop bug with HP bar
  5. -> Add mercy invulnerability after recovering ship from critical damage by drifting into powerup
  6. -> Several bugfixes for floofybois
  7. -> Several enemies have had their behaviors optimized / new line-of-sight checks / performance improvements
  8. -> Several SFX volume adjustments
  9. -> Lots of UI SFX added
  10. -> Several coloration fixes for enemy sprites
  11. -> Certain enemies play context-sensitive animation states now
  12. -> Fixed some bugs with enemy waterline detection when approaching waterline from below
  13. -> Enemy line-of-sight behavior can choose to respect waterlines now
  14. -> Bugfixes for game autopause when window focus lost
  15. -> Several enemies have polished animations now
  16. -> Rare enemies no longer spawn in low-level missions
  17. -> Added several placeholder worldmaps for the game's chapters
  18. -> Added several placeholder missions for the game's chapters
  19. -> Add eel enemy
  20. -> Add more gib spark sprites
  21. -> Add developer console accessed via ~
  22. -> Add several developer commands for spawning enemies, gunbuddies, level segments, etc to make testing go faster
  23. -> Bugfixes for patrolling flyer enemy init
  24. -> Added several new gunbuddies- most ships have unique gunbuddy designs now
  25. -> Bugfixes involving patrolling ground enemy LoS checks
  26. -> Fixed weird spawning bug involving underwater enemies on ramps being pushed out of the waterline
  27. -> Added support for camera control zones, mostly used to center camera in tight vertical areas
  28. -> Added exclusion zones for enemies which prevent some baddies from following the player over gaps in the background
  29. -> More characters have joined the roster
  30. -> More ships have joined the roster
  31. -> Several bugfixes involving serialization of new data
  32. -> Gunbuddies and other powerups are now saved when the game closes
  33. -> Prototype fullscreen mode support
  34. -> Prototype mouse sensitivity support (implemented in engine, not in UI yet)
  35. -> Prototype controller (twinstick controls like geometry wars) + steamdeck support: DEMO COMPILED WITH THESE FEATURES DISABLED
  36. -> Several fixes involving doubleclicking on UI components
  37. -> Several QoL improvements for navigating the UI with arrow keys (still working on these)
  38. -> Fixes for fullscreen mode and cursor locking
  39. -> Small adjustments to loading screen
  40. -> Enemy HP scaling adjustments
  41. -> Drop rates for all items have been changed significantly
  42. -> Fix softlock if player dies in the tutorial
  43. -> Several changes and workflow improvements to parsing of the Tiled map format for cave segments
  44. -> Fixed a ton of stuff involving generated waterfalls
  45. -> Added some more music, mostly WIP
  46. -> Several crew members now have unique gunbuddies
  47. -> Fixed crash when no missions available on the world map
  48. -> Fixed crash when 3 or more missions attempt to spawn at the same location
  49. -> Misc hitbox fixes
  50. -> All localized text has been merged into a single file for convenience and faster loading
  51. -> Certain character combinations affect their portraits now
  52. -> Hanging mines now randomize whether or not their projectiles are friendly or hostile
  53. -> Add NPC shops
  54. -> Crew can be upgraded now
  55. -> Some crew upgrades can be purchased from shops
  56. -> Implement several content items involving Mhera's coquettish story arc
  57. -> Fixed a ton of bugs involving stuff not getting reset correctly when erasing savedata
  58. -> Fixed a ton of stupid tile edge cases that were much easier to repro when building maps with Tiled
  59. -> Fixed several weird crashes involving map switching and loading
  60. -> Fixed a funny crash involving trying to load character text when clicking on a mission
  61. -> Fixed a ton of overlap issues with the new waterfall and island generation
  62. -> Most cave components have been moved to the Tiled format and many new ones have been added
  63. -> Map generation allows overlapping ramp45 backfills in weird edge cases now
  64. -> Fix bug involving fish eating each other and dropping loot
  65. -> Moved some components from hardcoded values to configurable savedata values
  66. -> Updated gem display to handle larger balances gracefullly
  67. -> Added several achievements
  68. -> Fixed performance issues with gibs and particle effects not being culled offscreen correctly
  69. -> Added observer/safari mode
  70. -> and probably more stuff. This is most of the important highlights but going through every single change would take hours
Tags: ABJ69
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