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- Things that are new in the AGDG Demo Day 55 build:
- -> Piercer enemy added to Mineshaft biome
- -> Improvements to enemy damage handling
- -> Leaper enemy added to Thicket biome (he will kill ur face ok)
- -> Added biome-level settings for forbidden connector combinations during map generation
- -> Added segment-level settings to prevent redundant combinations during map generation
- -> Bunyip firing range increased from 128 to 160
- -> A handful of segments in the dump have been improved
- -> Melfina's targeting has been brought into parity with multiple enemy improvements
- -> Added support for overlapping terrain blending between like-connector segments
- -> Added ~200 more Thicket segments
- -> Miscellaneous changes to behavior when deflecting certain enemies with the shield
- -> Fixed some issues where waterfalls would occasionally spawn in the wrong spot
- -> Water splash particles have been corrected for all tilesets
- -> Debug/PrefabTest tileset is now compatible with blended overlaps
- -> Changes to spawn weight handling during map generation for certain segments
- -> Complete clutter suite for the Thicket
- -> Added a bunch of islands to the Thicket
- -> Spiders have returned to the ecosystem and are now animated
- -> Added another ship and achievements to unlock it
- -> TooManyBunyips will now fill your gunbuddy count at the ship's maximum instead of just adding five yipbuddies
- -> Observer dev command
- -> Added an achievement for shooting piercers off the ceiling
- -> Removed deprecated Discord links in favor of migrating to Telegram
- -> Added Mimic to Mineshaft biome
- -> Removed some unused code from the autotargeter
- -> Added Axolotl to Thicket biome
- -> Consolidated enemy rendering in the renderer
- -> Fixed an uninitialized int value that would occasionally screw up map exports
- -> Map Exporter on F7 got a lot of improvements
- -> Fixed a rare animation timing bug that was causing certain sprites to do stupids
- -> Music dev command
- -> Melfina's threat assessment matrix has been significantly overhauled
- -> Fixed a sprite cache bug that would cause certain map tests to hang during load
- -> Corrected a handful of typos
- -> Asset integrity verification has been tightened up significantly and the debug info is more verbose now
- -> All of the existing clutter in the game has been audited for correct hitboxes and placement
- -> Minor graphic changes to the Stealth Hauler
- -> Reorganized miscellaneous decoration assets
- -> Fixed a handful of weird scenarios where the player could get stuck in tight spaces
- -> Standardized most of the filenames in the repo
- -> Engine hooks for grabbing the water surface lines in a cave segment
- -> Many transparent background images have been optimized into a single transparent image
- -> Fixed a bug involving waterfalls not working correctly if they weren't part of the first tileset in the TMX file
- -> Miscellaneous music and sound tweaks
- -> Sandbox is in its own biome now
- -> Fixed a bug where ramp tiles would occasionally do stupid things at the edge of a blended terrain segment
- -> Scattered powerups all over the Thicket - you're going to need every one of them
- -> Bunyip cameo in main menu
- -> Added Thornbug to Thicket biome
- -> Several enemies have been adjusted to not be automatically targeted until they exhibit hostile behavior
- -> Generated terrain will now bias away from blend zones to prevent tight squeezes
- -> Thicket biome now has a full generated wall suite
- -> Trying to render text with a null font no longer crashes the game
- -> Line numbers from asset loader debug now correctly account for comments and blank lines
- -> Audited animations for all sprite assets
- -> Warnings added for filename case-sensitive mismatches
- -> The first world map has received significant graphic upgrades
- -> Fixed a bug involving clicking the buy button in the shop after selecting an item and exiting the interface
- -> Ship dev command
- -> Fixed a handful of rare softlocks involving enemy pathing and looped terrain
- -> BG tiles are now removed behind _B back-ramp overlap tiles
- -> Added support for destructible terrain blocks
- -> Enemies that push the player backward no longer softlock in weird corner cases
- -> Graphic improvements to decoration tiles for the Dump
- -> Fixed rare crash with waterfalls that intersected the landing pad
- -> Updated the infinite boost cheatcode
- -> Added prototype HotNCold biome assets
- -> Added Pollen Puff to Thicket biome
- -> Added Rocket Faun to Thicket biome
- -> Enemies can now be limited to a max number of spawns per segment
- -> Fixed some issues with bullets and bouncing enemies involving blended overlapping terrain
- -> No-Spawn zones in generated islands work correctly now
- -> Better test handling for required prefabs and islands
- -> And probably a ton of other stuff. Have fun getting owned in the woods
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