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ABJ69 AGDG Demo Day 57 Patch Notes

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Jul 4th, 2024
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  1. Things that are new in the AGDG Demo Day 57 build:
  2. > Completely revamped the tutorial and story missions leading up to the first boss
  3. > Ships have swiveling thrusters and other components now
  4. > Added Wings Emblems to each story mission
  5. > Implemented ship highlighting checkbox in settings menu alongside F1 hotkey
  6. > Updated a bunch of map sections
  7. > Added toggle firing mode
  8. > Fixed some issues with the Juggler achievement
  9. > Fixed some issues with stats on the victory screen
  10. > Moved a bunch of cut content out of the build folder
  11. > Added more bats (they shoot now)
  12. > Fixed a crash involving empty TMX files
  13. > Dripsy's colors now match the other bats
  14. > Added Look Natural achievement
  15. > Removed some unused clutter from the dump
  16. > Wallcrabs have been brought forward from their prototype version to a fleshed-out enemy type
  17. > Added gunbuddy magnet upgrade
  18. > Added tail magnet upgrade
  19. > Frogs can be picked up with magnet buddies and magnet tails now
  20. > Thematic gunbuddy overrides from special crew members are no longer hardcoded
  21. > Several changes and improvements to world map graphics
  22. > Removed unused cold dirt tileset
  23. > Several pieces of music have been added or revised
  24. > Melfina's bouncing tail segments now properly offset their y axis targeting
  25. > Exiting a boss fight quickly no longer breaks the music
  26. > Desert map has a shop now
  27. > Moved a bunch of shop items around between the different shops
  28. > Fixed an issue where you can't change assigned crew members if you erased your savedata with a contractor selected with a hire cost larger than the starting gem count
  29. > Fixed lasers misbehaving when firing all the way through short cave sections
  30. > Fixed some UI beeps occurring when clicking hidden buttons
  31. > Fixed a dumb race condition with Melfina and gunbuddies targeting enemies when a level exits
  32. > Updated a bunch of localized strings
  33. > Fixed a bunch of crashes involving manually spawning enemies in developer mode
  34. > Fixed blend mode on lasers
  35. > Fixed a fader bug when exiting a shop for the first time
  36. > Dynamic ship bouncing is now adjustable per ship
  37. > MHI hardware now available in the desert shop
  38. > Added support for destructible walls and implemented many secret areas
  39. > Added support for basic triggers that fire under various conditions to script parts of the story maps
  40. > Added zone support to the TMX loader
  41. > Fixed a bunch of bugs with mines clinging to the wrong sections of roof when spawning
  42. > Fixed a bunch of issues with the crushers in the tutorial
  43. > Added debugging tools for displaying various types of map zones
  44. > Added exclusion areas and line-of-sight blocker support
  45. > Fixed some bugs for searching for nearby terrain slopes in the enemy state machine
  46. > Swivelcam zones have been slightly adjusted
  47. > Fixed some issues with disabling swivelcam disabling other zone features
  48. > Certain enemies have been adjusted to clearly render above powerups
  49. > Fixed a handful of autoshield bugs
  50. > Many enemies automatically snap to nearest valid terrain now
  51. > Some dump missions now contain their own leaper variant
  52. > Several enemies have been updated to properly blink and emit gibs when damaged
  53. > Added a bunch of SFX
  54. > Small changes to game font
  55. > Added support for arbitrary string data to be carried through from Tiled to game engine for various uses
  56. > Barriers have been updated and upgraded
  57. > Added trigger-responsive props such as lights and doors
  58. > Fixed some bugs with certain entities dropping loot when they weren't intended to
  59. > Secret area faders now fade as you explore
  60. > Added another enemy render layer for specific edge cases
  61. > Fixed more issues with spiderstrings and hanging chains
  62. > Destructible terrain now renders above water
  63. > Story missions replayable now
  64. > Fixed a bunch of automatic mission selection bugs that had gone unaddressed for a long time
  65. > SFX triggers no longer layer the same sound multiple times per frame
  66. > Timer crushers no longer crush each other
  67. > Fixed some debuglog spam
  68. > Fixed weird situation where dying in the first mission after starting up the game would orphan the deliverable item sprite in a corner
  69. > Fixed a bunch of placement bugs involving entities inserted through Tiled
  70. > Map exports working better now
  71. > Added submarine and water mission features
  72. > Updated branding on several airships
  73. > Fixed some weird overlap edge cases for various types of exclusion zones
  74. > Sanitized a bunch of math functions used for normalizing vectors
  75. > Fixed several weird edge cases in enemy pathing involving tall or thin enemies in tight spaces
  76. > Added several verbose error messages for TMX loading errors
  77. > Added player blocker zone support
  78. > Water missions now have 25% opacity water (was 50%)
  79. > Gibs can now be marked to die when submerged
  80. > Fixed some targeting bugs for gunbuddies and Melfina regarding the first boss
  81. > Implemented mid-mission shop features
  82. > Added key pickups
  83. > Fixed a bunch of stupid bugs involving Floofy
  84. > Fixed a stupid bug involving SFX and being defeated by a timer crusher
  85. > Added a bunch of miscellaneous decorative dump props
  86. > Removed a test submap from the dump
  87. > Added some NPC shopkeeper sprites
  88. > Fixed several bugs involving waterfall generation and negative modulo
  89. > Fixed some bugs with victory screen text colors
  90. > Fixed a bunch of bugs with BGCrawly bots
  91. > Fixed a bunch of bugs with Fanwiggler bots
  92. > Added drivable vacuum robot
  93. > Adjusted a bunch of character stats for the demo
  94. > Fixed annoying pathing issues involving downward slopes adjacent to ceilings
  95. > Added small fish to the dump and thicket biomes
  96. > Fixed a bunch of stupid bugs involving flip behavior being inverted for enemies facing left in their spritesheets
  97. > Added even more gunbuddies
  98. > Added new shootable switches
  99. > Fixed stupid race conditions involving enemies being culled from a cave segment but not the global enemy list
  100. > Updated the outline and cloak graphics initializers to support multi-part ships
  101. > Added patrol speed and other configurable components to various enemies
  102. > Foxbuddies prices have been adjusted to reflect real-world economics. Google 'Fox Inflation' for more info
  103. > Several enemies and powerups are now easier to see in Tiled
  104. > Added clouds to world map
  105. > Fixed a silly bug involving freeing null sprites
  106. > Garbage worm finally has proper hitboxes lol
  107. > Fixed a bunch of bugs involving swapping world maps while having shops selected
  108. > Enemies ignoring bullets is now a property that can be adjusted in their .enemy files
  109. > Fixed several crashes that could happen on mission complete or level cleanup
  110. > Fixed a handful of memory management bugs involving maps that need to attempt building more than once
  111. > Fixed waterfalls looking stupid in some spots
  112. > Fixed an extremely stupid typo causing TooManyRabbits to explode
  113. > Optimized bullet collision calculations
  114. > Optimized laser collision calculations
  115. > Optimized gem and gib physics interactions involving water
  116. > Optimized several aspects of exploding mines
  117. > Optimized waterline generation for large bodies of water
  118. > Optimized sprite cleanup in all major systems
  119. > Optimized pathing for ground enemies
  120. > Optimized line-of-sight checks for enemies
  121. > Optimized player detection for enemies
  122. > Optimized a bunch of waterfall generation math
  123. > Optimized onscreen/offscreen checks
  124. > Optimized most enemy logic
  125. > Optimized several rendering loops
  126. > Optimized enemy collisions and enemy-to-enemy damage
  127. > Optimized render passes for fully transparent items
  128. > Optimized enemy state machine cull loop
  129. > Optimized enemy wall push
  130. > Optimized many ToLower calls out of the map builder
  131. > Optimized rendering for gems and powerups that are offscreen
  132. > Optimized gunbuddy targeting and line-of-sight loops
  133. > And a lot of other stuff. Wow!
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