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TooManyExplosions

Is there such a thing as too many explosions? One way to find out. You can also throw landmines now.

By zapajax

CHANGELOG

Log of Changes

1.0.3 - 2024-05-05

Landmine object codes have been implemented. Current velocity is calculated when throwing creating a more accurate throw. Landmines correctly transform when the ship leaves.

Fixed

  • Landmines are automatically transformed into ThrowableLandmines when the ship leaves.
  • The method for grabbing the landmine prefab now checks every SelectableLevel object for a landmine instead of the current level.

Changed

  • Landmines are now temporarily deactivated via the terminal just like normal landmines. They may not appear depending on how close they are to walls.
  • ThrowableLandmines can now be throw all the time.
  • The current velocity of a player now affects the initial velocity of the ThrowableLandmine.
  • ThrowableLandmines can only turn into Landmines while the ship is landing and when the ship has landed.
  • You can now grab the ThrowableLandmine as it flies through the air.
  • You can grab the ThrowableLandmine before the game starts.

1.0.2 - 2024-04-26

Fixed issues with landmine conversions

Fixed

  • If ThrowableLandmine is thrown while the ship is landing, it transforms correctly into a landmine and is grabbable.

Changed

  • You can throw landmine at any point.

1.0.1 - 2024-04-22

Fixed conflict issue with the Skinwalker mod

Changed

  • Changed the previous method of handling Config Variables passed across the network to utilize the existing network object for NetcodeManager.

1.0.0 - 2024-04-20

Init

Added

  • A Raspberry Pi