Changelog
0.1.27
- Laser-Rifle no longer counts as hitting weakpoints. It only highlights them mostly for info/aesthetic.
- Laser-Rifle damage: 725% > 650%
- Fixed Rail-Gun having a broken skilldef
- Rail-Gun damage: 725% > 590%
- ^ While this never got felt, its adjusting in accordance to the laser rifle's damage, plus its ability to hit weakpoints easily boosts it by a chunk
- Air Slash Hitbox adjusted to be taller but narrower
- Air Slash now affected by aim direction on entry
- Air Slash initial speed value lowered: 6 > 4.9
- Air Slash final speed value lowered: 1 > 0.5
- ^ with the added aim direction, these changes are to make it not a viable method for aviation (not a good pillar skip)
- ^ Unfortunately this also makes trimping seemingly impossible :<
- uhhh idk if they were broken before but fixed the language tokens? Updated tokens are not in the translations atm
Meant for yesterday's build to be 100% foolproof but these are like... glaring issues. My B
0.1.26
- Added proper skin icons
- Reintroduced trick randomness
- Hopefully networked aiming and skate animations
- Added new config option to tweak lost wanderer spawn chance
- ^ You'll probably need to generate a fresh config
0.1.25
- Buffed Charge Shot max multi: 3x > 4x
- Buffed Charge Shot charge rate by 1.5x
- Adjusted Laser-Rifle damage type and token
- Added Rail-Gun discoverable upgrade
- ^ Updated Readme to reflect updates & hint on how to find discoverable upgrades
- Vendors will now check if a pickup is present and lock themselves. This should prevent potential duplicates from existing pickups
- Added Russian translation by coldeib!
0.1.24 - EMERGENCY PATCH
- Fixed vendor bug that would explicitly prioritize duplicates of upgrades already in inventory - This went unnoticed due to jumping between projects but was insanely gameplay impacting (Only found out it was happening from TrentoMento's D-HL vid)
- ^ This does not fix spawning dupes of non picked up upgrades. That still needs looked into
- Added Vendor spawn to Commencement - To give a last chance to spend any remaining / newly acquired data chips
- Implemented experimental adjustment for hoverboard rotation - Mostly for game feel
With this guy so close to being considered 1.0, I'm gonna pay a little more attention to some polishing such as potential vfx stuff, and finally implementing the last vendor model
0.1.23
- Im so fucking sleepy, small fix to something no one will even know what happened :)
0.1.22
- loop loop loop loop loop loop
0.1.21
- Fixed that fuck-ass Quality incompat
- Fixed missing R2API.items & R2API.Networking dep
- air slash now gives a brief upward boost before it's normal movement.
- ^ this should fix missing things right in front of you and also allow for pseudo mantling
0.1.20
- Fixed Guns restocking when full so eclipse lite isnt busted.
- Guns have unique cooldowns. Mostly to balance eclipse lite but also to let guns have better upkeep on low enemy density
- ^ Pistol: 6s
- ^ Magnum: 12s
- ^ Shotgun: 25s
- ^ Blunderbuss: 25s
- ^ Lasergun: 20s
0.1.19
- Fixed for Alloyed Collective!
0.1.18
- Fixed that fucking ragdoll that I hate
0.1.17
- Added more icons by anartoast!
- Hard Light Sword no longer requires keypress
- Charge slash now procs from holding m2 during combo and releasing m2 for attack
- Air slash start percent time: 0.3 > 0.1
0.1.16
- Added the Swordmaster
- Fixed clients getting cucked when it comes to gearbit to data chip conversion. properly has the 4:1 conversion
- Hard light sword step grace: 0.5 > 0.7s
A small update that originally was going to be much larger. Just some fixes for client and a new vendor model. Dash vendor to be finished
0.1.15
- Added 33% chance for searching a Lost Wander to spawn enemies instead of an item.
0.1.14
- Dashing while airborne will dash in look direction. Should help deal with those damn pests
- Added skin descriptions for SkinFlavorText
- Added some Placeholder icons by Anartoast!
- Updated sprint animation
- Futureproofed body name
- Removed randomness from skate tricks so they'd work on clients
- Skate min trick delay from skate start: 0.5 > 1.25s
- Properly networked nearly all upgrades & ammo regain
- Sycom no longer unhighlights interactables if they start lit (eg, pinged by any means prior to being hovered near)
- Fixed blunderbuss not having it's proper hit conversion values
Overall a big W for non-hosts. Marks the near 1.0 state. Now it's polishing with fx & missing assets
0.1.13
- Added Blunderbuss model
- Sycom no longer highlights interactables you cannot afford
- Reduced sycom size
- Reduced trick min delay: 1.5s > 0.5s
0.1.12
- Added starting item Sycom: A handy companion, highlights nearest interactable
- Added Deflect sfx
- Forgot to update readme with Overload Shot & Blunderbuss
0.1.11
- New Gun Upgrade: Overload Shot - On kill, enemy explodes for 50% total damage in 12m
- Laser-Rifle overhaul;
- ^Increased damage: 650% > 750% damage
- ^Increased self knockback
- ^Bullet refund cost: 4 > 3
- ^Fixed weakpoint damage, now crits on weakpoint hit
- ^Reveals enemy weakpoints
- ^New model
- Added new Discoverable upgrade; Blunderbuss - Replaces shotgun for 6x150% damage and burns on hit - Currently no unique model
- Fixed shoot anim abruptly cutting off
- Fixed Deflected projectile not hitting it's original owner
- Adjusted deflect projectile damage to be more substantial
- Deflected projectiles get +50% speed
- Made board loop sound louder
- Skating no longer canceled by m2 if it has no stocks
- Added pt-BR translations by Snakeman!
0.1.10
- so- FUCK
- So unsure before its even heard
- never confident in a single word
- this bird, expert in the absurd
- Number one in life that has been deferred
-It hurts this relentless introvert
0.1.9
- Added Shotgun model
- Added logbook by the amazing PlNK!
- added chain dash to dash vendor table; kills regain all utility stocks
- Fixed dash slash dealing self damage if you slam into the ground
- Gun shots can now be canceled with m1 or util. No more wasted shots
0.1.8
- Added Rest Emote. Bound to numpad 2 by default - This was added sometime earlier but undocumented
- Fixed air anim not transitioning back.
- Charge shot now increases self knockback as well - This was added last update but undocumented
- My child will post 5 updates in a day.
0.1.7
- Actually networked the ammo gain
- increased shotgun range significantly
0.1.6
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Added Skate tricks
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Skate now auto exits if no move input is pressed for a short time
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Reworked air m1 to no longer be one time use or rely on being grounded
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Adjusted melee hitboxes
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Clients can now properly gain ammo progress
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Hopefully networked Vendor spawns
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Hopefully networked corpse spawns
0.1.5
- Fixed audio balancing & tied it to sfx slider
- New primary SFX
0.1.4
- Accidentally broke swing effect last update, whoops
0.1.3
New or changed
- Added crosshair behavior: Simple dot by default. when using gun show gun specific crosshairs (currently missing magnum and lasergun)
- Added config option: Spawn Lost Traveler. Spawn the lost traveler interactable without a drifter being present
- M1 dash now has diminishing returns on speed. Hate lunging past enemies on high speed
- M1 impact changed, swing effect soon to follow
- M2 no longer has minimum hold time. tap to your hearts content
- Updated util description to mention skating
- Skating update; Omnidirectional movement. To end skate use primary or secondary
- new icon - Thanks rob!
- Only Boss tier enemies will drop chips, no more horde of many or boss minions
Bug fixes
- Fixed corpse dropping the same item each use
- Fixed Vendors also dropping the same item each use
0.1.2
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Primary attack speed increased for all steps - Needed to be faster to make up for no speed scaling
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Reduced primary attack final hit damage: 420% > 380%
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Guns now have their minimum time to shoot affected by attack speed
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Flashstep damage: 280% > 360%
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Flashstep now applies weak on hit to make it more of an initiator.
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increased Flashstep initial speed
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Charge Slash Damage ramp: 400-900% > 600-1000%. Now dedicated melee band proc
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Charge Slash now adds bullet progress. Major oversight
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Quick step rework: Reckless Rider. After skating for 1 second, shock nearby enemies
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Made Quick step's old effect base kit and removed auto transition when running
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^Agreed that it was super annoying to be interrupted by it auto playing
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Skating now allows melee attack out of it
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Updated currency tokens, Data Bits > Gearbits. Hopefully this curbs confusion
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Guns now have different recoil amounts. Highest is shotgun, lowest pistol
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Added Magnum Pickup model
Overall balance update following some feedback. If you couldn't tell I didn't spend months QA testing like I did with ghoul (and yet ghoul is still buggy )
0.1.1
- Fixed ammo conversion function not applying to lasergun properly. Now has default fallback and includes lasergun
0.1.0