VCR-DrifterHyperLight icon

DrifterHyperLight

Exploring Petrichor looking for a cure. BETA RELEASE

By VCR

CHANGELOG

Changelog

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

  • Added Skate tricks

  • Skate now auto exits if no move input is pressed for a short time

  • Reworked air m1 to no longer be one time use or rely on being grounded

  • Adjusted melee hitboxes

  • Clients can now properly gain ammo progress

  • Hopefully networked Vendor spawns

  • 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

  • Primary attack speed increased for all steps - Needed to be faster to make up for no speed scaling

  • Reduced primary attack final hit damage: 420% > 380%

  • Guns now have their minimum time to shoot affected by attack speed

  • Flashstep damage: 280% > 360%

  • Flashstep now applies weak on hit to make it more of an initiator.

  • increased Flashstep initial speed

  • Charge Slash Damage ramp: 400-900% > 600-1000%. Now dedicated melee band proc

  • Charge Slash now adds bullet progress. Major oversight

  • Quick step rework: Reckless Rider. After skating for 1 second, shock nearby enemies

  • Made Quick step's old effect base kit and removed auto transition when running

  • ^Agreed that it was super annoying to be interrupted by it auto playing

  • Skating now allows melee attack out of it

  • Updated currency tokens, Data Bits > Gearbits. Hopefully this curbs confusion

  • Guns now have different recoil amounts. Highest is shotgun, lowest pistol

  • 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

  • Initial beta release