wormsworms-Wetland_Downpour icon

Wetland Downpour

A loop-exclusive variant for the Wetland Aspect map (configurable). Also includes roach

CHANGELOG

1.1.2

  • Added the roaches from Wetland Aspect
    • This is the last thing I wanted to include before considering this map "feature complete", but I will probably continue finding millions of tiny things to fix and tweak until I die
  • Geysers are now always active. The "ring parkour" leading to a bonus newt altar has been removed. That newt altar is now just one of the random ones you can get
    • I did not notice until doing this update, but the map nodes atop the cliff straight up just never worked, I think. They only started working after I removed the gate name from the nodes, so this change was made by necessity. Kinda sucks, but it's whatever
  • Adjusted lighting a bit: Sunlight is less intense and has a more neutral color, ambient lighting is tinted red to match the sky (was blue/green previously). Should look basically identical. I could have omitted this patch note and no one would have known that I did it
  • Replaced the blue bazaar planks with unique planks that match the ones added to the Lynx Totem bases in 1.1.0
  • Added planks to the tree above the round "altar" in the giant pond when the log leaning on the altar gate frame becomes active
  • Made the mangrove trees a bit wet and slimy to match the roots
  • Added more roots
  • Very slightly adjusted the water material. Outer foam is a bit thinner and water fades more at the edges

1.1.1

  • Added large roots atop the map's cliffs
  • Added ambient noise
  • Added a bunch of map node links around the map to allow enemies to jump down from platforms and cliffs
  • Fixed the geyser in the new cavernous area often not launching you far enough. I meant to fix this before uploading the previous update and then I forgot. :(
  • Fixed a ramp missing ground nodes

1.1.0

  • Art pass:
    • Updated all terrain textures: grass is brighter, mud is blobbier, rock texture is darker
    • Replaced the bazaar lights with fire bowls on wooden stands, like the ones seen in some Hallowed Concepts maps
    • Tree leaves now have a dark crimson hue (previously just reused the bright pink leaves from Golden Dieback)
    • Changed fog for probably like the sixth time: near fog is less saturated, far fog is more saturated, fog is much greener
    • The sky now has a darker, magenta-ish hue (previously was light brown)
    • Added low fog and clouds to the skybox
  • Layout changes:
    • The small Lynx Totems in the map are now placed on foundation blocks with scaffolding to more closely resemble the statues/mini-totems in Tenebrous Quagmire
    • Added a new passageway inside a cliff near the middle of the map. Has a 50% chance to be blocked off each time you visit the stage
    • Added a new enterable cave in a corner of the map
    • The huge pond near the back of the map is now much deeper and the floor is no longer unnaturally flat
    • Added a couple large dead logs to the large cliff/mound/whatever that can sometimes not appear
  • Other changes:
    • Either the geysers or the "cliff ring parkour" will always appear in the stage (previously it was possible for neither to appear)
    • Added Mini Mushrums
    • Added compatibility with SwampMiniboss!

1.0.3

  • Updated the water gravity script to fix a couple issues:
    • Enemies that spawned underwater would sometimes not be affected by water gravity
    • Enemies launched by Breaching Fin would float upward until they rose above the water
  • Fixed Lemurian Eggs not spawning if Artifact of Devotion is enabled

1.0.2

  • Added a config option to toggle EnemiesReturns' archer bugs (disabled by default)
  • Simplified the code used to register Wetland Downpour and replace Wetland Aspect at appropriate times. Should hopefully function exactly the same as before
  • If 'Post-Loop Variant' is set to false, Wetland Aspect and Wetland Downpour will now both have their weights set to half the normal value to prevent making Wetland variants more common than other stages
  • README: Fixed a typo in the Simulacrum preview image's link causing it to not load
  • Hallowed the map, Conceptual style

1.0.1

  • Fixed the Simulacrum variant's scene def having "Should Include in Logbook" enabled (oops)
  • Fixed the Simulacrum variant's DLC1 ADCCS not having a target DCCS file (oops 2)
  • Fixed Solus Transporters having a selection weight of 0 and thus never appearing (oops 3). Also made them appear after 5 stage completions
  • Added extra functionality to the water, based on the water mechanics in Fogbound Lagoon
    • Gravity is now lower in the ponds
    • Music now gets muffled while the camera is submerged underwater (also added a config option to toggle this)

1.0.0

  • Wetland Downpour can now appear in the Simulacrum!
    • Added a config option to toggle the Simulacrum variant
    • Added a config option to toggle Wetland Downpour, in case you only want the Simulacrum version for whatever reason
  • Adjusted lighting and fog again (lol). Fog is a bit thicker, cliff wall material is darker, sun is less bright
    • The map should still be significantly brighter than it was on iniital release. Let me know if I made it too dark again
  • Replaced grass texture with a new one that's slightly less visually noisy
  • Mud texture no longer appears on the outer cliff walls
  • Slightly lowered a pond to fix a tiny corner not connecting to the ground
  • Added the artifact code tablet from Wetland Aspect (thanks to Viliger for providing the script used to add this!)
  • Updated logbook screenshot, preview images and README to reflect changes I've made to the map over time
  • I also intended to add a couple extra effects to the water (audio muffling in particular) for this update but I looked into it for like 20 minutes, learned that I could not just steal the script from Fogbound Lagoon and have it magically work with the ponds in this map, and determined I am too stupid to figure it out. Sorry

0.2.3

  • Added Simplified Chinese translation (thanks to JunJun5406 on github for submitting this!)
  • Updated code for adding monsters from EnemiesReturns to not use deprecated config options

0.2.2

  • Adjusted fog post-processing again to re-saturate the map's colors and bring them closer to the README preview screenshots. Also upped sun brightness again to compensate for this
  • Adjusted most materials. The differences are probably borderline indistinguishable without before-after shots, but generally they should look slightly better
  • Reduced the Lynx Totem texture's file size
  • Fixed a map node that was missing a gate, causing interactables to sometimes spawn inside a wall

0.2.1

  • Made a couple changes to increase the map's brightness in an effort to (hopefully meaningfully) help with visibility in dark areas, particularly when the screen is dimmed by the damage vignette or other effects
    • Adjusted fog colors ("fog start" color is brighter and more translucent)
    • Slightly increased sun intensity (1 -> 1.4)
  • Halved the selection weight for larvae relative to other basic monsters
  • Changed spawn distance for Lynx Scouts (Far -> Standard)
  • Fixed the tents not having an assigned surface def
  • Fixed monsters not using the geyser to chase players onto the cliff
  • Fixed a map node that should've had a gate assigned, but did not

0.2.0

  • Added monsters from Starstorm 2!
    • Followers, Wayfarers, and Archer Bugs can appear if the mod is enabled
    • Added config options to toggle each enemy
  • Added monsters from EnemiesReturns!
    • Lynx Scouts, Lynx Totems, and Spitters can appear if the mod is enabled
    • Added config options to toggle each enemy
    • Lynx Shamans are disabled by default but can also appear if desired
    • Lynx interactables do not spawn. I wasn't sure how to add them. Sorry!!
  • Monsters added by mods should respect their respective mod's settings (ex. if SS2 beta is off, Archer Bugs won't appear)
  • Shrunk the "sea"grass in the giant lake
  • Reversed change log version order

0.1.4

  • Revised the stage's subtitle

0.1.3

  • Attempted fix for language files not loading
  • Attempted fix for README images not embedding

0.1.2

  • Maybe actually fully fixed the readme this time haha

0.1.1

  • Fixed readme formatting (hopefully)

0.1.0

  • Initial Release