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Zerograve News

Bugfixing (V0.4.0 b125)

Fixed a bug related to level model creation which affected Vertical, Trifork and possibly some other levels. The bug caused them to have more open space than intended, and key guide lines were floating in the air in some places as a side effect.

V0.4.0 - Overloaded

Summary
3 new levels: avoid walls of frost in Freezer, overload a reactor in Overload, and navigate through Beyond.

New tileset: server-themed tileset used for the last 4 levels.

4 new enemy types: Shotgun-type enemies with ice and big balls, Plasma variants for Divebomb and Destroyer.



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Levels
New levels:

Freezer (new level): Fly and clear lockdowns quickly before walls of ice close in and crush you.

Overload (new level): Overload a reactor and to take down an overpowered defense wall.

Beyond (new level): New penultimate level.

New "Serverland" tileset: used for Beaming, Overload, Beyond, Mainframe.

Changes:

Redball: Removed one wave from white and green area encounters, also removed a couple of enemies from some encounter waves.

Descent: Plasma Destroyers are introduced here. Removed a few other enemies to compensate.

Lava labyrinth: changed 1 Destroyer to plasma variant

Cryptic: Ice Scouts are now introduced here. Reduced number of Bouncers.

Hail: Ice Destroyer is now introduced here. Adjusted some encounters.

Preview: Moved be before Chilly Chapel. Wallbeam type enemies removed from the level.

Chilly Chapel: Changed a few enemies.

Beaming: Tileset changed to Serverland. Blue area now has more sections, and its lockdown encounter was replaced by a bunch of regular enemies. Added more space to a few other areas.


 
Enemies

New enemies:

  • Plasma Destroyer - Destroyer-class enemy which fires lots of plasma orbs.
  • Plasmadive - Similar to Divebomb, but death explosion additionally launches 6 plasma orbs in a 3D cross pattern.
  • Ice Shot - Shotgun-type enemy which fires delayed bullets in an X pattern.
  • Bigshot - Shotgun-type enemy with really big balls.

Changes

  • Plasma Charger: health 150->120
  • Ice Bomber: weapon cooldown increased 1.5s->2.5s. They also now turn slower while preparing the attack

 

Settings

Added "Temporary roll while turning" setting under Settings>Controls. Range 0-4, 3 is default (same as previously), 0 is fully disabled.



Misc

Shield and ammo pickups from crates are no longer consumed if at full resource.

Increased light emitted from keys.

Updated the Zerograve.exe icon.


 
Bugfix

Fixed issues with Hot Hatter legs and boss phases

Minor updates & bugfixing (v0.3.1a)

[h2]Settings[/h2]
  • Visuals: Added option for Crosshair Intensity which modifies crosshair color alpha.
  • Controls: Added option for Roll speed with range 120 - 220 degrees per second (default 180)
  • Sounds: Music volume at max value reduced, Effect volume at min increased. (Music volume was a bit too loud compared to effects when the sliders were at the same value)


[h2]Weapon changes[/h2]
Assault Laser:
- slightly increased shoot sound volume.
- increased projectilve speed by +33%
- moved earlier in the tech level rewards.

Chainsaw:
- damage per tick increased 8->9

[h2]UI[/h2]
Pause menu:
  • Save Game button removed (mostly cos it was misleading since it didn't save the state of current level).
  • Added "Save &" prefix to the "Go to Mission Select" button, so it's clear that it can be also used for saving.


Crosshair: Added small brighter areas near the passive crosshair center.

[h2]Enemies[/h2]
Laser Bruiser: Added chargeup sound to attack
Shotball: Changed launch sound

[h2]Bugfixes[/h2]
Added the global enemy lighting which accidentally didn't make it into the 0.3.1 release

Level transitions: Fixed issue where buttons on the Level Completed and Mission Briefing screens became mouse-clickable after a short delay. (Now they are clickable instantly)

Opening splash screen: Fixed visual issue

V0.3.1 - Pain Train

Summary


Painful trains: new Training level with perilous minecart trains which also destroy any enemies caught in their way.

New biome: new mine-biome is now used for four levels.

Sandbox level: The perfect place to test out different loadouts. Accessed from Mission Select.

Loadout change restrictions: Loadout can now only be customized in Missiong Briefing, and with Loadout Customizer stations which are found in a few levels.

 

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Mine biome

New earthy biome which is used for four levels (from Plasmine to Danger Below)

 
New levels

Training (New level): Featuring minecart "trains" which destroy everything in their way. Placed between Plasmine and Highway.

Sandbox level

A level for testing weapon/upgrade loadouts
- Respawning passive enemies. Various groups and single enemies of 2 types: small enemies with 60hp and big ones with 600hp
- Respawning ammo/shield pickups
- Loadout customization workbench
- Stats view which shows Damage total and dps, Ammo used, and time for current test run. Test run starts and is refreshed when either using ammo or doing damage to enemies, and stops after not doing either of those for 3 seconds. Stats remain displayed until next test run is started.

 
Level changes

General

  • Hidden room area floor and ceiling materials are now colored differently to help stay oriented a bit better

Danger Below & Cybernoodle boss

  • Level changed to the new Mine biome
  • Start area layout modified and boss arena updated to be a bit more open
  • Removed hidden rooms from boss arena
  • Boss weapon parts health increased, and total increased 3500->4400
  • Beefed up laser and ball attacks (Laser now fires a cone of 4 bullets, Ball weapon fires 7 instead of 4)

Glass: expanded blue area a bit, plus some other layout changes. Replaced reactor with lockdown encounter. Divebombs are now introduced in this level.

Vertical: red key location changed & small layout changes. Changed some enemy types. Homers are now introduced in this level.

Trifork: updated most areas of the map, removed reactor and added lockdown encounter to the end area which introduces the Destroyer enemy type. Removed Plasma Charger enemies from the level.

Plasmine: Reworked entire level, changed to the new Mine biome. Added Plasma Bomber enemies.

Highway: Changed to Mine biome. Blue key location changed, adjusted several areas. The energy wires from the mini-generators now turn off when they are destroyed.

Redball: Big Scouts and Rocket Propellers are now introduced in this level.

Rising Heat: Fixed issue where heat didn't rise, increased rise speed +15%, changed some enemy spawns and added a few pickups.

Lava Labyrinth: Added some space to the starting area. Lava material and lights darkened to make enemies a bit easier to see and to make the level easier on the eyes. Also removed a few enemies to make the difficulty spike a bit smaller.

Cryptic: added space to green area

Hail: added space to blue and green areas. Added resource pickups. Other minor changes.

Chilly Chapel: minor changes to boss area and end area

Increased tech reward for worm and walker bosses.

Also updated some briefing texts

 
Loadout change restrictions

Loadout can no longer be freely changed during levels.

Levels may have "workbench" type locations which allow changing weapon loadout. (Currently only 2. level, Sandbox, and every boss level have one)

Upgrades can however only be changed in mission briefing, or while in the Sandbox level.

 
Weapons

Assault Laser (New weapon): Rapid-firing lasers with moderate accuracy. 4 damage per shot, 20 shots per second

Plasma weapons: Added force on kill. Most enemies now have a different death sequence when destroyed by Plasma

Plasma Gun: fire rate increased by 20%

Plasma Orb: move speed penalty starts at -30% instead of -60%, but decays over 0.6 seconds instead of 0.4 seconds.

Quadual Laser: move speed penalty reduced -30% -> -15%. Damage per shot increased 20% but fire rate reduced so dps remained same (to emphasize the *heavy* part a bit).

Missile Massacre: ammo cost reduced 40->32

Chain Dart: chaining distance reduced 20->14 (it's now 7 tile lengths)
Added force on kill.

Slayer Bolt: Increased force on kill, and now also attaches a trail effect on hit.

Chainsaw: Added left-direction force on kill.

Homing Missile: Removed randomness from launch direction, now fires directly forward. Also thinned hitbox so it hits walls less often. Updated effects.

Burst Laser: damage increased by +40% at very short range. Bonus fades gradually to +0% at 10 range (5 tiles). Bullet spread increased slightly. Also updated some effects.

Nova Bomb: Doubled force on explosion kill

Dual Laser: increased projectile hit radius

 
Upgrade changes

Ammo upgrades:

  • renamed to "Ammo Boost"
  • now give +20% gains/+20 max and +30% gains/+30 max.
  • Stronger version mover later in tech tree.

Shield gains upgrade: now also gives +20 max shields

Upgrade naming convention changed, so their names no longer include the exact value (so they can get balance adjustments without changing their name in the future).

 
Enemy changes

Destroyer: Health increased 350->400 added glow decals to texture and minor other visual changes.

Laser Slicer: attack chargeup time increased 0.4s->0.5s. Fixed mistake where attack was weaker on hard/insane (Now it's slightly wider on hard+ difficulty compared to normal)

Plasma Bomber: Hard+ difficulty - now fires 2 bombs directly forward, instead of 3 in a very wide cone

Big Scout: ball size halved, added a 0.2s chargeup to attack. Hard+ difficulty: fires 2 balls directly, instead of 3 in cone pattern. Updated sfx. (Attacks with the previous huge balls will be likely used later with other enemies)

Rocket Propeller: attack is more precise on Hard+ difficulty

Big Scout & Rocket Propeller: material updated so the glow decals should be easier to see against orange/lava-ish background.

Ice Destroyer: reduced delayed ice attack times from 12->5 on Hard+ difficulty (so it actually has pauses between attacks)

Late-game enemy beefiness reduction (max health changes):

- Bouncer 150->120
- Ice Bomber 200->140
- Ice Scout 80->70
- Ice Dancer hp 200->160
- Wallbeam Dancer hp 200->160

 
Lighting

Added a bit of global lighting which only affects enemies, so they stand out a little better.
Pickups

Adjusted pickup drop rates so ammo pickups are more common and shields are less common (ratio changed from 50:50 to 60:40). Also reduced influence of player's current resource amounts on pickups. Total number of pickups from enemies unchanged.

Pickups from enemies are no longer picked up if at full resources (so they act same as the pickups already in level)
Changed sound for trying to loot pickup at full resources. Also added limit that the "x at full" message can be shown only once per second.

Added a little effect when enemies drop pickups.
Increased distance to re-allow playing the effect for trying to loot pickup at full resources, so it plays a bit less often when near pickups.

Shield box pickup value increased 5->8

 
Difficulty

Insane: enemy health bonus slightly reduced (+60% -> +50%)
Hard & Insane: slightly increased cooldown on dodge moves to give a bit longer windows to hit enemies (cooldown adjust on hard -20% -> -10%, insane: -50% -> -30%)

 
Misc UI updates

Mission briefing: Added "Return to Mission Select" button

The messages shown on right side of screen (e.g. "shields at max") are bit fancier. Also their location changed to be closer to center, so they aren't so far to the side.

"Weapon Select" menu title changed to "Loadout" for consistency

Shield & Ammo gain text effect modified

Ammo value now shows a decimal digit only if ammo cost is less than 1. (previously one decimal digit was shown if cost was 5 or less)

Adjusted some tips, and added new tip for Sandbox level.

Level transition: HUD is hidden instantly on reaching Exit console. Updated the transition on completing level.

 
Map scan

The sonar/scan now shows the edges of a hidden area when the ping starts inside it (won't reveal other hidden areas though)

The scan now also works with curved paths (although there are very few of those ingame)

When using the alternate mode, tapping map button now does a single ping instead of toggling repeating pings. The ping has a 2 second cooldown, and headlight is turned off during cooldown.

 
Bugfix

Fixed issue where enemy AI would be hesitant move around in cramped locations.

Enemies will no longer try to navigate through doors (hidden and otherwise)

Fixed issue where the projectile counted hitting dying enemies against the hit limit (i.e. enemies which were dying before the projectile even hit them).

Fixed issue with the projectile hitbox being too big so it could hit walls/corners when it really shouldn't.

 
Performance improvements

Some performance improvements to pathfinding and trail effects.

Fixed a performance issue with loading levels, which should improve level load time especially for some big levels.

 
Demo

Repurposed old "Early access end" mini-level to be demo end level, with a little hint towards $$$.

V0.3.0 - Mainframe

Summary
The end: Challenge the Protector of Servers in the final level to reach the ending.

New features: Powerups, Selectable upgrades, FoV setting

New weapons: Unleash chaining attacks with the new primary Chain Dart and secondary Chain Lightning weapons.

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Levels

Mainframe (new level): Final level & final boss & ending (Note: some more levels will probably be added before this)

Level changes

Redball: end arena has a bit more enemies and more pickups.

Vertical: end arena has more space, and some more pickups.

Reordered levels: Beaming and Preview moved after Chilly Chapel (to avoid having 2 boss levels next to each other)

Powerups added to: Redball, Lava Labyrinth, Cryptic, Hail, and some more levels

Credits: Simple credits scene added to game end. It replaces the "To be continued" level
Also added a separate credits view to main menu screen.


Props: Energy tubes: new shader
Guide paths: Key guide mover shader updated
Ice decorative path: new shader


Effects: Ice levels ambient lighting tuned down a bit.

Powerups

Powerups can now be found in some levels to gain a temporary powerful combat bonus.

zero-g RAVE! : Multicolored ricocheting laser bullets are launched from destroyed enemies, and occasionally from doing damage. Lasts for 15 seconds.

SUPERCHARGE! : Greatly increased fire rate (+70% for primary, +40% for secondary). Lasts for 20 seconds.

Upgrades

Implemented upgrade system: 2 slots for passive bonuses which can be selected in the loadout menu.

First slot unlocked at level 5, second at 14.

Upgrades include e.g. Fire rate, Shield/ammo loot bonus, Ammo capacity
Player

Weapons

Chain Lightning (new secondary)

  • Chains between enemies and bounces off walls.
  • Projectile has 4 charges, one is consumed whenever enemy is hit but not destroyed. (-> can execute any number of low-health enemies)
  • 40 damage per hit
  • 12 ammo cost

Chain Dart (new primary)

  • Projectile chains to hit up to 4 total targets. Must hit an enemy to start the chain, and doesn't bounce off walls.
  • 12 damage per hit, 0.5s cooldown, 1 bullet per shot.

Missile Massacre reworked

  • Bullets no longer home in or ricochet
  • Bullets are now launched fairly accurately, and have a large hitbox.
  • Damage increased 20->30, and also now explode for 50% damage in a small radius. Bullet amount reduced 30->21
  • New model & animations

Plasma Blade

  • Blade arc increased from 60 to 70 degreesLine Laser
  • Fire rate +25%, bullets 5->4, now pierces but bullet damage reduced by 20% per hit (multiplicatively).


Quadual Laser, Plasma Gun, Plasma Orb, Slayer Bolt, Line Laser, Gatling Gun

  • Various updates to effects/model/animations/sounds

Sounds: Player weapon firing sound changed to 2D


Levelup resources: Leveling up no longer sets resources to max, instead keeps current % value (e.g. if shields were at 50% before levelup, they will be 50% after).


Loadout: Equipping the same weapon to both weapon sets is no longer possible.


Ammo:

  • Initial ammo capacity reduced 60 -> 50, and after baseline upgrades capacity 130->100
  • Ammo is now at 70% capacity on level start if current value was less than that
Enemies

Boss changes

  • Hot Hatter: health +10%, updated some effects
  • Cryo Knight: health +20%. Added a bunch of ammo pickups to the arena.


Enemy Effects

  • Red laser bullet updated
  • Purple beam spawning bullet updated
  • + some other effects updated


Enemy changes

  • Ice Scout: health 90->80
  • Plasma Charger: damage 10->12


Enemy physics

  • Some weapons now push enemies in some direction when they are killed. (e.g. Plasma Orb, Nova Bomb, Slayer Bolt)
UI

Weapon selection

  • Weapon selection process updated. Weapon description & ammo cost is showed in the multichoice screen when hovering or moving selection.
  • Other elements can't be accidentally selected anymore with gamepad/keyboard
  • Current weapon is selected when starting the multichoice.

HUD

  • Adjusted enemy health bar damage indicator
  • Adjusted kill feed

  • Adjusted crosshairs
  • Out-of-ammo sound changed
  • Plus some more minor changes


Menu UI Button graphics updated

Pause menu:

  • "Weapon Select" section renamed to "Customize Loadout"
  • "Progression" section rewards list split to two columns to prevent the list from going off screen
    Other minor adjustements



Field of View setting

Added Field of View slider to settings, with range 60 - 100. Default FoV increased from 75 to 85.

Player weapons are moved slightly forward at >75 values, and backward on
Weapon position is now also slightly adjusted for different aspect ratios.

(The weapon position adjustment shouldn't have noticeable impact on gameplay.)

Level transition

Added screen for level completion which displays gained tech levels & rewards, and another before level start which allows customization

Misc

Changed how weapon loadout and some other info are stored. Note: weapon loadouts are reset, but no progress should be lost.

Changed how various modifiers (e.g. move speed, health max) are calculated. This may have minor side-effects

Improved pathfinding system performance
Implemented pooling for some effects and bullets, which should improve performance a bit

Bugfixes

Fixed issue where all levels used the same default music, so now there's a bunch more music.

Fixed issue where music could get silenced temporarily when a lot of sound effects were happening

Fixed issue where Plasma Gun bullets (and possibly some other weapons) didn't open doors.

Nova Bomb: Fixed issue where the explosion could damage an enemy multiple times, which made it overpowered against some enemies/bosses. (Can still hit multiple boss parts though)

Fixed visual glitch where some line trails looked wrong for 1-2 secs after looking away and then at them again.