V0.2.6 - Beams & Booms
Summary
Difficulty: Now with 4 levels of difficulty. Affects enemy movement, health, damage etc, and enemy attack patterns become significantly tougher going from Normal to Hard.Beams: New enemy types whose attack creates a beam when hitting a wall.
Booms: Exploding enemies and boxes which can destroy each other in spectacular chain reactions.
New secondary weapons: Sniper-like Slayer Bolt, and slow-moving Nova Bomb with a huge explosion.
Environments: New tileset for fire-themed environment, and added post-processing and particle effects to match environments.
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Difficulty
Four difficulty levels: Easy, Normal, Hard, Insane. Difficulty can be selected when starting new game and in Level Select screen.
- Easy: 40% less damage to player, enemies move around a bit less and other minor changes.
- Normal: (default)
- Hard: most enemy attacks modified (e.g. more bullets, wider attack cones. See below for details), small stat buffs for enemies
- Insane: larger buffs for enemies (+100% damage, +60% hp, much faster, move around more, etc)
Enemy attack changes going from Normal->Hard:
- Normal->Hard enemy attack changes:
- Scout L1 (white): 1->3 bullets
- Scout L2 (green): 2->4 bullets and faster fire rate.
- Heavy laser: 6->12 bullets per attack.
- Bruiser balls L1: 3->6 balls + wider cone
- Bruiser balls L2: 5->9 balls + wider cone
- Homing missile: 2->4 missiles and faster fire rate
- Plasma bomber: 1->2 bombs
- Bouncing baller: 3->5 balls
- Destroyer: 7->12 laser bullets, 2->3 balls+wider cone
- Blue scout: 8->12 bullets + wider cone
- Blue heavy: 9->18 bullets, doubled cone
- Turret L1: 5->7 bullets, faster fire rate
- Turret L2: 5->9 bullets, wider cone
Enemies
New mechanic - Wallbeam: Bullet which creates a beam orthogonal to the wall it hit, lasting a few seconds. Touching a beam causes 10 damage and removes the beam.Wallbeam Scout (new enemy) - fires 2 bullets which create wall-beams
Wallbeam Heavy (new enemy) - fires 4 bullets in a cone
Exploder (new enemy) - explodes on death, attacks by charging and self-destructs if it gets close to player.
Changes to existing
- Increased tech point rewards for some newer enemies.
- Green melee enemy: Model modified. Now does dive attacks instead of constantly moving towards player.
- Homing missile damage increased 8->10
- Scout L3: Increased dodge maneuvers cooldown.
Weapons
New weapons:
Slayer Bolt (New secondary): Accurate sniper bolt with heavy single-target damage.
120 damage / 6 cost.
Nova Bomb (New secondary): Slow-moving bomb with massive explosion, capable of annihilating a group of weaker enemies.
150 damage near explosion center, +50 damage on direct hit / 20 cost.
(Explosion damage on self is reduced so you don't accidentally die too easily from it.)
Changes:
Chainsaw: now acquires targets in a small cone, instead of having to directly point at an enemy.
Lock-on range reduced 12->10, leash range 17->12, leash angle 40->30.
Zapper: Ball now has a fixed duration of 4 seconds, instead of a limited number of zaps.
New levels
Beaming (new level): Contains plenty of enemies firing wallbeam bullets.Explosive (new level): Contains lots of exploder enemies and explosive boxes with several chain reaction opportunities.
Fiery environment
Added new fire-themed tileset/environment (Mad Hot, RIsing Heat, and Explosive levels now use this)
Lighting+Postprocessing
- Lighting, postprocessing etc effect now are different in different kinds of environments.
- Added fog effect (distant places fade towards a color).
- Added particle effects, e.g. fiery sparks, chilly fog etc.
Props
Updated box prop visuals
Added explosive boxes
UI
Main menu flow changed; added Continue button which loads last save, and Slot Select which allows selecting save slot. New Game section now allows selecting starting difficulty.
Key icon in UI now looks more like the actual keys ingame
Tech point info is now always displayed on the UI; current points, a bar showing progress to next level, and current level.
New message for level up, which also describes what was gained.
Misc
Map display: Edges brightened a bit
Some map generation optimizations, resulting in slightly reduced level load times.
Curve paths can now show on map and use occlusion culling.
Bugfix
Fixed issue where control rebinding could stop working until game was restarted (happened if that menu was accidentally closed while changing a bind)