v0.1.30 version update - big gameplay updates
I'm sorry that my English is not good. Here is machine translation.
[h3]Overview[/h3]
·New difficulty options and new ways to play with performance optimization!
·The difficulty curve of endless mode is redone, and the stars bonus is greatly increased.
·Multiple numerical balance adjustments.
·In the past half a month, it has been observed that each bullet of the summoner can nearly trigger the effect of elastic bullets as many as dozens of times due to the fast turning speed of bullets. As a result, the benefits of elastic bullets to the summoner are much higher than that of other roles, and in the absence of elastic bullets, the output ability of the summoner is much weaker than that of other roles. This phenomenon is unreasonable and unbalanced. Considering the influence of the optimization function of the number of bullets on the skill of the summoner, the skill of the summoner has been redone. Now the summoner has a very powerful firepower, and its dependence on elastic bombs is reduced.
·Due to the remake of the difficulty curve of infinite mode and the remake of the Summoner's skills, the existing archives that are challenging infinite mode may be affected to different degrees, which I am deeply sorry for! Thank you for your understanding and support!
[h3]Gameplay[/h3]
[difficulty options] central turret: movement speed X10% → x15%, star acquisition X125% → 120%.
[difficulty options] giant country: Star income x135% → X130%.
[difficulty options] add a long experience battlefield: start the game with Max difficulty.
[difficulty options] add super wall: when you touch the wall, you will receive one damage and five times the elasticity.
[difficulty options] add triple happiness: all boss levels will generate triple number of bosses.
[difficulty options] new geometric fusion: adjacent enemies of the same type will be fused, which can reduce CPU performance consumption and improve the joy and fluency of the game. See the description of the main menu in the game for details.
[color variation] Orange: add more bullet damage and reduce more accuracy.
[color variation] yellow green: reduce more accuracy and bullet speed.
[color variation] Turquoise: reduce more health and recoil.
[color variation] indigo: reduces more health and increases critical hit effect.
[color variation] Purple: no longer add HP, reduce more movement speed, and add more character body shape.
[color variation] magenta: reduces movement speed and increases shooting speed.
[value] the growth standard value of character's body shape: 0.10 → 0.15.
[value] crit effect growth standard value: 0.10 → 0.12.
Critical strike no longer increases the size of the bullet.
[capability] in order to avoid excessive physical detection error, the upper limit of the actual bullet speed of all bullets has been limited to 100.
[infinite mode] the star bonus is adjusted from + 5% per 4 passes to + 2% per 1 pass.
[endless mode] it's easier to adjust the difficulty curve than the old version, which shows that it's easier before layer 40 and more difficult after layer 40.
[infinite mode] in infinite mode, the enemy's movement speed no longer grows.
[role] Summoner: bullet speed x30% → X100%, accuracy - 100% → no longer reduced.
[character] Summoner skill redo: the bullet turning speed is proportional to the accuracy. And with the increase of accuracy, the summoner will get a large number of critical hit chance and firing speed bonus. (follow up)
[character] close quarters bullet screen defense should be the exclusive feature of magicians. Therefore, the smart bullet effect of the summoner is removed, and the character feature of the summoner is repositioned as a random attack character that pays attention to dodge and has strong firepower.
[h3]Others[/h3]
The fragment dropping algorithm is optimized from pure random to pseudo random.
[h3]Known problems[/h3]
The game duration in the endless Mode Leaderboard is wrong, sometimes it only counts the duration of the last few layers.
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur. It is strongly recommended to enable the optimization function of the number of bullets!
Due to the physical and logical rework of the bullet, it will penetrate the wall and the enemy when the bullet speed is too high.
[h3]Notice[/h3]
[leaderboard] UI prompt of leaderboard settlement interface, upload data failure detection, page turning function, view your own leaderboard and other functions will be made in two days.
Plan to update the daily challenge feature!
More new battlefield props that can turn the situation, and will improve the animation, UI display and sound effect of battlefield props.
Prepare to optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. Use multithreading to optimize all parts of the game. (expected to take 4-8 weeks)
More knockback related upgrades and special effect legend upgrades.
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).
Please refer to group announcement for specific EA stage development plan arrangement!
[h3]Overview[/h3]
·New difficulty options and new ways to play with performance optimization!
·The difficulty curve of endless mode is redone, and the stars bonus is greatly increased.
·Multiple numerical balance adjustments.
·In the past half a month, it has been observed that each bullet of the summoner can nearly trigger the effect of elastic bullets as many as dozens of times due to the fast turning speed of bullets. As a result, the benefits of elastic bullets to the summoner are much higher than that of other roles, and in the absence of elastic bullets, the output ability of the summoner is much weaker than that of other roles. This phenomenon is unreasonable and unbalanced. Considering the influence of the optimization function of the number of bullets on the skill of the summoner, the skill of the summoner has been redone. Now the summoner has a very powerful firepower, and its dependence on elastic bombs is reduced.
·Due to the remake of the difficulty curve of infinite mode and the remake of the Summoner's skills, the existing archives that are challenging infinite mode may be affected to different degrees, which I am deeply sorry for! Thank you for your understanding and support!
[h3]Gameplay[/h3]
[difficulty options] central turret: movement speed X10% → x15%, star acquisition X125% → 120%.
[difficulty options] giant country: Star income x135% → X130%.
[difficulty options] add a long experience battlefield: start the game with Max difficulty.
[difficulty options] add super wall: when you touch the wall, you will receive one damage and five times the elasticity.
[difficulty options] add triple happiness: all boss levels will generate triple number of bosses.
[difficulty options] new geometric fusion: adjacent enemies of the same type will be fused, which can reduce CPU performance consumption and improve the joy and fluency of the game. See the description of the main menu in the game for details.
[color variation] Orange: add more bullet damage and reduce more accuracy.
[color variation] yellow green: reduce more accuracy and bullet speed.
[color variation] Turquoise: reduce more health and recoil.
[color variation] indigo: reduces more health and increases critical hit effect.
[color variation] Purple: no longer add HP, reduce more movement speed, and add more character body shape.
[color variation] magenta: reduces movement speed and increases shooting speed.
[value] the growth standard value of character's body shape: 0.10 → 0.15.
[value] crit effect growth standard value: 0.10 → 0.12.
Critical strike no longer increases the size of the bullet.
[capability] in order to avoid excessive physical detection error, the upper limit of the actual bullet speed of all bullets has been limited to 100.
[infinite mode] the star bonus is adjusted from + 5% per 4 passes to + 2% per 1 pass.
[endless mode] it's easier to adjust the difficulty curve than the old version, which shows that it's easier before layer 40 and more difficult after layer 40.
[infinite mode] in infinite mode, the enemy's movement speed no longer grows.
[role] Summoner: bullet speed x30% → X100%, accuracy - 100% → no longer reduced.
[character] Summoner skill redo: the bullet turning speed is proportional to the accuracy. And with the increase of accuracy, the summoner will get a large number of critical hit chance and firing speed bonus. (follow up)
[character] close quarters bullet screen defense should be the exclusive feature of magicians. Therefore, the smart bullet effect of the summoner is removed, and the character feature of the summoner is repositioned as a random attack character that pays attention to dodge and has strong firepower.
[h3]Others[/h3]
The fragment dropping algorithm is optimized from pure random to pseudo random.
[h3]Known problems[/h3]
The game duration in the endless Mode Leaderboard is wrong, sometimes it only counts the duration of the last few layers.
When the number of bullets or enemies on the same screen reaches thousands, frame dropping will occur. It is strongly recommended to enable the optimization function of the number of bullets!
Due to the physical and logical rework of the bullet, it will penetrate the wall and the enemy when the bullet speed is too high.
[h3]Notice[/h3]
[leaderboard] UI prompt of leaderboard settlement interface, upload data failure detection, page turning function, view your own leaderboard and other functions will be made in two days.
Plan to update the daily challenge feature!
More new battlefield props that can turn the situation, and will improve the animation, UI display and sound effect of battlefield props.
Prepare to optimize the damage digital display effect.
Continue to optimize the CPU performance occupation of bullet function operation logic, enemy physical logic, etc. Use multithreading to optimize all parts of the game. (expected to take 4-8 weeks)
More knockback related upgrades and special effect legend upgrades.
Prepare and improve UI prompt information and settlement interface (proficiency upgrade prompt, etc.).
Please refer to group announcement for specific EA stage development plan arrangement!