Enter the Chronosphere - Version 135
Another huge changelog, here are the highlights!
[h2]Rare weapons[/h2]
20 new rare weapons have been added to the game, only available on the upper levels of the run. Additionally, some existing weapons have been marked rare.
[h2]New bindings[/h2]
We've updated the default keyboard control scheme.
We feel these controls are a bit more conventional and easier to learn. If you've been playing for a bit you may prefer to switch those controls back in the options.
[h2]New enemies and rebalance[/h2]
Molemines has undergone a rebalance, and now features some new enemies. Naildrones and have been replaced by Moledrones, and there is a new mech enemy to fight. It is also possible to find Molio.
Outerback has a new encounter—but I'm not spoiling anything!
[h2]Changelog[/h2]
Here's the whole changelog in no particular order. Thanks as always to everyone who reported issues. You can reach us in Discord or Steam Discussions
[h3]🏓 Gameplay[/h3]
[h3]✅ UI[/h3]
[h3]🤖 Tech[/h3]
[h3]📖 Story[/h3]
[h3]🖼️ Art[/h3]
[h3]🗺️ Level Generation[/h3]
[h3]🔊 Audio[/h3]
Check out the full changelog
—Chronosphere Team
[h2]Rare weapons[/h2]
20 new rare weapons have been added to the game, only available on the upper levels of the run. Additionally, some existing weapons have been marked rare.
[h2]New bindings[/h2]
We've updated the default keyboard control scheme.
- Ability: A → Shift
- Quickdraw: E → Space
- Interact: Space → E
We feel these controls are a bit more conventional and easier to learn. If you've been playing for a bit you may prefer to switch those controls back in the options.
[h2]New enemies and rebalance[/h2]
Molemines has undergone a rebalance, and now features some new enemies. Naildrones and have been replaced by Moledrones, and there is a new mech enemy to fight. It is also possible to find Molio.
Outerback has a new encounter—but I'm not spoiling anything!
[h2]Changelog[/h2]
Here's the whole changelog in no particular order. Thanks as always to everyone who reported issues. You can reach us in Discord or Steam Discussions
[h3]🏓 Gameplay[/h3]
- Tweaked camera smoothing to prevent motion during input phase.
- Stop camera from drifting during command phase after a move.
- Restore per-actor knockback scaling.
- In the final boss fight, the camera now responds to player movement.
- It's a him, Molio!
- Fix some cases of melee strikes clashing when they were intended to pass through each other.
- Tunnelguard no longer shows up in trios.
- Surveyor drills now last for 5 turns, and explode.
- Fix bug where camera would drift after exiting via transporter.
- Added three new mods to the game.
- Reduced double barrel shotgun hitstop slightly.
- Catchable projectiles now have a visual effect, and are easier to catch.
- Shiny belt has been reworked and added to the game.
- After investigating rumours of unionization, mole corporate has terminated all naildrones and banned the distribution of nailguns.
- Moledrones now appear in molemines, and will have to make do with literal rocks.
- Also, the moles have built mechs.
- Enemy pipebombs are now safer (for enemies).
- Drilldrones now take a moment after they emerge from the ground before attacking you.
- Drilldrones are more consistent at deflecting projectiles.
- Drilldrones now deal significantly less damage.
- Molefactories now have less hitstop, two thirds less rate of moles, and more health.
- Mole health has been standardized across the workforce.
- Moles now weigh less.
- There might be scrubs in the shrubs.
- Reduced hitstop on several clockwork enemies and weapons.
- 20 new 'rare' weapons added to the game.
- Rare weapons may now appear in the upper floors of many chronospheres. Take them at your own risk.
- A few particularly powerful existing weapons have been reclassified as rare weapons.
- Fixed an issue causing the Lucky Coin item to redirect projectiles incorrectly.
- Added a short hitstop when a door is destroyed on-screen.
- Fix issue where Larva hits had too much hitstop.
[h3]✅ UI[/h3]
- Fix shiny belt icon so it doesn't overflow its bounding box.
- Fixed inconsistencies when holding left click to skip dialogue.
- Fix issue where HUD tooltips would not open during action phase.
- Allow toggling HUD buttons during action phase.
- Fix HUD performance issue that contributed to hitch when changing between action and command phase.
- Fix bug where move indicator would appear after exiting via transporter.
- When no unique mod exists for a weapon yet a "not ready" label is shown in the Idealizer.
- Tooltips are cleared when entering and exiting a run to prevent them possibly persisting. (Reported by @catastrophy427)
- Fixed mission parts being numbered incorrectly when many are shown.
- The pause menu now also shows sphere name, size, floor count, and biomes.
- Flipped the biome widget so the most common biome is on top.
- The run summary now shows found/total coordinates, hidden if none.
- Replaced "demo complete" text on run summary screen so it's clear you can keep playing. (Reported by @ephyles)
- Fix issue where suggestion to use stabilizer would be shown constantly when max health was low. It will now only show when your heath is down 40HP (the restore amount of a stabilizer) or below 50% health (if that is higher).
- Add a red vignette shown briefly when hit, with increased prominence when health is lower.
- Added tooltip for Aura.
- Hide interact bubbles while previewing other actions.
- Restore interact bubble blocking clicks (to prevent performing a move with a misclick).
[h3]🤖 Tech[/h3]
- Change default keyboard bindings: use ability on shift, quickdraw on space and interact on e.
- Prevent a defeat and victory happening in the same run. It's still possible to die after defeating the boss, but this is now counted as a victory. (Reported by @silentj28)
- Prevented another rare crash caused by accessing a destroyed physics object.
- Fixed high speeds tunneling through walls. (Reported by @jotunnofpuns)
- Add option to scale and disable screenshake.
- Fixed a major memory leak which held data from previous runs in memory after it completed.
- Fixed various minor memory leaks.
- Prevented showing a partially loaded scene if the window was unfocused during loading.
- Fixed LocaleOverride in options.json not working.
[h3]📖 Story[/h3]
- Only show a conversation prompt in the hub when there has been no mandatory story or mission debrief.
- Remove redundant "one year later" from intro story.
- Stop menu music before starseer flies out.
[h3]🖼️ Art[/h3]
- Fix bug in Marcia's animation when starting and holding an input during the action phase.
- Increased the bounciness of level decorations.
- Made move and aim indicators more visible through walls. (Reported by @superbombsurvivor)
- Rename quit button to "Save and quit to desktop" (Reported by @red_richard)
- Restore chest animations when in usage range.
- Fixed Starseer interior not revealing after intro story.
- Fixed an issue causing doors to briefly play certain animations at the start of each level.
- Added some alternate short cutscene variants.
- Explosions can now push environmental decorations.
- Mockery bullet new appearance
- Fix clipping outlines for dynamites and beacon flares
- Updated MiniBomb appearance
- Flamelobber and TunnelGuard bomb appearances
[h3]🗺️ Level Generation[/h3]
- Added protection against broken meshes generating for the floor, blocks, holes, and many other parts of each map.
- Added protection against hole collision not matching the appearance of the cliff edge.
- Fixed a bug where larger spheres would prioritize Outerback too heavily.
- Updated triangulation algorithm to hopefully reduce cases of missing/overlapping floor polygons.
- The exit to each floor should now appear further from the entry in general.
- Replaced the "Rewind Time" irregular sphere with a new one.
[h3]🔊 Audio[/h3]
- SFX for Enemy MoleMech
- SFX for Doors and Laser Barriers.
Check out the full changelog
—Chronosphere Team