Extra Mode Patch Notes & Hotfixes
[p]Hi rabbits, I kept having to patch the game over and over, so I'm separating out the patch notes![/p][p][/p][p]Despite a lot of new content, there actually weren't too many changes to pre-existing loot or enemies. I did try to keep a log of everything, but it's entirely possible that I missed a few things. A lot can happen in a year![/p][p]If you notice a few things in particular getting nerfed, sorry! There's some places in Extra Mode where certain items were just TOO good, and I don't want to let a whole set of enemies be so extremely easy if you just get 1 item from the Spark set.[/p][p][/p][h2](Very Incomplete) Patch Notes[/h2][p]
[/p][p]- New content was added! Lots of it! I'll let you discover it for yourself.[/p][p][/p][p][/p][p]- "Random Stage" is no longer available from the start of Cute mode (you must win each other stage first, like other difficulties)[/p][p]- The priority for which enemy is targeted when using "free aim" has been adjusted to take the enemy's radius into account[/p][p]- If you hit "Focus" after going into free aim, it will always target the "main" enemy first (this might be very useful in a certain Extra stage)[/p][p][/p][p]- Status effects no longer have randomized damage or hit for critical damage (this was actually a bug; it wasn't syncing crits/random damage properly between players over the internet)[/p][p](Items that applied Ghostflame have been buffed to make their DPS roughly equivalent to what it was before with crits)[/p][p][/p][p]- You can now only hold down a maximum of two abilities at once; holding down more than that won't have any effect Reverted in 2.0.0.3[/p][p]- Enemies that are too far off screen will no longer get hit by most attacks[/p][p][/p][p]- An option was added to turn off "Hitstop"[/p][p][/p][p]
[/p][p][/p][p]- Most "Poisons" got damage buffs[/p][p][/p][p]- "Decay" was changed so that it can be applied twice, for double damage[/p][p]- To accompany the Decay change, Lost Pendant and Poisonfrog Charm have switched their effects around (though they still apply the same status as before)[/p][p][/p][p]- Spark was nerfed to only hit the afflicted enemy + the 2 enemies closest to it, rather than all enemies[/p][p][/p][p]- Most items/abilities that have an effect after a certain amount of times you deal damage have been changed so that their own damage no longer counts (Such as Staticshock Earrings) (Sorry mouse zapping enjoyers)[/p][p][/p][p]- "Queen's Crown" has a new effect. It's old effect has been moved to a new item called "Pointed Ring".[/p][p][/p][p]- Rockdragon Mail's cooldown can no longer be reset by loot or ability effects.[/p][p]...I'm aware this item was already bad and this just makes it even worse; sorry! This was a very last-minute nerf to prevent one particular easy-to-aquire full-invuln combo that could even go through enrage. Whenever the inevitable balance patch happens, I'll change this item's effect completely![/p][p][/p][p]- Youkai Bracelet and Kyou no Omikuji's effects have been changed.[/p][p][/p][p]
[/p][p]- A number of "Normal" multiplayer patterns were adjusted to be slightly easier[/p][p][/p][p][/p][p]
[/p][p]-NOTE: Most of the "new" functionality and patterns are not yet in the mod API, and cannot be put into spreadsheets! I will add all of that in a later minor update.[/p][p][/p][p]- When you're at the training dummy/in a treasure room/in a shop/etc. and begin attacking, the "autoOn" trigger, as well as the player facing the opponent, now happens before "hotbarUsed" and "hotbarUsedProc" triggers.[/p][p]Hopefully this doesn't break any mods! (theoretically it shouldn't change anything outside of a training dummy/treasure room context) [/p][p][/p][p]- The "Decay" status's key has been edited; so any mods that use it might break[/p][p]- tset_uservar_aflplayer_pos and ttrg_player_afflicted now use "s_aflPlayerId" instead of "r_aflPlayerId"[/p][p]- Added "^" (power) and "%" (mod) to tset_strength, tset_uservar, tset_randomness, tset_hbsstr, tset_critratio[/p][p]- sqVar1, sqVar2, and sqVar3 are now initialized to 0 (previously, only sqVar0 was initialized)[/p][p]- Minimum hidden cooldown is now 300ms for all abilities (was previously 400 for most abilities, and 700 for abilities without a GCD)[/p][p][/p][p]- Some changes have been made to how critical hits and crit ratio works. There are new stats that increase the critical hit ratio of certain abilities, as well as variables to make an item always hit for critical damage (all of which will be added to the mod API at a later date)[/p][p]Because of these changes, "tset_strength_def" will also set the critical hit ratio to what it "should" be for that item, based off of its stats. If your mod put "tset_strength_def" after doing "tset_critratio", you might need to swap them around![/p][p][/p][p]- bp_showgroups and bp_showorder now have a "permanent" variable that will make them last until the end of battle[/p][p][/p][p]- The way tpat_hb_add_cooldown interacts with "stock" and "stockGcd" abilities has been slightly changed (when the "amount" is negative, aka when you're reducing the remaining cooldown on an ability with its cooldown running)[/p][p]Now it properly reduces the cooldown, and if the stock of the ability isn't completely maxed out, will rollover additional cooldown reduction to the next rolling of the cooldown.[/p][p][/p][p]
[/p][p]- Too many to list[/p][p]- In fact, I've honestly lost track of them, and didn't note every one down as I fixed it[/p][p][/p][p][/p][h3]HOTFIX 2.0.0.1[/h3][p][/p][p]- Fixed issue where, when first opening the DLC, your stage would constantly get reset to the Darkhouse Depths[/p][p]- Fixed issue where your framerate would get set to 1 frame higher than it should[/p][p]- Fixed issue where your game would crash upon beating a boss when you would see a story event afterward[/p][p]- Fixed issue where you'd unlock the Cultist Set even when you didn't meet the conditions to unlock it[/p][p]- Fixed issue where Grenadier's Garnet Primary would occasionally crash the game[/p][p][/p][h3]HOTFIX 2.0.0.2[/h3][p][/p][p]- Fixed issue where having vsync enabled would cause the game to lag[/p][p]- Fixed the left arrow on the map not working correctly[/p][p]- Fixed Pyromancer Rabbit's Sapphire Special not having a cooldown reduction, despite it being listed in the description[/p][p]- Fixed issue where the Depth's area boss could KO you even when you had a Phoenix Charm[/p][p]- Fixed a number of typos across languages[/p][p][/p][h3]HOTFIX 2.0.0.3[/h3][p][/p][p]- The change to input was reverted; you can now hold down as many abilities as you like[/p][p]- Refactored how Cone Spreads are drawn (hopefully this will improve performance for many!)[/p][p]- Fixed a number of texture sheets (Hoping this also helps performance)[/p][p]- Fixed an issue where an enemy with a debuff despawning would sometimes crash the game[/p][p]- Fixed an issue where beating a boss in "Chaotic Random" would count towards the wrong kinds of unlock (such as, beating a DLC boss in a base game area would count towards base game unlocks, and vice versa)[/p][p]- Fixed an issue where certain trinkets displayed incorrectly when more than one player had the same trinket equipped[/p][p]- Fixed an issue where items like Dragonhead Spear that add cooldown to abilities would not count towards the "Miner's Set" unlock[/p][p]- Fixed an issue where certain trinkets would flash during the Aurum midboss when they shouldn't have[/p][p]- Fixed an issue where Ancient's Emerald Secondary would not disappear during the Aurum midboss mechanics[/p][p]- Fixed an issue where Defender's character select sprite displayed incorrectly[/p][p]- Swapped the position of two trinkets obtained in Subterra Sanctum on the menu, to make them consistent with other areas[/p][p]- Fixed an issue where Farrah's position would desync between clients during her fight[/p][p]- Fixed an issue where the "clear" sprite would display in Chinese for languages other than Chinese[/p][p]- Fixed an issue where the "Quickdraw" status effect wouldn't display correctly for other clients[/p][p]- Adjusted one of Flamebeast's Lunar patterns so that the "match number" circles have a consistent radius[/p][p]- Fixed a number of typos across multiple languages[/p][p][/p][p][/p][h3]HOTFIX 2.0.0.4[/h3][p][/p][p]- Did a bunch of things to (hopefully) better optimize the game (let me know if I accidentally broke something...)[/p][p]- Adjusted when the "autoOff" trigger is called (it used to be called whenever you opened the item screen, but no longer does so)[/p][p]- Fixed issue where uploading a mod caused the game to crash[/p][p][/p][p]- Fixed issue where you'd get stuck in the "pick your loot" screen if you proceeded to the next area on the same frame you opened loot[/p][p]- Fixed issue where the game would incorrectly mark you having won with the base versions of abilities, even if you upgraded them[/p][p]- Fixed issue where buff text would sometimes appear over and over again when you were hit with an enemy attack[/p][p]- Fixed issue where you could select stages you hadn't unlocked by switching maps, then switching difficulties[/p][p]- Fixed issue where the Crack in the Geode music would not loop correctly in the training room[/p][p][/p][p]- Fixed issue where some trinkets' would display incorrectly after the Aurum midboss's mechanics ended[/p][p]- Fixed issue where some effects would give away your position during the Aurum midboss[/p][p][/p][p]- Fixed color of one of Pyromancer Rabbit's palettes[/p][p]- Fixed issue where Jester's Hat would proc off of loot[/p][p]- Fixed issue where Hammermaid's Sapphire Primary would proc off loot even if it didn't have a cooldown[/p][p]- Fixed issue where Heaven's/Hell's Codex would activate other items as if it had a cooldown[/p][p]- Fixed issue where Large Anchor wouldn't work off Primaries that activated indirectly (such as Hammermaid Sapphire or Druid Sapphire)[/p][p]- Fixed issue where Crown of Swords could loop infinitely with a second copy of itself[/p][p]- Fixed issue where Blood Vial and Poisonfrog Charm wouldn't work on enemies that began fights invisible[/p][p]- Fixed issue where Palette Shield would change the color of your Special, instead of your Defensive[/p][p]- Removed "Burn" from the list of debuffs applied by items and abilities that apply random debuffs (was causing too many issues and was super weak anyway)[/p][p]- Fixed issue where the effect of Venom Hood wouldn't apply to randomly applied debuffs[/p][p]- Added a 800ms hidden cooldown to 4th rabbit's Sapphire Special[/p][p][/p][p]- Increased the hitbox size of butterfly enemies 120 > 180[/p][p]- Fixed issue where the timing of one of Darkbeast's patterns was incorrect when playing with 3 or 4 players[/p][p]- Removed butterfly dialogs from some parts of fights where it made it difficult to see mechanics[/p][p]- Adjusted one multiplayer Hard Mode pattern for Arinae (was incorrect before, but rather than fixing it I just remade it)[/p][p]- Slightly adjusted some of Arinae's timings so that it'd be more forgiving to players at high pings[/p][p][/p][p]- Fixed a number of typos across languages[/p][p][/p][p][/p][p][/p][h3]HOTFIX 2.0.0.5[/h3][p][/p][p]- Added small warning to the map when you have story events remaining, but have story events turned off in options[/p][p][/p][p]- Fixed issue where extreme lag would cause Grenadier's Garnet Primary to crash the game[/p][p]- Fixed issue where "dialog" button would persist after joining a multiplayer lobby[/p][p]- Fixed issue where Floofballs could "heal" when a player left a lobby[/p][p]- Fixed issue where the final stage would display incorrectly on the "Defeat" screen[/p][p]- Fixed issue where you couldn't unlock music when fighting bosses in Chaotic Random unless you fought them on their stage[/p][p]- Fixed player jittering when KO'd during Mell's "pursuit" phase[/p][p]- Fixed issue where you could target normally untargetable NPCs (like the map in the lobby or the shopkeeper)[/p][p]- Made small optimizations to how background stages are drawn[/p][p][/p][p]- Fixed issue with one of Arinae's attacks occasionally overlapping on Hard Multiplayer[/p][p]- Removed more butterfly dialog in places where it obscured mechanics[/p][p][/p][p]- Fixed issue where Daylight Sword and Nightgleam Sword wouldn't properly proc with certain abilities[/p][p]- Fixed issue where Rainbow Cape wouldn't properly copy items that had an effect when picked up (Such as Silver Coin)[/p][p]- Silver Coin now doesn't "grey out" after picking it up, to make it consistent with how Rainbow Cape copies items[/p][p]- Buffs that effect a small area around the user (Such as those found on items in the Oceans Set) will now always effect the user, even if they jumped out of range after proc'ing the effect[/p][p]- Fixed issue where abilities like Grenadier's Primary and Defender's Special could go below the minimum 0.3 GCD speed[/p][p][/p][p]- Fixed crash that could occur when uploading a mod[/p][p]- Fixed crash when you entered a modded encounter[/p][p]- Added keys for making palette swaps/skins for the new characters[/p][p] -Grenadier: "gunner" or "grenadier"[/p][p] -Hammermaid: "hammer" or "hammermaid"[/p][p] -Pyromancer: "pyro" or "pyromancer"[/p][p] -Shadow: "shadow" [/p][p][/p][p]- Corrected a number of typos across languages[/p][p][/p]