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  3. Update Notes for 0.3.0

Update Notes for 0.3.0

Updating the default branch with recent weapon systems improvements.

0.3.0

  • All weapon upgrades acquired during a stage now carry over to the start of the next stage.
  • Removed random chance affecting weapon loss when taking damage. Loss is now determined solely by shield strength. Higher shields means lower chance of loss.
  • Improved power-up spawn logic to better track current ship systems status (weapons, shields, bombs) and to grant power ups more/less often accordingly.
  • Reworked base laser power and how weapon upgrades affect it. Monitoring laser power will now be less important.
  • Removed WPN+1 power up, as it doesn't serve much purpose after reworking base laser power.
  • Refactored WPN power bar to display weapon upgrade progression instead of base laser power (blue bar at bottom left of HUD).
  • Added new "nuke" power-up that spawns rarely, and deals a large amount of damage to visible enemies when collected.
  • Rebalanced stages 1-3 to accommodate power up and weapons changes.
  • Rebalanced weapons damage multipliers when upgrading weapons: base laser damage is lower, but upgrade multipliers have increased.
  • Increased Life Bonus awards during "Stage Clear" performance evaluations based on difficulty level.
  • Increased Enemy Engagement awards during "Stage Clear" performance evaluations based on difficulty level.
  • New additions to StageScript to support mechanics for upcoming Stage 4.
  • Added new debug stats overlay to display enemy hit points in real time (F2).
  • Bug Fix: player and enemy lasers properly despawn when exiting the screen area.
  • Bug Fix: hazard counter now displaying correctly in debug menu (F3).
  • Bug Fix: Fixed some animations that were starting playback on the wrong frame.