Update Notes for 0.3.0
Updating the default branch with recent weapon systems improvements.
0.3.0
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.