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Push & Plunder News

v0.9.1b

Patch Notes

[h2]Version: v0.9.1b[/h2]
[h3]General[/h3]
  • Challenges have had their prizes changed again. Beta testers saves may break, but hopefully should retroactively award equipment for challenges already completed

[h3]Balance Changes[/h3]
  • Enemy Waves can now have a Breather period where they pause spawning enemies temporarily
  • You are now only healed for the base amount of health a perk would add, not the multiplied amount

[h3]Audio[/h3]
  • The Exp Chime now varies in pitch based on how full the Exp Bar is

[h3]UI/UX[/h3]
  • Moved the Percentage Complete indicator to the Requirements screen in the Challenge Menu Display Panel to reduce confusion
  • Challenges Percentage now displays "(Last Run)" when viewing challenges that must be done in one run
  • Re-introduced "Base Stat" text to help clear up what exactly a perk or equipment does
  • Added Page indicators to the Challenges Menu help players find the challenges they are looking for

v0.9.1 - The Graveyard

Patch Notes

[h2]Version: v0.9.1[/h2]
[h3]General[/h3]
  • Re-wrote the Movement system. It shouldn't be very noticable, but there may be some unintended balance changes due to minor differences in speeds between the classes
  • Re-wrote the enemy wave generation system to make it easier to create new content for the game. As a result, all previous enemy data was lost. Balance will be different.

[h3]New Features[/h3]
  • New Table: The Graveyard, Unlock Via Debug Challenges
  • New Perk: Power Surge: +Ability Power
  • When Enemies are off the screen, but dangerously close to falling off the bottom, they now get a little spyglass to warn you.

[h3]Balance Changes[/h3]
  • Enemies are now only immune to damage from the last coins that hit them, instead of all damage entirely. This means you can hit the same bauble with multiple coins from the Rogues Scatter Shot and multishot
  • Buffed Mage Perk: Magic Might: 10%->15%
  • Buffed Mage Perk: Arcane Focus: 5%->8%
  • Enemies no longer die at the end of the timer, and now the final wave continues forever as the boss fight begins

[h3]Audio[/h3]
  • Added a feedback sound for when the player tries to use their ability with no charges

[h3]UI/UX[/h3]
  • The average earned coins/gems from the last 8 runs is now displayed next to the "history" button on the main menu
  • Added the Coins Collected to the UI during a run, and updated how we track the gems and kills to remove prototype placeholder code
  • Adjusted tooltips to avoid confusing players
  • Combo Meter now uses the classes color

[h3]Bug Fixes[/h3]
  • Shot Charge is no longer lost when activating Meteor
  • Fixed Parameter values for Player Animations being set to very weird numbers

[h3]Known Issues[/h3]
  • The "Demo" Table no longer works correctly. It has no proper boss fight, and is in the process of a major overhaul
  • The new Golem Boss for Graveyard has not been balanced at all

[h3]Other[/h3]
  • During this table overhaul, the "close range" system started to cause some serious issues with the gameplay. We removed this system entirely as we feel the game plays better without it.

v0.9.0

This is the first Patch that will not be retroactively applied to the Demo. We are in the home stretch now!


Patch Notes

[h2]Version: v0.9.0[/h2]
[h3]New Features[/h3]
  • New Stat Type: Ability Power
  • All Abilities now scale with Ability Power
  • Added the Mage class, unlock via Debug Challenge Page for now
  • New Ability: Meteor
  • Added the Rogue Class, unlock via Debug Challenge Page for now
  • New Ability: Scatter Shot
  • The Player now has Visual upgrades for their equipment as they level up

[h3]Balance Changes[/h3]
  • Goliath Shot now scales the size of the coin with the players Class Tier, based on their level. Level 0 = 2x size, Level 40 = 5x (full power)

[h3]UI/UX[/h3]
  • The Players last chosen class and table is now remembered between sessions
  • Charge Bonus Damage -> Charge Bonus
  • Ability Charge Rate moved to Utility
  • Shot Charge Rate moved to Utility
  • Added two placeholder spots for planned upcomming classes

[h3]Bug Fixes[/h3]
  • Fixed Null reference when exploding baubles
  • Fixed the Charge Animation for 1H Melee users causing the player to jitter
  • Fixed The Patch Note Screen not fading like the rest of the menus

[h3]Other[/h3]
  • This patch introduces "Debug Challenges" which are special challenges that will not be in the final version of the game, used exclusively for testing. This will allow beta players to test and try out new content without me having to implement the content into the main meta progression.

v0.8.13

Patch Notes

[h2]Version: v0.8.13[/h2]
[h3]New Features[/h3]
  • The Camera has been expanded yet again and now pivots on the X axis based on where you are aiming, and respects the "camera sway" setting

[h3]Balance Changes[/h3]
  • The Spawn Point for the players coins has been moved back by two units, meaning it's a little easier to aim at things close to you
  • The close range aiming adjustment no longer effects the Goliath Shot

v0.8.12

Patch Notes

[h2]Version: v0.8.12[/h2]
[h3]UI/UX[/h3]
  • The Notification system now limits the maximum active notifications, and then politely queues them up to play when it is their turn
  • Adjusted spacing of Stat Values on the class select
  • Replaced Debug Table Image for the Demo with a more updated one
  • Redesigned the Table Select Menu in a similar way as the rest of the menus
  • Max Charge -> Charge Time

[h3]Bug Fixes[/h3]
  • Fixed Item Stat Displays being center-aligned in the Equipment Chest Screen

[h3]Other[/h3]
  • Invisible improvements to the way that the enemies are chosen in prep for making more levels and difficulties