Closed Beta Patch 0.2.7
CLOSED BETA 0.2.7
We’re turning on the Fame system for Decimus, yay! Check it out below. We’ve also been focusing on quality of life and polishing in response to feedback - for instance:
Streamlining our combat code to kill that occasional issue where it’d feel like charged attacks would fire accidentally.
Improving health icons so you know when your skin is armored/needs repair instead of your worn armor.
Boss Rooms feel a bit more epic with stadium seating and cheering mutants!
Let us know how all that feels as well!
Enjoy!
Features:
Fame! I wanna live forever - I wanna learn how to fly, HIGH!! Yes, I mentally sing that every time I put Fame into a checkin note. Welcome to my hell!
The fame system is now enabled for Decimus - basically, every time a run ends, your Fan total will be added to your fame bar, unlocking permanent goodies for Decimus (and at the max level, sharing some Decimus goodies with other characters!)
You should now be able to unlock:
Fan Club - every Fan Club unlock adds persistent fans for Decimus, meaning those early rewards are achievable that much faster each run.
Starting Carnage Item - Fan Favorite
Upgraded CamBuddy, starting Decimus with +1 “IT!”
Check it out! There’ll be some polish passes coming up, so opinions are very welcome as we steer that. If we like the base system, we’ll hook up similar rewards for Abacus and future characters.
Combat:
-- Complete refactoring of how powered attacks are handled - let us know if you see issues!
-- Should fix issue where powered attack could trigger unexpectedly
-- Claws now can't be used quite as trivially to spam single-hit attacks faster than the combo attacks would normally hit
UI:
-- Carnage Items now flash their icon over your head when they become fully charged or are fully charged as combat begins
-- Added a new innate armor icon for the health bar
-- Starting Carnage items displayed at Character Select time
Polish:
-- Fixed an issue where the bullet time sphere effect was blocking the laser sight mutation, and probably other things (Thanks @loginerror)
-- Fix of issue where incorrect Fan totals were being shown at end of run
-- Fix issue where quitting at the wrong time would have the run re-finalize
-- First pass on custom boss room stadium walls ready for testing and polish
-- Fame is correctly added/displayed at the end of the run
-- Cleaned up Achievement Complete widget spacing for long descriptions
-- Made Fame Tier achievement details visible on bar even before they have been unlocked
-- Adjusted Fame Tiers to new values now that fan totals are correctly calculated/displayed
-- Small World event now gives you/enemies a tiny body and giant head
-- Some cleanup of Stylish Moves
-- Ammo Widget now preserves height even when no ammo is displayed
-- Fixed issue where Carnage Item reminder wasn't firing when CI became fully charged
-- Fixed an issue where animated room decor (like security cameras) would break if you continued an existing run in the same room where they are located
-- Added moving spotlights to any room that uses the arena walls
-- Both attack keys are now capable of triggering separate powered attacks for a given weapon
-- Many power attack edge cases handled
-- Lots of redundant attack data removed
-- Fixed an issue where minimap rooms could have stacked icons if then were a special room type, contained an item with a minimap icon, and you entered the game with a continue
-- Fixed an issue that was allowing secret rooms to connect to room types they did not support
-- Opened secret doors now match the tileset of the room they are attached to, instead of always being the prison tileset
-- Blaster Robbie is now a bit darker and dimmer in color to try to reduce mistaking him for an enemy mid combat
-- Removed occasional .5s lag when power attacking
-- Pulverizer throwing attacks now moved to new system
-- Cleanup of old animation notifies from old cached power attacks
-- Electric Sword log verbosity turned off
-- Big cleanup pass on the new boss room walls
-- Adjusted dungeon generation to support the new boss room walls larger size
-- Fixed an issue with an undersized wall detector that was causing wall generation issues where they would occasionally not detect their neighbor
-- Fixed an issue with neutral décor prisoners not taking up enough décor space
-- Boss room walls now spawn in actual generated levels
-- Added a décor indicator for secret doors
-- Some additional position adjustments to the secret door indication décor to make it look better and a little less obvious
Developer Notes
-- [DEV] Cleanup of C++ based code/data where Fans were still referred to as Viewers
-- [DEV] Backend refactoring of how Level and RunData are finalized/presented
-- [DEV] Finalizing Level/Run refactor complete
-- [DEV] Productized calculation of end of level/run achievements
-- [DEV] Backend work for cleaning up power attack/attack chains
-- [DEV] Removed redundant data/variables
-- [DEV] Cleaned up old functions
We’re turning on the Fame system for Decimus, yay! Check it out below. We’ve also been focusing on quality of life and polishing in response to feedback - for instance:
Streamlining our combat code to kill that occasional issue where it’d feel like charged attacks would fire accidentally.
Improving health icons so you know when your skin is armored/needs repair instead of your worn armor.
Boss Rooms feel a bit more epic with stadium seating and cheering mutants!
Let us know how all that feels as well!
Enjoy!
Features:
Fame! I wanna live forever - I wanna learn how to fly, HIGH!! Yes, I mentally sing that every time I put Fame into a checkin note. Welcome to my hell!
The fame system is now enabled for Decimus - basically, every time a run ends, your Fan total will be added to your fame bar, unlocking permanent goodies for Decimus (and at the max level, sharing some Decimus goodies with other characters!)
You should now be able to unlock:
Fan Club - every Fan Club unlock adds persistent fans for Decimus, meaning those early rewards are achievable that much faster each run.
Starting Carnage Item - Fan Favorite
Upgraded CamBuddy, starting Decimus with +1 “IT!”
Check it out! There’ll be some polish passes coming up, so opinions are very welcome as we steer that. If we like the base system, we’ll hook up similar rewards for Abacus and future characters.
Combat:
-- Complete refactoring of how powered attacks are handled - let us know if you see issues!
-- Should fix issue where powered attack could trigger unexpectedly
-- Claws now can't be used quite as trivially to spam single-hit attacks faster than the combo attacks would normally hit
UI:
-- Carnage Items now flash their icon over your head when they become fully charged or are fully charged as combat begins
-- Added a new innate armor icon for the health bar
-- Starting Carnage items displayed at Character Select time
Polish:
-- Fixed an issue where the bullet time sphere effect was blocking the laser sight mutation, and probably other things (Thanks @loginerror)
-- Fix of issue where incorrect Fan totals were being shown at end of run
-- Fix issue where quitting at the wrong time would have the run re-finalize
-- First pass on custom boss room stadium walls ready for testing and polish
-- Fame is correctly added/displayed at the end of the run
-- Cleaned up Achievement Complete widget spacing for long descriptions
-- Made Fame Tier achievement details visible on bar even before they have been unlocked
-- Adjusted Fame Tiers to new values now that fan totals are correctly calculated/displayed
-- Small World event now gives you/enemies a tiny body and giant head
-- Some cleanup of Stylish Moves
-- Ammo Widget now preserves height even when no ammo is displayed
-- Fixed issue where Carnage Item reminder wasn't firing when CI became fully charged
-- Fixed an issue where animated room decor (like security cameras) would break if you continued an existing run in the same room where they are located
-- Added moving spotlights to any room that uses the arena walls
-- Both attack keys are now capable of triggering separate powered attacks for a given weapon
-- Many power attack edge cases handled
-- Lots of redundant attack data removed
-- Fixed an issue where minimap rooms could have stacked icons if then were a special room type, contained an item with a minimap icon, and you entered the game with a continue
-- Fixed an issue that was allowing secret rooms to connect to room types they did not support
-- Opened secret doors now match the tileset of the room they are attached to, instead of always being the prison tileset
-- Blaster Robbie is now a bit darker and dimmer in color to try to reduce mistaking him for an enemy mid combat
-- Removed occasional .5s lag when power attacking
-- Pulverizer throwing attacks now moved to new system
-- Cleanup of old animation notifies from old cached power attacks
-- Electric Sword log verbosity turned off
-- Big cleanup pass on the new boss room walls
-- Adjusted dungeon generation to support the new boss room walls larger size
-- Fixed an issue with an undersized wall detector that was causing wall generation issues where they would occasionally not detect their neighbor
-- Fixed an issue with neutral décor prisoners not taking up enough décor space
-- Boss room walls now spawn in actual generated levels
-- Added a décor indicator for secret doors
-- Some additional position adjustments to the secret door indication décor to make it look better and a little less obvious
Developer Notes
-- [DEV] Cleanup of C++ based code/data where Fans were still referred to as Viewers
-- [DEV] Backend refactoring of how Level and RunData are finalized/presented
-- [DEV] Finalizing Level/Run refactor complete
-- [DEV] Productized calculation of end of level/run achievements
-- [DEV] Backend work for cleaning up power attack/attack chains
-- [DEV] Removed redundant data/variables
-- [DEV] Cleaned up old functions