Cardiac Event Recorder - Update #75
I wasn't going to make a 26th update to version 7, but A LOT of people just discovered this game and I wanted to patch up a few loose ends. The biggest reason for this update was a huge bug that was just discovered after so many years! All your shots were delayed by a single frame. It might now sound like a lot, but it meant that all DPS has been much lower than what the game tells you all along. This has a ton of implications for balance reasons, but we'll get to that below.
First, lets get through all the changes that are unrelated to that bug.
[h2]Updates and tweaks[/h2]
[h2]Changes to specific battles[/h2]
[h2]Minor Bug Fixes[/h2]
[h2]Extreme bullet limits[/h2]
This section is for those of you who like to mess around in Freeplay or those of you who can manage to stack over 50 gifts in an endless run. The game will now limit how many bullets come pouring out of your heart, BUT your damage will be scaled up proportionally to compensate. Most of these changes should never come into effect on a normal run of story mode. This is all done to prevent the game from lagging because you are generating over 500 bullets per second.
[h2]Fire Rate Bug Fix[/h2]
Finally, these changes are all made to address the massive fire rate bug that has affected the game for years without anyone noticing. Essentially, your fire rate was much lower than intended, but most of the game was balanced around these wrong numbers. Fire rate upgrades unintentionally gave diminishing returns at higher values. The higher your fire rate was, the bigger the error gap!
All these changes have been made to keep the game feeling as close to the same as before, while actually showing you correct values! The basic difference is that your DPS is now higher than it was before and all monster fear has been increased by as close to the same amount as possible.
Welcome to all the new players!
ːradiantheartː ːradiantheartː ːradiantheartː
First, lets get through all the changes that are unrelated to that bug.
[h2]Updates and tweaks[/h2]
- Radiant story medals are now hidden until you earn your first one
- Radiant story medals are hidden from the counter on monsters that can't yet reach the required level at specific rain levels
- During the Choose Her Path event, a warning will appear when a monster can't reach max level because the monster must be radiated first. This will only appear if you are close enough to the max level to likely encounter the final boss at max level.
- The "Clear Helpers" option now affects the starting helpers of certain characters
- Helper shots become more transparent if the Clear Helpers option is toggled on
- The game will now pause if the active controller is disconnected during battle
- In the quick gift equip menu, you can now check the full details of a gift before activating it
- Active revive hearts and stock revive hearts are now a lighter shade of blue
- The "Captured Stars" gift is now tagged as a cosmic gift for certain events
- Added a sound for trying to panic when you have none left
- Charge Type A: releasing the charge button a moment too early will still continue the charge and fire the attack after a tiny delay
- Added new hit sprites for player shots that are void, burn, zap, or toxic elements to match the quick ones that radiant shots have always had
- Some burn and void bullets will adjust colors on specific backgrounds
- More backgrounds will slightly tint in battles that use specific bullet types
- Increased the shot rate bonus on Anchor from 0.8 to 1
- Love signal AOE damage increased from 2 to 12 DPS
- You can now press UP to view monster dreams within the Check Monster pause sub menu
- In Quickplay, you can now press UP to check a monster's dream on the start battle screen
- Dreams that are tied to events are now revealed after the event is encountered rather than just unlocked
[h2]Changes to specific battles[/h2]
- Orbital monster parts that evenly space apart will move more predictably as they break or as new ones are added (Such as Voltage Veyeral's orbs and Knot Knott's eyes)
- Voltage Veyeral: Slightly reduced the medal score goals by about the value of 1 orb
- Blot: During phase 2 of any form of Blot, she will try not to repeat a turret formation until all the turrets of a given formation are destroyed
- Momo: Adjusted one of Momo's level 10 attacks that was set up to be easier than intended
- Totaria: added a few new attacks at high levels and slightly faster attack speeds at low levels
- Shiny Syncron: hitting the golden unit fills the love bar at a slower rate
- Shiny Syncron: breaking units will now give less motes, but also release an extra burst of treasure bullets
- Shiny Syncron: due to the scoring changes in this battle, your quickplay score will be reset to 7000 if it was higher
- Nix Polyps: now has a proper limit to consecutively creating bubbles with no polyps in them
- All forms of Vitrea and Glacia will breifly hold the combo when you break a petal
- Greatly increased the jump heights of Rendy and Snowball
- Very slightly adjusted the jump arcs for Sentinel, Shanx, and the shiny mites
- When the main body of Shy Momo, Guardian Soul, and the Polyps appear, they will breifly have no collision damage
[h2]Minor Bug Fixes[/h2]
- A few level tags for monster dreams that require specific levels were set incorrectly
- Alter Shanx's spiky seeds would grant you charge energy if they break by themselves
- Guardian Soul's small soul cores could rarely appear nearly out of bounds
- Star Burst damage was incorrectly only scaling with max star rate instead of average star rate as intended
- Star Burst scaling is increased to keep starting values similar while scaling with both min and max rates as intended
- After reaching the bonus tetrid limit for a run, all tetrid bonus gifts would turn into Single Wish instead of rerolling. This is only intended to happen in specific events.
- Fixed a lot of typos
[h2]Extreme bullet limits[/h2]
This section is for those of you who like to mess around in Freeplay or those of you who can manage to stack over 50 gifts in an endless run. The game will now limit how many bullets come pouring out of your heart, BUT your damage will be scaled up proportionally to compensate. Most of these changes should never come into effect on a normal run of story mode. This is all done to prevent the game from lagging because you are generating over 500 bullets per second.
- All your shots will become more transparent if you have a lot of shots on screen at once
- The maximum fire rate for heart shots and feather shots is 30 per second
- The maximum fire rate for star shots is 60 per second
- The maximum fire rate of any shot types will be further reduced if there are an extreme amount of active effects
- Shot damage will be proportionally increased as your fire rate exceeds the maximum limit. This means all fire rate upgrades will continue to increase DPS by the same amount even after the limit is reached.
- This damage scaling applies to temporary effects that push fire rate above or below the limit during battle
- Split hearts will be capped as low as 2 per shot if you have an extremely high volume of bullets per second
- The amount of shots that burst out of a Feather Ball charged attack is now capped at 24, but the same amount of damage is distributed across them if it would have been higher
- The amount of small stars in a Star Burst charged attack is now capped at 24, but the same amount of damage is distributed across them if it would have been higher
[h2]Fire Rate Bug Fix[/h2]
Finally, these changes are all made to address the massive fire rate bug that has affected the game for years without anyone noticing. Essentially, your fire rate was much lower than intended, but most of the game was balanced around these wrong numbers. Fire rate upgrades unintentionally gave diminishing returns at higher values. The higher your fire rate was, the bigger the error gap!
All these changes have been made to keep the game feeling as close to the same as before, while actually showing you correct values! The basic difference is that your DPS is now higher than it was before and all monster fear has been increased by as close to the same amount as possible.
- Fixed a bug that delayed all heart, feather, star, and helper shots by 1 frame. All displayed rate of fire and DPS values were incorrect, and the true DPS for all basic shots has always been lower than intended!
- Fixing this bug has increased the true effective fire rates of all characters by 10-20% without changing any values
- Fixing this bug increased the effectiveness of all gifts that increase the shot rate of any shot type and helpers
- Starting Max Rate values for Star Shots have been reduced by 1 for all characters (This is still technically a buff!)
- All monster fear is increased by 20% in all game modes to adjust for these changes
- Monster fear is slightly reduced at the start of a story mode run. It is further reduced by a tiny amount at the start of higher difficulties.
- All charged attack damage has been increased by about 20% since they were previously unaffected by this bug
- Damage from auras is increased by about 20% since they were previously unaffected by this bug
- Panic damage has been increased by 20% for all characters since this was unaffected by this bug
- All gifts that increase panic damage will now add an extra 20%
- Blue safety bubble DPS has been increased from 60 to 72
- Several Helpers with low rates of fire have been adjusted since this bug had a much lower effect on them
- All 5 basic element stones have their DPS increased (9 to 10)
- Magnet Stone shot damage increased (2 to 2.5)
- Blue Veyeral helper shot damage increased (4 to 4.5)
- Misfit helper shot damage increased (4 to 4.5)
- Photo Stone fire rate increased (2.5 to 3)
- Friend Beam damage has only been increased by 12.5% instead of 20% since most common helpers have been buffed and the beams scale from that
- Unit Lulu installs 20% more fear during the tutorial (2,250 to 2,700)
Welcome to all the new players!
ːradiantheartː ːradiantheartː ːradiantheartː