012.436
Additions
- Added a new weapon: a Wand. Instead of generating a projectile, this weapon summons deadly fairies by your side to attack enemies for you. Press Attack + Special to be teleported to the newest one.
- Dagger dash now has its own animation, and produces those player ghosties like other dashes.
- Added the ability to re-roll the available items on level up using parts.
- You now no longer auto-pickup items. You go to them and a card will show explaining what it is. Press U to equip or I to recycle for parts.
- Added a shop room every so often in the Endless Level that allows you to purchase items via parts.
- Added damage and other projectile stats in top left of the screen to show your current values. This can be toggled on an off with F7.
- Added critical strike (base 10%) and critical damage (base 200%) multipliers. Now when you attack, you have a 10% chance of dealing 2x damage. This is denoted in the damage numbers by a asterisk (*). The text also turns blue. It's also displayed in the new projectile stats pop-up [F7].
- Another damage calculation stat is called Deadly Strike. When you do a Deadly Strike, you will get an extra 50% damage (1.5x). These are specific actions based on the weapon you're using, which I'll explain here. They are denoted in the damage numbers by an exclamation mark (!).
- Yes, you can crit a deadly strike, that would be a (!*). All three of these metrics (deadly strike damage, critical hit chance, critical damage) will be augmented via item drops in the future.
-
Weapon Deadly Strike Requirements
- Daggers: Hitting an enemy from behind (back stab).
- Sword: Doing a pogo on an enemy (down+attack while just above the enemy).
- Bow: Holding the attack button and charging a full shot.
- Boomerang: Hitting an enemy on the return path.
- Staff: The explosion does the Deadly Strike damage.
Improvements
- Swords and Daggers now both pass through walls and enemies.
- Reduced the Fyre cost of Bow and Staff, they were running out too quick for my liking.
- Reduced the flat damage of projectile modifiers to percentage based modifiers.
- Greatly expanded the automatic procedural generation capabilities of the Endless Level.
- Enemy drops were being locked to the grid, I released that so they drop wherever the enemy died. This way they don't get stuck in walls as much or layered on top of each other.
- Added challenge rooms to the Endless Level. They will lock you in when you pass the barrier, enemies spawn in, and you will get a reward when you defeat everyone, along with your freedom.
- Successful sword pogo now makes the projectile go downwards, instead of at an angle. This will more reliably hit the enemy as well, leading to a deadly strike.
- You can no longer pogo with a sword while flip jumping.
- You can now pogo with a sword on any enemy, not just spiky head ones.
- Dagger Dash now deals damage (same as its projectile).
- Removed the Parts Block that would show up in the Endless Level blocking progress unless you had enough parts. Now, you are free to skip enemies and run past them, but doing so will make challenge rooms more difficult. So, it's a trade-off.
- Items dropped from level ups now are placed where the player is, not on a snapped grid spot.
- Boomerang damage has been lowered.
- Shatter Shot (projectile splits on contact) now reduces damage as well.
- Shriker (enemy piercing) now reduces damage as well.
- Gengarish (wall piercing) now reduces projectile range.
- Added title cards to the Endless Level. The starting area is Act 0: The Void. When you start the run you are in Act 1: Level 1. Every 333 distance you get you go into a new level, backgrounds change. At 1k distance you are in Act 2. When you get to 7k, you'll beat the game. I like the idea of making this our general play mode. It's roguelike, is very difficult right now, but has lots of room for growth and development, and you can go for as long as you like. It just gets tougher as you go. I'll tune the generation and difficulty over time. Good luck lol, the farthest I've gotten so far is like 1400.
- Endless Level's Leaderboard now keeps track of weapons individually. It displays All initially, but then breaks down to the rest into tabs otherwise. You can now press F9 to hide / show this menu.
Bug Fixes
- Fixed a bug where the Grappling Hook and Grappling gun projectiles would pass through walls after picking up the Gengarish projectile modifier which allows projectiles to pass through walls.
- Fixed a bug where Lancet (more range) items would drop for Fists (punching), Swords, and Daggers. Those are melee weapons, I don't want the range to increase on them, they get way too strong way too quickly. Also stopped Gengarish and Shriker from dropping while Swords and Daggers are equipped (they're redundant). And stopped Shatter Shot from dropping when you have a Staff equipped, also redundant. Same thing with the Boomerang and Shriker.
- Fixed a bug where other players would have the same attack animation as the player, even if their weapon was different.
- Correctly removed weapons from the enemy loot table.
- Fixed a bug where the Leaderboard of the Endless Level wasn't ordered correctly on load.
- Fixed a bug where the level up pop-up would show different information than the card you see before you equip / recycle items.
- Fixed a bug where the level would look like it's frozen if you refreshed and tab out and tab back in real quick. In reality, the game was paused, but it wasn't evident that it was.