Patch Notes v0.2.0.00
General
-The sprite for the player graze circle has been changed.
-Enemy bullets are now harmless a few frames after they spawn.
-Slightly tweaked visual feedback for hitting enemies.
-Enemies are invincible if they're outside of the normal camera bounds.
-Enemies have 10 frames of invincibility immediately after spawning.
-Enemies now have 2 frames of invincibility upon entering stun to avoid inconsistent damage behavior.
-Fixed a bug that allowed a single level event (such as enemy spawning) to happen multiple times in a single tick.
-Using a bomb spell before the boss spawns will no longer soft lock the level script. The player character will return to neutral state.
-Boss name now shows up on their healthbar.
-Bosses now drop many small pickups and one large pickup when a pattern is cleared.
-Stunning a boss will no longer stall their pattern clear state.
-Fixed movement behavior of item pickups not functioning as intended.
-Brightened up the colors of enemy bullets.
-Some enemies have a warning indicator showing their position outside the room.
-Enemy shields now default to normal blend mode instead of additive.
-Running out of health no longer halts the boss music.
-Bosses reset their scale and rotation upon spell break or spell charge.
-When the window is unfocused, the game is automatically paused.
-The game score carries over between levels in story mode.
-Level select now uses the same controls as the rest of the menus.
-Basic enemies now have a glow while winding up an attack. The glow shrinks at the speed of the wind-up timer to help judge shot timing.
Configuration
-Controls are now re-bindable on both keyboard and gamepad. (TUTORIAL PROMPTS HAVE NOT YET BEEN ADJUSTED ACCORDINGLY!)
-Fixed a bug where analog controls would behave differently from normal controls in the options menu.
-Master volume now defaults to 50%.
Spells/Synergy System
-Basic spells for all characters now have 0 mana energy cost. Go nuts!
-Individual characters now have separate spell cooldown timers.
-Combo hits now register on Spell Finish, rather than on Swap.
-The speed at which the combo meter goes down now increases earlier.
-Spells now have a success variable that affects how much time you have to continue a combo.
-The previously mentioned success variable also affects spell cooldowns.
-Bomb spells are now usable to extend the synergy combo timer.
-Bomb spell energy cost increased from 250 to 500.
-Inputing a swap while using a spell will buffer a swap to happen immediately when the spell finishes. The reverse is also true.
Gale
-Crit Strike critical multiplier has been lowered from x5 to x4.
-Targeting for Crit Strike will now be blocked by wall-like enemies, such as serpents. (If you're already locked on, the target will remain locked on.)
-If Crit Strike is used on an enemy stunned by Casey's punch, it will have a 75% damage rate compared to a normal critical hit.
-With Crit Strike, cooldown for both normal hit and critical hit are both 40 frames.
Fia
-The shader for Fia's tracking beam is now more transparent in the area closest to Fia.
-Fia's basic attack power increased from 0.5 to 0.55 per frame.
-Simplified the system for how tracking beam detects its target.
-Fia's tracking beam no longer targets invincible enemies.
-Temporal Warp success cooldown increased from 30 frames to 50 frames, to compensate for having no energy cost.
-Temporal Warp crit success cooldown is 70 frames.
-Added 5 i-frames at the end of Temporal Warp.
-The sprites for Shooting Star's timer meters have been changed.
Casey
-Fireball is now either no charge or full charge.
-Charge time for fireball decreased to 10 frames.
-Fast fireball damage increased to 3.5 per tick.
-Fixed a bug where fireballs would sometimes destroy themselves when hitting a weak enemy.
-Casey's full charged punch spell now activates hitbox on frame 2, to match the animation.
-The shockwaves from shattered red projectiles have been altered. They now have a consistent diameter of 128, and stay active for 5 frames.
-Explosive Fist damage decreased from 33% of the boss' health to 25%.
-Charge punch crit success cooldown is 60 frames.
Chapter Select
-Chapter Select is now accessible from the main menu after clearing Chapter 1.
-Health and energy are now carried over between chapters in story mode.
-Entering a level from Chapter Select will disable story progression.
-Fixed a bug where the boss select menu would show up after running out of continues in story mode.
Chapter 1
-Changed an enemy pattern in one of the early sections of the level.
-Prisma's starting health has been increased during Fia's duel lock pattern to account for buffed attack power.
-Prisma's starting health has been increased during Casey's duel lock pattern to account for increased attack speed.
-Fixed Prisma being able to kill you with the duel lock cutscene.
Chapter 2
-Chapter 2 is playable from start to finish.
-Maya's "Trance" ability will slowly start to influence the lead player character. When the meter fills up, the character will helplessly float towards Maya. The "Trance" effect will be nullified by switching characters, but switching back immediately will still have lingering effects.
-Added a new serpent enemy type. This enemy type acts as a wall that will block most player projectiles. The weak spot is the head.
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