Buckle up, folks! Been a long time since the last update, so this patch notes is gonna be a long one! Here we go!
Patch Notes v0.7.34
General
UI and Menus
A loading graphic appears when the game is loading.
New demo title screen.
Cooldown was increased on holding left or right to switch scoreboards on the high score screen. If you press left or right, it will ignore the cooldown.
Darkening the background also reduces the color tint effect on the in-game characters.
Gameplay interface elements no longer appear while the player is in a cutscene or dying.
Reduced the opacity of the dark bar on the top and bottom hud.
Dialogue box damaged shader visuals have been changed to be a bit easier on the eyes.
Game Over menu has been updated.
Chapter Complete screen has been visually redesigned.
Stage title cards have updated visuals.
Gameplay
Bullet rendering code has been reorganized to allow for more rendering styles.
Made some adjustments to how enemies calculate damage taken. There should be no visible difference.
Visual feedback added to hitting shields.
Destroying a boss' shield will set their health to 1 if the shatter would normally kill them.
Shine on pickup items is more visible.
When starting a level, the game will wait until the fade in finishes before auto-pausing if the window is not in focus.
Fixed a bug where music sometimes starts at the wrong volume.
Player Characters
All Characters
Player characters start and end all levels in a cutscene state.
Player movement smoothing value has been reduced to allow for more precise movement.
Movement boundary lines are now visible when you are close to them.
A spell can be activated if it is within 3 frames of finishing cooldown.
The cooldown of partner characters moves now ticks down at a rate of 16.6% of the normal speed.
Cooldown has been removed from swapping characters.
Direct character swaps now immediately use the character's spell. The controls menu has been changed to reflect this.
Player direct swap frames reduced to 4.
Player cycle swap can cancel into a spell on frame 5.
Energy gain from small pickups increased to 1.5.
Energy gain from large pickups increased to 15.
Item pickups will always move to the player when they enter a cutscene state.
Item pickups now disappear if the player is dying.
Death bomb window has been increased to 22 frames from 15. The animation remains the same length.
Synergy Boost/Synergy Break
New particle effects during Synergy Boost and Synergy Break.
Landing a Synergy Combo hit will subtract 50% of the total cooldown time from the partner characters' cooldown timers.
Synergy Break now activates on the bomb charge up instead of the bomb itself.
Synergy Break power level is no longer locked during S-Break.
The background now has a blue tint and a glowing vignette border during Synergy Break.
Gale
Spread shot is visually different while in S-Break. Gale's fire rate also increases during S-Break.
Critical strike will immediately end the stun effect on an enemy hit by it, unless the stun effect was caused by Flash Burst.
Base damage of Flash Burst (before multipliers) has been reduced from 32 to 20.
Fia
Tracking Beam is visually different while in S-Break.
Increased base damage of Tracking Beam to 1.0.
Fixed a bug where Temporal Warp would not initiate i-frames right away upon finishing.
Added background visuals to Shooting Star.
Casey
Charge Fireball is visually different while in S-Break. The fireballs are always full charge and max speed during S-Break.
Dragon Fist now has less exaggerated sprite offset for charge up and release.
Explosive Punch now breaks all on-screen enemy shields the moment the punch lands. Shields broken in this way will deal only 25% damage to their parent enemy.
Dash speed of Explosive Punch increased to 42.
Reduced max damage cap on Explosive Punch to 600.
Modified visuals of Explosive Punch.
Aiming at an enemy with Explosive Punch will make the background light up.
New sound fx for Explosive Punch.
Levels
Training Room
BOSS: N/A
PLANNED STAGE BOSS PATTERNS: N/A
CURRENT PROGRESS: Fully Playable
Updated placeholder background.
BGM: "Break it Down for Me" has an updated arrangement.
Basic Training now includes a "Start Here" label in the menus.
Synergy Boost's label has changed from "Advanced" to "Recommended" to reflect the increased emphasis on the mechanic.
Ch 1: The Steel Butterfly Appears
BOSS: Prisma
PLANNED STAGE BOSS PATTERNS: 5
CURRENT PROGRESS: Fully Playable
Increased the spawn rate of popcorn enemies in the first wave.
Increased health of smaller enemies during Fia's section.
Increased health of heavy enemy during Fia's section.
Decreased shot wind-up of heavy enemy during Fia's section.
Added a second column of heavy shield enemies during Casey's section.
Increased health of heavy shield enemies during Casey's section.
Duel Lock popup is now animated.
Adjusted health values and scripting of various enemies.
Misc modifications to background visuals.
Modified visual effects on tunnel exit cutscene.
Prisma comes up from below instead of spawning on-screen.
BGM: "Wings of Sharpened Steel" has been replaced with a new arrangement.
Altered Ring of Execution to be more interesting visually.
Increased health of Impenetrable Shield Wall to 1500.
Altered Impenetrable Shield Wall with higher bullet density.
Increased health of Wrath of the Steel Butterfly to 2500.
Adjusted the speed and patterning of some sections of Wrath of the Steel Butterfly
Ch 2: Pulling the Strings
BOSS: Maggie
PLANNED STAGE BOSS PATTERNS: 5
CURRENT PROGRESS: Fully Playable
Modified background visuals.
Background sky color changes slightly as the stage progresses.
Maggie has a dialogue reaction to Gale using her bomb spell.
Ch 3: The Steel Butterfly Appears
BOSS: Maya
PLANNED STAGE BOSS PATTERNS: 6
CURRENT PROGRESS: Fully Playable, but missing 1 boss pattern.
Adjusted health values of various enemies.
Misc modifications to background visuals.
Minor dialogue tweaks.
Fixed a bug where an enemy spawn would be skipped in the level's second half.
BGM: "Deadly Charm" has an updated mix.
BGM: "Beware the Deep" has an updated mix.
Maya has a dialogue reaction to Casey using her bomb spell.
NEW CHAPTER!!! Ch 4: Metamorphosis
BOSS: Dr. Umbra
PLANNED STAGE BOSS PATTERNS: 6
CURRENT PROGRESS: Mostly Playable, needs more polish, boss is missing 1 pattern.
NEW ENEMY TYPE: Revengers - These enemies will detonate into a bullet pattern on defeat. If left alive for a certain amount of time, they will detonate on their own.
The Dr. Umbra boss fight is now in prototype form, with 5 of the 6 planned patterns.
BOSS GIMMICK: Disruption Field - Dr. Umbra can place area-of-effect circles that slow the player's movement and change the trajectory of hazardous bullets upon contact.
Yellow Bullets slow to half speed while in the bubble.
Purple Bullets aim for the bubble center on entry.
Red Bullets aim away from bubble center on entry.
Dr. Umbra is not your final challenge...
Known Issues
Some varieties of controller are causing Input to crash the game. We think it might be related to PS controllers. (This bug is still being investigated)
Button prompts in-game do not change with control bindings. ( I plan to eventually update the Input system, and this will be a part of that task. )
Backgrounds should stop scrolling when in game over state
Overlapping textboxes during gameplay
Bosses dont pause animations during time stop
S-Break Bonus shouldn't reset on level transition if it's still active from the previous level
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