Game
Carnage in Space: Crucible
2 months ago

Quality, Assured (v2.2.0)

Bug fixes, balance improvements, more money, and also boring stuff


Hello, players! Good news - Phase 3 is in development, and I have recently hit the 1st of 4 major milestones on the way to releasing it. In the meantime, here are an assortment of small changes and bug fixes that I've made in the past few months.

The most major issue fixed today was that it was impossible to get the good ending if playing as Nightmare. Whoops! Sorry if this confused any players who were wondering what they got wrong.

Besides the new story content, another less exciting project I've been undertaking is refactoring a lot of old code. Some of the design patterns in this game's code are over 10 years old (wow, I've been working on this game for a long time), and some of the features I've relied heavily on are now deprecated. In order to make sure I can continue developing the game with the latest engine features and fixes of Construct 3, I have a lot of stuff to update. And that means having to work a little longer on this game.

Anyway, we're getting there. Slowly.

== Cutscenes ==

* Fixed a typo in the explanation of challenge mode

* Fixed the position of Nightmare's sword in Chapter 4 intro B

* Changed a sound effect used in Chapter 4 intro B

* Fixed the camera not following the lead player correctly in Chapter 4 outro and others

* Fixed the camera following the mothership boss too long as it dies

* Fixed Chapter 6 always going to the bad ending if playing as Nightmare

== Player/Weapons ==

* The Bloodlust nanotech now drains your maximum HP

* Boodlust and Second Wind can only be equipped while your health is full

* Second Wind and Pit Rescue cannot be unequipped after they have activated

* Increased the knockback of the Vibrosword's combo finisher

* Kodon's hover jump stays aloft much longer when not moving horizontally

* Added Kodon's victory animation

== Level ==

* The standard victory animation plays after beating the boss in free play/challenge mode in Prologue (N), Prologue (T), and Chapter 4 (T)

* Boulders in chapter 3 are slightly less easy to crush yourself with

* Geysers in chapter 3 are now animated

* Water should no longer have a visible seam on the edge

* Redesigned the environmental puzzle in chapter 3 to be more interesting, and much less janky

* Characters in town with something new to say now correctly show thought bubbles as intended

* Fixed the hitbox of a spike in Chapter 4 that couldn't hurt you

* Replaced certain enemies in the arena with new ones

== Enemies ==

* Human enemies once again bleed on hit

* Basic human enemies drop their weapons on death

* The minion spawns from the final boss have been rebalanced to be less overwhelming, especially on hard mode

* Slightly reduced the final boss's HP, again

* Bursters take significantly more knockback from weapons

* Walking enemies now correctly wait before moving after getting hit. This prevents riot troopers from turning around near-instantly after blocking.

== Gameplay ==

* Increased the value of coin drops from enemies

* Slightly reduced the coin bonuses from challenge mode

* The price of upgrades now scales to the number of upgrades you already have installed (similar to health/ammo/nanotech expansions)

* Slightly reduced the prices of most weapons

== Interface ==

* Restored the visual effects as your rank increases on the results screen

== Internal ==

* Refactored a lot of old code to ensure compatibility with future engine updates



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