Updates 0.48 to 0.49.x: more hazards, more abilities and the dawn of a new area…

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Other things include better grapple physics, level generation, tilesets and additional traps.

Changes from 0.49.8.5 to 0.49.10:

* Tutorial updated
* Two less buttons to worry about (interact/slow walk & pan-camera/swap items are combined on keyboard).
* A visual controls menu prompt is shown at the start.
* Better inventory management with controller.

Changes from 0.49.7.12 to 0.49.8.15:

* You can now choose your starting area from the menu at the start “Gnarled Gardens”/”Celestial Temple”.
* Miscellaneous other:
– Enemy a.i. reworked and speeds slowed.
– Fixed issues with exit/entrance spawning in front of traps.

Changes from 0.49.7.2 to 0.49.7.12:

* Level Generation changes for garden:
– Exit is always towards the right.
– Arrangement of rooms after stage 2 is completely different.
– Fixed numerous trap spawning issues.

Changes from 0.49.3.10 to 0.49.7.2:

* Multiple Level generation changes:
– Garden levels are much more open.
– Enemies are now specific to world area biomes.
– Dead end templates in garden issue fixed.
– Pathfinding in gardens area unique from temple.

– Numerous others
* Multiple Balance changes:
– Enemy distribution throughout gardens is no longer minimal.
– Wall Vault reworked.
– Numerous other.

Changes from 0.49.2.10 to 0.49.3.10:

* Various Changes:
– Lanterns are now garunteed to set vulnerable objects on fire when thrown at them.
– Breakable objects now bounce off seed pods rather then being broken by them.
– Fixed issue with backgroundObjects triggering traps.
– Player Physics Tweaks
– Minimum amount of green light
* Variable segment grouping size for room placement depending on world area (Temple rooms are generally taller then those in the Gnarled Gardens).

Changes from 0.49.1 to 0.49.2.10:

* Gardens area changes:
– Now without block ceiling.
– Has several of its own statues.
– Spawns in bushes instead of sand.
– Room heights are shorter and more twisted,
* bouncy plant pods now replace some of the areas of ascension.
* Background objects are now per area.
* Bug fixes:
– Ceiling/floor background objects previously needed backwalls to spawn.

Changes from 0.48.13.3 to 0.49.1:

**Foundations of Gnarled Gardens Area implemented**
* Different tileset
* Different Parallax Background
* Separation from temple area.

Changes from 0.48.12 to 0.48.13.3:

* Lanterns can be grabbed from the ceiling and thrown.
* A.I. improvements:
– lazer eye better at tracking attackers.
– Jumping on enemies, whether it hurts them or not, will make them try and find the player
responsible
– Fixed various chain stunning issues.
* Other changes:
– Giant worms spawn large chests when defeated.
– Mimics won’t replace chest with special equipment or appear in rising lava levels.
– Giant worms drop large chests.
– Spear speed re-moderated.

Changes from 0.48.10.7 to 0.48.12:

* Fixed issue with alt item slots:
– Their are now 3 (1 for each hotbar slot), but only one fills up automatically.
– Fixed compatibility issues with item slots.
– Mobility slot is now the middle slot (also works with middle mouse button).
– Numerous minor accessibility enhancements.
* Finished implementing foundations for system to have different level areas in game.
* Fixed issue with player invulnerability after taking damage beyond a certain threshold (about 3/5ths of max health).

Changes from 0.48.9.5 to 0.48.10.7:

* Much better hit detection optimization with regards to non circle/aabb colliders
(thus resolving several issues such as lazer beams from crystal eyes causing ridiculous lag).
* Minor balance changes regarding the player (particularly grapple and damage).

Changes from 0.48.8.2 to 0.48.9.5:

* Animation for Transdimensional orb enemy (Thanks Jessica).
* Rebalanced changes:
– Mana recharges faster.
– All projectiles and some enemy movements have slowed.
– Mana cost altered.
– Fixed bug with spear trap trigger.

Changes from 0.48.7 to 0.48.8.2:

* Added spring spikes trap.
* Spring spikes can sometimes replace sets of spikes during level generation.
* A mirrored template can not occur in the same level set as the original.

Changes from 0.48.4 to 0.48.7:

* Reworked grapple rope physics (This took an incredibly long time):
– Now has a period of retraction, where it unwinds and untwists itself before the hook is returned to the player (Adding a short delay before the hook can be launched again).
– Better rigidity of rope+speed limit to grappling.
* Fixed item title tooltips.
* Other:
– Different reaction signals for detected target/suspected from living entities.
– Bug fixes.

Changes from 0.48.3 to 0.48.4:

* Control menu options for invert run/auto aim.
* Fixed crash involving rebinding controls.

Changes from 0.47.16.7 to 0.48.3:

* Invert Run options (Now the default)
* Reworked controller’s auto aim option to be substantially more accurate.
* Reworked level generation:
– Horizontal maze templates are always possible to traverse.
– Implemented algorithm for automatically creating the nescessary areas of ascension, just given a grid of 2×2 tile blocks.
– Much greater variety in the dynamic templates.
* Auto aim for controller now has a default manual mode: Flick control stick in direction of target (holding it down overrides this behaviour).
* New animations for mimics (both types)/
* Reworked player physics. e.g. Much more predictable, easier to do precision drops after running off a platform.

Changes from 0.47.15 to 0.47.16.7:

* Smart aim mode has been implemented for the controller.
Click Right Thumbstick to Toggle it on (or off).
Flick right thumbstick to change objects (currently only works on enemies).
* Pan camera for the controller works properly now.
* Other Changes:
– Autoclimb steps re-enabled and adjusted.
– lose a bit of forward momentum when bouncing off an enemy.
– More enemies lose interest in tracking the player, if the latter hasn’t been seen.
– Carrying a hacked turret with the controller no longer forces you to face left

Changes from 0.47.14 to 0.47.15:

* Player now loses a fraction of their momentum gained when releasing the controls alone (rather then waiting till they descend).
This feels more predictable and intuitive through testing. Letting go of the controls & stepping off a platform loses more momentum then after a jump is performed.
* Controller support changes:
– More changes to inventory swapping
– Double tap left/right to run has been re-enabled.

* Other Changes:
– Crossbow buffed slightly and projectile is launched slightly lowe

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