Not really any major changes but had to get this released for the video due to the previous versions upgrades being super unbalanced. oops.
New Item!
- Health potions can now appear in item rooms, regenerating 50 hp when consumed
GUI Changes
- The held item in your inventory now shows the important stats when hovering
- In the hub, the statistics menu now also shows highest floor and playtime
Technical Changes
- Enemy spawning is now driven by a loot table, making it much more efficient, and making it possible to make some enemies appear more in the later floors possible forshadowing
- Damage is now dealt with custom damage type, enabling more control over knockback
- The key is now converted to a eatable item instead of a map once clicked, stopping the repeated creation of maps (yes the key is simply there to make players right click a map get over it)
Fixes
- Sometimes the shop was cleared when entering it while one player was spectating
- Run Ammount went up every floor you cleared instead of only when a new run is started
- A thin slice of the Overworld generated, breaking the datapack due to gravel falling into random rooms
The datapack now automatically applies updates!
You just replace the old datapack with the new one, and all of the changes will be applied
Gui Overhaul
- Upgrades can now be deleted and transfered to other players from the inventory
- Current held weapon is described in the inventory (will be very useful soon..)
- All textures have been changed to fit the artstyle
Upgrade Changes
- New upgrades!
- Chain shot - +15% chance for bullets to jump towards another enemy
- Medkit - Fatal hits leaves you at 1 health once per room
- All upgrades have been rebalanced to fit the new way of obtaining them
- Upgrades from enemy rooms can be sold for 10 coins by right clicking
Room Changes
- Upgrade room removed
- When clearing a enemy room, an upgrade appears in the middle
- Guarantee for 1+ item room per floor
- Added more enemy spawn locations
Technical Changes
- Swapping item with dropped item no longer creates a new entry
- Fixed incorrect weapon speed calculation
- Optimized gui, bullet and room systems
This game is now at a point where I think it should have been at realease. I dont have a single bug left on my todo left, and this just feels way better than version 1.0.
So now that i have gotten all of the time consuming bug fixing out of the way, i can promise you that the next updates will feature much more actual content.
Visual Changes
- Changed the look of the map
- Map now marks the hole room once you find it
- Improved the looks of the Inventory a lot
- Fixed buggy weapon firing animation
- Health bar has the current and maximum health above it
Enemy changes
- The Crystal enemy now has death particles
- Crystal explosion delay has been increased to 2 seconds
- Fixed Zombies not being shielded
Upgrade Changes
- New upgrades!
- Coffe - Increase Attack Speed and Speed
- Dumbell - Increases Damage and Health at the cost of Speed
- Most upgrades have been rebalanced
- Lifesteal cant kill you anymore, instead leaving you on 1 hp
Technical Changes
- Rebalanced Room type chances
- Weapon cooldown doesn't round anymore, which previously made the auto rifle a terrible weapon
- Health goes up when buying Max Health upgrades
- Fixed the shop spawning multiple upgrades at one stand
- Fixed reviving at the shop
- Fixed run corruption when you leave the game, this also fixed all of the issues with multiplayer hosted servers.
- Fixed the first run not generating at all
Translations
- Chinese - ZeroIceBear
Had a small ammount of time to fix a few annoying bugs, this includes:
- Made an attempt to fix the wall of errors when hosting a server (the ram usage has decreased after this)
- The shield enemies were made last minute in a rush, so i cleaned up some of the rushed code
- Coins are now visually seperated
- Some other minor things i dont really remember right now ¯_(ツ)_/¯
If you find more shield enemy related bugs, just know i probably already have seen them but i dont have the time to fix them right now