Weapon Reworks The three "beam" class weapons all were extremely problematic, and although this game is only a number of weeks out from release this update is somehow long overdue.
In this update7
Full notes
Full Bana Simulator update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition10 changes5 removals
Gameplay
UI and audio
Balance
Performance
Maps
changedWeapon ReworksThe three "beam" class weapons all were extremely problematic, and although this game is only a number of weeks out from release this update is somehow long overdue.
addedBana BeamThe Bana Beam has been reworked so you now have to aim the laser with your mouse (No free aimbot?! Scandalous!) The damage has been reduced by 40%, although this sounds harsh, this isn't just a nerf! After testing we've found that the weapon (although unarguably weaker) is so much more fun to play with! Sure, you might not shred bosses to pieces as easily, but you get to have a better time while doing it!
changedSunpowerThe Sunpower is currently the most powerful and least used weapon in all of Bana Simulator, but we're hoping to change that!! The Sunpower now shoots several enemies in a cone pointed towards the player's mouse at damage comparable to late game weapons. In the next update, we will be working to make sure players can find the side quest to obtain this weapon, as very few of you Banas have found out how.
changedFissureThe Fissure has always been a cumbersome weapon, it's damage is mostly dealt via fire which many enemies are immune/resistant to, and the fissures would erupt near enemies but not on top of them, causing the fire to be even more inconsistent. The weapon now deals a solid 4 damage to all enemies, and an extra 4 to those vulnerable to fire. Fissures will also erupt directly beneath enemies instead of in their predicted location when the Fissure is at it's peak.
changedDamage AdjustmentsAll enemies have had their health multiplied by 10, and all weapons have had significant buffs to follow. We did this for two reasons, the first being so that weapons dealing fractions of damages could have their indicators read with greater efficiency and accuracy, and the second being that we wanted every hit to feel like it made a huge impact, for example if you hit an enemy square in the face with a giant battleax, it should say 50 damage, not 5. Note: there aren't battleaxes in the game yet, but who can say what's coming in the future ;)
removedDialogue AdjustmentsNothing huge, but we removed any dialogue that was both unfunny and unhelpful. There was simply no reason for it to be in the game other than padding play time, but we know you're here to play a video game, not read a book!
Bana Simulator changes
changedThe three "beam" class weapons all were extremely problematic, and although this game is only a number of weeks out from release this update is somehow long overdue.
addedThe Bana Beam has been reworked so you now have to aim the laser with your mouse (No free aimbot?! Scandalous!) The damage has been reduced by 40%, although this sounds harsh, this isn't just a nerf! After testing we've found that the weapon (although unarguably weaker) is so much more fun to play with! Sure, you might not shred bosses to pieces as easily, but you get to have a better time while doing it!
changedThe Sunpower is currently the most powerful and least used weapon in all of Bana Simulator, but we're hoping to change that!! The Sunpower now shoots several enemies in a cone pointed towards the player's mouse at damage comparable to late game weapons. In the next update, we will be working to make sure players can find the side quest to obtain this weapon, as very few of you Banas have found out how.
changedThe Fissure has always been a cumbersome weapon, it's damage is mostly dealt via fire which many enemies are immune/resistant to, and the fissures would erupt near enemies but not on top of them, causing the fire to be even more inconsistent. The weapon now deals a solid 4 damage to all enemies, and an extra 4 to those vulnerable to fire. Fissures will also erupt directly beneath enemies instead of in their predicted location when the Fissure is at it's peak.
changedAll enemies have had their health multiplied by 10, and all weapons have had significant buffs to follow. We did this for two reasons, the first being so that weapons dealing fractions of damages could have their indicators read with greater efficiency and accuracy, and the second being that we wanted every hit to feel like it made a huge impact, for example if you hit an enemy square in the face with a giant battleax, it should say 50 damage, not 5. Note: there aren't battleaxes in the game yet, but who can say what's coming in the future ;)
Weapon Reworks
The three "beam" class weapons all were extremely problematic, and although this game is only a number of weeks out from release this update is somehow long overdue.
Bana Beam
The Bana Beam has been reworked so you now have to aim the laser with your mouse (No free aimbot?! Scandalous!) The damage has been reduced by 40%, although this sounds harsh, this isn't just a nerf! After testing we've found that the weapon (although unarguably weaker) is so much more fun to play with! Sure, you might not shred bosses to pieces as easily, but you get to have a better time while doing it!
Sunpower
The Sunpower is currently the most powerful and least used weapon in all of Bana Simulator, but we're hoping to change that!! The Sunpower now shoots several enemies in a cone pointed towards the player's mouse at damage comparable to late game weapons. In the next update, we will be working to make sure players can find the side quest to obtain this weapon, as very few of you Banas have found out how.
Fissure
The Fissure has always been a cumbersome weapon, it's damage is mostly dealt via fire which many enemies are immune/resistant to, and the fissures would erupt near enemies but not on top of them, causing the fire to be even more inconsistent. The weapon now deals a solid 4 damage to all enemies, and an extra 4 to those vulnerable to fire. Fissures will also erupt directly beneath enemies instead of in their predicted location when the Fissure is at it's peak.
Other Changes
This update is focused on the Beams, but we of course have a plethora of other changes thrown in with these reworks.
Damage Adjustments
All enemies have had their health multiplied by 10, and all weapons have had significant buffs to follow. We did this for two reasons, the first being so that weapons dealing fractions of damages could have their indicators read with greater efficiency and accuracy, and the second being that we wanted every hit to feel like it made a huge impact, for example if you hit an enemy square in the face with a giant battleax, it should say 50 damage, not 5. Note: there aren't battleaxes in the game yet, but who can say what's coming in the future ;)
Enemy Collisions
Enemies now will pass through one another rather than collide. This may seem strange, but when playing the game, it is much easier to follow and feels more natural. This feature is one that we had been trying to implement since the beginning of development, so it's nice to see it finally make its way into the game.
Dialogue Adjustments
Nothing huge, but we removed any dialogue that was both unfunny and unhelpful. There was simply no reason for it to be in the game other than padding play time, but we know you're here to play a video game, not read a book!
Performance Optimizations
The explorable world remains very harsh on some CPUs, but we're doing our best to optimize it, one step at a time.
Full Changelog
Multiplied all damage and health values by 10
Enemies will no longer collide with one another
Completely overhauled Bana Beam
Completely overhauled Sunpower
Completely overhauled Fissure
Syringe animation cancelling will no longer do damage
The Star Ball will no longer remain on screen completely static if you leave the level during its spawn animation.