What changed
1 fix0 additions0 changes0 removals
fixedPATCH NOTES: Massive visual overhaul, implementing real “perspective” camera 2.5D. These maximum settings are now much more demanding than the old maximum. Minimum settings are much faster, but worse looking than before (my netbook FPS went from 24->40 in combat!) Turning “High Spec” and “Full World” off sets the camera back to 2D, which is a MASSIVE performance boost. And also, the name of the game is changing from Wasteland Rampage to Berserker's Descent Gameplay: Remade loads of unfun Trials and added 4 completely new ones. Increased the time it takes for enemy stun meters to begin “healing.” When you see the white flash that means they’re close to being stunned, now they’ll stay like that for 3.33 seconds instead of 1.66 Marchosias (4-legged guys) will get closer before lunging now, so it’s easier to interrupt them. Also very slightly reduced their running speed. Stone Mask wasn’t very fun, so now it heals on melee kills, instead of counter hits. Added 150 Max Health to the first room’s Giant Axe Goo boss. Shaved 1 frame of input lag off of attacks, rolls, and some other animations I had set up incorrectly. This also fixes some obscure bugs. Neutral Z/Weak’s knockback was greatly reduced, and Neutral X/Strong’s knockback was increased, so use Strong attacks for crowd control. Remade the algorithm to decide when Health Orbs are spawned. How low your health is will matter more now. “How many orbs were spawned in this arena” will also matter more now. Landing on slopes has more of an effect on your velocity now. You can no longer out-run the loading of new level chunks and fall out of the world (big oops) Increased the Special Combo grace period from 1.5 seconds to 1.75 Fixed a bug where successfully Dashguarding, then normal-guarding a new attack would restart the slide. (Normal guarding wouldn’t un-check the Dashguarding flag) Rewrote the movement of the Lazer Eyes, it should be much easier to understand and predict now. And ceilings are entirely gone now! There’s now a half-second lockout when pausing the game, so you can’t spam the pause button for a “slow-mo” to dodge stuff. Replaced most of the music with more catchy, energetic chiptunes. QOL: Trying to cancel out of an attack too soon (buffering the action) will cause a little black flash right when you press the input. This will help with learning Perfect Cancel timing. Improved/bugfixed menu navigation, quickly moving from one direction to another won’t do weird stuff anymore. (I wanted to ignore this for longer, but it made me delete my save, haha. Apologies to anyone else that may have happened to.) (Controller menu navigation still feels bad for some reason, I’ll look into it.) Fixed a bug where toggling any setting would also set Music and Sound Effect volume to its default. Increased brightness on Player sprites, they were starting to blend into the background and enemies. If you Perfect Cleared the boss, the Perfect Bonus message took priority over the Game Clear message... and you wouldn’t get Game Clear achievements (oops) I’m sorry if the new visual changes aren’t to your liking, or if your computer was happier in the “middle ground” that’s gone now. I’d like to keep the old style in-tact but it would have a massive time cost for me, and performance cost for the game. If you want a refund for this reason, just explain the situation in the refund request. It should go through. This update took much longer than I thought it would, and development in general has been taking longer than I thought it would. From now on, I won’t expand the scope anymore and do anything like this visual rework. My only plans now are to add some kind of meta progression like unlocking colors or pets, and finally fill out the content. So expect more items, Trials, and an enemy or two in the next update. I might save it all for the game release update, or I might not. Thanks for playing and supporting me!
Berserker's Descent changes
fixedPATCH NOTES: Massive visual overhaul, implementing real “perspective” camera 2.5D. These maximum settings are now much more demanding than the old maximum. Minimum settings are much faster, but worse looking than before (my netbook FPS went from 24->40 in combat!) Turning “High Spec” and “Full World” off sets the camera back to 2D, which is a MASSIVE performance boost. And also, the name of the game is changing from Wasteland Rampage to Berserker's Descent Gameplay: Remade loads of unfun Trials and added 4 completely new ones. Increased the time it takes for enemy stun meters to begin “healing.” When you see the white flash that means they’re close to being stunned, now they’ll stay like that for 3.33 seconds instead of 1.66 Marchosias (4-legged guys) will get closer before lunging now, so it’s easier to interrupt them. Also very slightly reduced their running speed. Stone Mask wasn’t very fun, so now it heals on melee kills, instead of counter hits. Added 150 Max Health to the first room’s Giant Axe Goo boss. Shaved 1 frame of input lag off of attacks, rolls, and some other animations I had set up incorrectly. This also fixes some obscure bugs. Neutral Z/Weak’s knockback was greatly reduced, and Neutral X/Strong’s knockback was increased, so use Strong attacks for crowd control. Remade the algorithm to decide when Health Orbs are spawned. How low your health is will matter more now. “How many orbs were spawned in this arena” will also matter more now. Landing on slopes has more of an effect on your velocity now. You can no longer out-run the loading of new level chunks and fall out of the world (big oops) Increased the Special Combo grace period from 1.5 seconds to 1.75 Fixed a bug where successfully Dashguarding, then normal-guarding a new attack would restart the slide. (Normal guarding wouldn’t un-check the Dashguarding flag) Rewrote the movement of the Lazer Eyes, it should be much easier to understand and predict now. And ceilings are entirely gone now! There’s now a half-second lockout when pausing the game, so you can’t spam the pause button for a “slow-mo” to dodge stuff. Replaced most of the music with more catchy, energetic chiptunes. QOL: Trying to cancel out of an attack too soon (buffering the action) will cause a little black flash right when you press the input. This will help with learning Perfect Cancel timing. Improved/bugfixed menu navigation, quickly moving from one direction to another won’t do weird stuff anymore. (I wanted to ignore this for longer, but it made me delete my save, haha. Apologies to anyone else that may have happened to.) (Controller menu navigation still feels bad for some reason, I’ll look into it.) Fixed a bug where toggling any setting would also set Music and Sound Effect volume to its default. Increased brightness on Player sprites, they were starting to blend into the background and enemies. If you Perfect Cleared the boss, the Perfect Bonus message took priority over the Game Clear message... and you wouldn’t get Game Clear achievements (oops) I’m sorry if the new visual changes aren’t to your liking, or if your computer was happier in the “middle ground” that’s gone now. I’d like to keep the old style in-tact but it would have a massive time cost for me, and performance cost for the game. If you want a refund for this reason, just explain the situation in the refund request. It should go through. This update took much longer than I thought it would, and development in general has been taking longer than I thought it would. From now on, I won’t expand the scope anymore and do anything like this visual rework. My only plans now are to add some kind of meta progression like unlocking colors or pets, and finally fill out the content. So expect more items, Trials, and an enemy or two in the next update. I might save it all for the game release update, or I might not. Thanks for playing and supporting me!
PATCH NOTES
Massive visual overhaul, implementing real “perspective” camera 2.5D. These maximum settings are now much more demanding than the old maximum. Minimum settings are much faster, but worse looking than before (my netbook FPS went from 24->40 in combat!) Turning “High Spec” and “Full World” off sets the camera back to 2D, which is a MASSIVE performance boost. And also, the name of the game is changing from Wasteland Rampage to Berserker's Descent Gameplay: Remade loads of unfun Trials and added 4 completely new ones. Increased the time it takes for enemy stun meters to begin “healing.” When you see the white flash that means they’re close to being stunned, now they’ll stay like that for 3.33 seconds instead of 1.66 Marchosias (4-legged guys) will get closer before lunging now, so it’s easier to interrupt them. Also very slightly reduced their running speed. Stone Mask wasn’t very fun, so now it heals on melee kills, instead of counter hits. Added 150 Max Health to the first room’s Giant Axe Goo boss. Shaved 1 frame of input lag off of attacks, rolls, and some other animations I had set up incorrectly. This also fixes some obscure bugs. Neutral Z/Weak’s knockback was greatly reduced, and Neutral X/Strong’s knockback was increased, so use Strong attacks for crowd control. Remade the algorithm to decide when Health Orbs are spawned. How low your health is will matter more now. “How many orbs were spawned in this arena” will also matter more now. Landing on slopes has more of an effect on your velocity now. You can no longer out-run the loading of new level chunks and fall out of the world (big oops) Increased the Special Combo grace period from 1.5 seconds to 1.75 Fixed a bug where successfully Dashguarding, then normal-guarding a new attack would restart the slide. (Normal guarding wouldn’t un-check the Dashguarding flag) Rewrote the movement of the Lazer Eyes, it should be much easier to understand and predict now. And ceilings are entirely gone now! There’s now a half-second lockout when pausing the game, so you can’t spam the pause button for a “slow-mo” to dodge stuff. Replaced most of the music with more catchy, energetic chiptunes.
QOL
Trying to cancel out of an attack too soon (buffering the action) will cause a little black flash right when you press the input. This will help with learning Perfect Cancel timing. Improved/bugfixed menu navigation, quickly moving from one direction to another won’t do weird stuff anymore. (I wanted to ignore this for longer, but it made me delete my save, haha. Apologies to anyone else that may have happened to.) (Controller menu navigation still feels bad for some reason, I’ll look into it.) Fixed a bug where toggling any setting would also set Music and Sound Effect volume to its default. Increased brightness on Player sprites, they were starting to blend into the background and enemies. If you Perfect Cleared the boss, the Perfect Bonus message took priority over the Game Clear message... and you wouldn’t get Game Clear achievements (oops) I’m sorry if the new visual changes aren’t to your liking, or if your computer was happier in the “middle ground” that’s gone now. I’d like to keep the old style in-tact but it would have a massive time cost for me, and performance cost for the game. If you want a refund for this reason, just explain the situation in the refund request. It should go through. This update took much longer than I thought it would, and development in general has been taking longer than I thought it would. From now on, I won’t expand the scope anymore and do anything like this visual rework. My only plans now are to add some kind of meta progression like unlocking colors or pets, and finally fill out the content. So expect more items, Trials, and an enemy or two in the next update. I might save it all for the game release update, or I might not. Thanks for playing and supporting me!