In this update7
Full notes
Full Carnage in Space: Crucible update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
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.
What changed
- Fixes
- Gameplay
- UI and audio
- Balance
- Events
- Compatibility
Carnage in Space: Crucible changes
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.
Full changelog
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
Source
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