Full notes
Full Cellfish update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
- UI and audio
- Performance
Hi :) After the release of Cellfish I received a bunch of wonderful feedback about the game; enough that I thought: “I should add some of these things”. So I did. I’ve been hard at work adding more content to the game which you can read more about in these patchnotes.
Abilities
Added Orbit ability
Added Orbit evolutions to all other abilities
Reworked Dash upgrades.
Reworked Heal. Heal is now on a cooldown that you can affect with various upgrades
Split projectile ability
Removed projectile size upgrade
Added projectile lifetime upgrade
Now starts with 1 piercing to make up for early weakness
Boomerang evolution is now not affected by framerate anymore
Explosion ability
Reworked ability. When activated you fire a chain of explosions in front of you
Chain zap evolution now makes killed enemies zap other nearby enemies
Mines evolution, lesser explosions now have improved targetting
Boomerang ability
Updated upgrade sprite colors
Projectile now keeps hitting enemies that spawn inside it
Decreased ability cooldown
Removed catch cooldown decrease
Removed distance upgrade
Added linger upgrade, allowing the projectile to linger at its maximum distance before returning
Chain zap ability
Boomerang evolution now adds more, and faster, chains
Mines ability
Chain zap evolution now makes the first set of shells explode into more shells, which then turn into fragments. This is now compatible with the Boomerang evolution
Tweaked the angle of which shells are shot from
Player Customization
Added Jelly player body
Added Roots player body
Gamemodes
Reworked difficulties into gamemodes
Added new Double Boss gamemode
Upgrades
Global cooldown multiplier upgrade now shows as a percentage
Chance to avoid damage upgrade now shows as a percentage
Areas
Added background objects to the Abyss area
Changed background objects in the Roots area
Enemies
Reworked how common and special enemies are spawned. Each area now has a common, and a special, enemy type.
Added a new special enemy to the Leaves area
Added a new special enemy to the Crystal area
Added a new special enemy to the Jelly area
Added a new special enemy to the Kelp area
Added a new common enemy to the Roots area
Added a new common enemy to the Abyss area
Updated the Kelp boss to work in the new gamemode
Updated the Abyss boss to work in the new gamemode
Increased the Eye Shooter enemy cooldown
Increased the radius of the Volatile enemy explosion
Removed shaking from the Puff enemy
Fixed an issue where the Puff enemy would be at max radius before it finished animating
Tweaked the weak points of the Leaves boss (Eye boss)
Reworked the Jelly boss and increased its difficulty
Added shield visual effect to Jelly boss
Decreased the volume of Crystal enemies when they are farther away
Decreased time cells are invincible when spawning from a multicell
Added animation to boss health duds for better visibility
Bosses that create arenas now destroy obstacles inside
Tweaks and bugfixes
Added a button rebind category for keyboard players in the Options menu
Fixed an issue where dashing into obstacles would leave you stuck until the dash was fully completed
Fixed an issue where the game would crash if upgrading the radius of the Zap ability
Fixed an issue where the player would be pushed back way farther than intended
Improved the radial menu selection when using keyboard
Improved camera follow logic
Mouse now hides if no input is received from it
Ability and player stats are now shown in the pause menu
Changed ‘Main Menu’ button in pause menu to ‘End Run’
Updated Credits
Tutorial input now does not show ability input if ability does not use input
Improved performance of various sound effects
Achievements
Added new achievements for winning in the new gamemode
Added new achievements for unlocking new player bodies
Added new achievements for the new Orbit ability
I had a lot of feedback regarding an Endless mode, and I attempted to implement a version of it, but it became apparent that the game, as it is, does not mesh well with an endless mode. So, instead of including a half-working mode, I decided against it. I'm sorry if you were looking forward to this. I hope you can still enjoy the game as it is with the new gamemode :)
If you encounter any bugs or unintended behaviour, please create a new thread on the message board here on Steam, and I will try to make sure it is fixed
Source
Changelog.gg summarizes and formats this update. How we read updates.
