What changed
2 fixes3 additions0 changes0 removals
- UI and audio
- Fixes
- Gameplay
addedFUN STUFF: - Added new music for the wyvern / dragon level. Wink wink. - Added new priorities to the allied AI for where they should move & when. - Updated Challenger ship's special effect to now only affect enemies within a radius of the ship but now also does damage per second & causes knockback. - Buffed hover ship's special ability. Boom. - Buffed speed demon ship's special ability - Ride the wave. - Added a rumble to the previous special abilities on activation (for both) and added rumble duration for Amber's. - Added rumble on activation for alien's special ability (rumble can be turned off via the menu).
fixedMAJOR BUG FIX: - Fixed an issue where the allied AI can continue playing without you in true last boss mode if you died... - Fixed a bug where eyeball boss steam achievement was not being unlocked.
fixedMINOR BUG FIXES: - Fixed level director not ambushing you when it is supposed to.. Again.. - Fixed an animation issue where small enemy books where not displaying their flying animation sometimes. - Made some general minor optimisations. - Fixed sound effect still playing from power up wand shot after bullet has hit a target or gone off-screen etc. - Fixed bug where background was not scrolling during the "Bone boss". - Fixed issue where music was cutting out too abruptly during TLB battle. It now fades between transitions.
addedMINOR CHANGES: - Added animation to 'machines' level projectiles. - Added animation to "orange" enemy projectiles during stealth level. Reference intended. - Reduced the amount of invincibility frames a player/AI team mates receives when being hit in certain situations. - Nerfed the allied AI's accuracy a little to make them more 'human'. Sounds minor but actually broke the entire game and took a while to fix. Dev life. - Made some adjustments to how the allied AI move during dialogue scenes. - Made some changes to the allied AI priority systems. Such as collecting things like health, powerups etc. - Reduced a lot of particle effects that were causing some confusion. - Changed the sprite for the shield power up before it is collected. Looked a bit too transformer like before. - Updated a sprite for a certain enemy attack that shall remain nameless.. Reading this back now I don't even remember which one. - Reduced some special FX for Amber's and XC69's special abilities as these were causing visibility issues. - Reduced time to charge a 'charged shot' from 2 seconds to 1.5. Please refer to your instruction manual pilots. - Changed an award on score screen from "Dead collector" to "Gem collector" - This was originally from when "Comet fragments" used to be "Kill tokens" - check previous patch notes for more on this. - Reduced the speed demon's ship's special ability duration to compensate for the buff to the ability. - Increased the speed of certain player bullets & power up bullets. - Re-adjusted ship amount costs to unlock in random mode as players can get much more crystals or gems now. - Alien ship's special ability now does poison burst damage at the end of the effect rather than damage over time now. - Alien's slow time special ability now signals when the effect is over.
addedMAJOR CHANGE: - Removed the following power ups from the true last boss mode: Decoy, freeze shot (or ray) & wand shot. They may be added back in at some point - Will see after testing & tweaking. They just don't feel 'fun' in that mode.
Crystal Comet changes
addedFUN STUFF: - Added new music for the wyvern / dragon level. Wink wink. - Added new priorities to the allied AI for where they should move & when. - Updated Challenger ship's special effect to now only affect enemies within a radius of the ship but now also does damage per second & causes knockback. - Buffed hover ship's special ability. Boom. - Buffed speed demon ship's special ability - Ride the wave. - Added a rumble to the previous special abilities on activation (for both) and added rumble duration for Amber's. - Added rumble on activation for alien's special ability (rumble can be turned off via the menu).
fixedMAJOR BUG FIX: - Fixed an issue where the allied AI can continue playing without you in true last boss mode if you died... - Fixed a bug where eyeball boss steam achievement was not being unlocked.
fixedMINOR BUG FIXES: - Fixed level director not ambushing you when it is supposed to.. Again.. - Fixed an animation issue where small enemy books where not displaying their flying animation sometimes. - Made some general minor optimisations. - Fixed sound effect still playing from power up wand shot after bullet has hit a target or gone off-screen etc. - Fixed bug where background was not scrolling during the "Bone boss". - Fixed issue where music was cutting out too abruptly during TLB battle. It now fades between transitions.
addedMINOR CHANGES: - Added animation to 'machines' level projectiles. - Added animation to "orange" enemy projectiles during stealth level. Reference intended. - Reduced the amount of invincibility frames a player/AI team mates receives when being hit in certain situations. - Nerfed the allied AI's accuracy a little to make them more 'human'. Sounds minor but actually broke the entire game and took a while to fix. Dev life. - Made some adjustments to how the allied AI move during dialogue scenes. - Made some changes to the allied AI priority systems. Such as collecting things like health, powerups etc. - Reduced a lot of particle effects that were causing some confusion. - Changed the sprite for the shield power up before it is collected. Looked a bit too transformer like before. - Updated a sprite for a certain enemy attack that shall remain nameless.. Reading this back now I don't even remember which one. - Reduced some special FX for Amber's and XC69's special abilities as these were causing visibility issues. - Reduced time to charge a 'charged shot' from 2 seconds to 1.5. Please refer to your instruction manual pilots. - Changed an award on score screen from "Dead collector" to "Gem collector" - This was originally from when "Comet fragments" used to be "Kill tokens" - check previous patch notes for more on this. - Reduced the speed demon's ship's special ability duration to compensate for the buff to the ability. - Increased the speed of certain player bullets & power up bullets. - Re-adjusted ship amount costs to unlock in random mode as players can get much more crystals or gems now. - Alien ship's special ability now does poison burst damage at the end of the effect rather than damage over time now. - Alien's slow time special ability now signals when the effect is over.
addedMAJOR CHANGE: - Removed the following power ups from the true last boss mode: Decoy, freeze shot (or ray) & wand shot. They may be added back in at some point - Will see after testing & tweaking. They just don't feel 'fun' in that mode.
Crystal Comet 1.0:
FUN STUFF: - Added new music for the wyvern / dragon level. Wink wink. - Added new priorities to the allied AI for where they should move & when. - Updated Challenger ship's special effect to now only affect enemies within a radius of the ship but now also does damage per second & causes knockback. - Buffed hover ship's special ability. Boom. - Buffed speed demon ship's special ability - Ride the wave. - Added a rumble to the previous special abilities on activation (for both) and added rumble duration for Amber's. - Added rumble on activation for alien's special ability (rumble can be turned off via the menu).
MAJOR BUG FIX: - Fixed an issue where the allied AI can continue playing without you in true last boss mode if you died... - Fixed a bug where eyeball boss steam achievement was not being unlocked.
MINOR BUG FIXES: - Fixed level director not ambushing you when it is supposed to.. Again.. - Fixed an animation issue where small enemy books where not displaying their flying animation sometimes. - Made some general minor optimisations. - Fixed sound effect still playing from power up wand shot after bullet has hit a target or gone off-screen etc. - Fixed bug where background was not scrolling during the "Bone boss". - Fixed issue where music was cutting out too abruptly during TLB battle. It now fades between transitions.
MINOR CHANGES: - Added animation to 'machines' level projectiles. - Added animation to "orange" enemy projectiles during stealth level. Reference intended. - Reduced the amount of invincibility frames a player/AI team mates receives when being hit in certain situations. - Nerfed the allied AI's accuracy a little to make them more 'human'. Sounds minor but actually broke the entire game and took a while to fix. Dev life. - Made some adjustments to how the allied AI move during dialogue scenes. - Made some changes to the allied AI priority systems. Such as collecting things like health, powerups etc. - Reduced a lot of particle effects that were causing some confusion. - Changed the sprite for the shield power up before it is collected. Looked a bit too transformer like before. - Updated a sprite for a certain enemy attack that shall remain nameless.. Reading this back now I don't even remember which one. - Reduced some special FX for Amber's and XC69's special abilities as these were causing visibility issues. - Reduced time to charge a 'charged shot' from 2 seconds to 1.5. Please refer to your instruction manual pilots. - Changed an award on score screen from "Dead collector" to "Gem collector" - This was originally from when "Comet fragments" used to be "Kill tokens" - check previous patch notes for more on this. - Reduced the speed demon's ship's special ability duration to compensate for the buff to the ability. - Increased the speed of certain player bullets & power up bullets. - Re-adjusted ship amount costs to unlock in random mode as players can get much more crystals or gems now. - Alien ship's special ability now does poison burst damage at the end of the effect rather than damage over time now. - Alien's slow time special ability now signals when the effect is over.
MAJOR CHANGE: - Removed the following power ups from the true last boss mode: Decoy, freeze shot (or ray) & wand shot. They may be added back in at some point - Will see after testing & tweaking. They just don't feel 'fun' in that mode.
MINOR SCREW