In this update6
Full notes
Full Enter the Chronosphere update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Fixes
- Maps
- Performance
Enter the Chronosphere changes
Chronosphere version 136
Breakable walls are here!
Utar is about to smash breakable walls above + below him.
We've added 25 new gear options to the game, as well as truckload of tweaks, bugfixes and improvements.
Today's changelog is a monster so I'm just going to dump it here for you to go through. Hope you enjoy the update. 😉
If you find any issues, please let us know in Discord or Steam Discussions.
Changelog
🏓 Gameplay
Breakable walls may now appear. They can be destroyed by explosions, Urtar's avalanche, and anything that destroys doors. OH YEAAAAH!
25 new gear options.
1 new gadget.
Fixed a bug where Bearzerking / Eggs Inside combined could cause a soft-lock.
Fixed issue where drilldrones would duplicate their melee attacks.
Fix issue where move input stay enabled if release during a UI banner popup.
Station navigation pointers are hidden once visited.
Fixed an issue causing the tutorial to get stuck when entered.
Fixed a bug where some minions were not considered minions.
Poison spit is now sticky.
Summoned minions now have unique appearances.
Behavior changes and health buffs to some minions.
Fixed a bug where Stolen Rations wouldn't heal groups of minions correctly.
Stolen Rations now also gives minions a buff on use.
Kinetic Surge can now knock enemies back through destructible walls.
Large enemies may try to flank you by breaking through destructible walls.
Fixed an issue where certain melee mods could appear on the sniper rifle and other weapons. (Reported by @xgit)
Replaced weapons are dropped when a station is used instead of being consumed.
Prevent katana side strikes from being rotated by accuracy modifiers. (Reported by @juh9870)
Fix issue where Pocket Pistol's unique mod Twitchy was failing to work or overriding movement direction. (Reported by @ninmonkey)
Don't spin shurikens when they're stuck in enemies.
Fixed an issue where the mod Torching was incorrectly appearing on non-melee weapons. (Reported by @xanodia, @zeekai, @rymarq).
Adjusted Flamethrower attack pattern so it is far more difficult to hurt yourself with it.
Sawn-off Shotgun now has additional mobility: lunges on both attack and quickdraw.
Anarchist now also triggers when destroying walls or doors, and grants fast.
Minibombs now bounce less far from walls.
Fixed a bug where absolute unit had way too much knockback when parrying melee attacks.
Increased the delay before the close door prompt appears.
Certain projectiles can now destroy doors and destructible walls.
Certain beams can now destroy doors and destructible walls.
Fixed a bug where poison incorrectly had hitstop assigned when it dealt damage, even outside of an overload.
Significantly reduced hitstop on poison overload.
Added missing Molio Cart icon to the titular Molemines gadget. (Maybe you'll all finally notice it and send us sick Molio clips to the discord.)
Resignation now displays text when reducing damage.
Fixed an issue causing the Shrapnel Cutter unique mod to not work. (Reported by @ilovelizards, @ninmonkey)
Removed the "Focusing" weapon mod from rotation.
Adjusted Killing Time and Power Cycle to allow for up to 2 stacks of Powerful gained in one turn when used together.
Fixed an issue causing the Focusing weapon mod to not reset it's accuracy buffs until 1 turn after you stop attacking.
Fix issue where holding RMB on player will continuously do "wait" actions.
Fix issue where aim indicator could be wrong when first aiming Grenade Gadget.
Fixed an issue causing the Pocket Sand status to remain forever if a teleporter was used while in the dust cloud. (Reported by @ninmonkey)
Slightly increased the thrown range of Pocket Sand.
Pocket Sand can no longer be used through walls.
Various beams and projectiles can now destroy doors.
Fixed an issue where porbs were not properly destroyed by explosions and other projectiles.
Adjusted porbs to not release pins when destroyed early.
Company Policy no longer triggers on hazard destruction.
Voidwing now bursts through doors, provided it's not on full heat.
Reduced named bullet damage buff from quadruple damage to triple damage.
Fixed an issue where Rexogenus and certain other enemies were immune to burning overload damage. (Reported by @catastrophy427, @juh9870)
Reduced hitstop on the explosion from burning overload.
Fixed an issue where rare weapons would sometimes appear in the wrong stations.
The following weapons are now rare: Orebreaker, Molecular Katana, Railgun, Needle and Thread.
The following rare weapons are now common: Cardinal, The Highwayman.
Rare weapons now have a small chance to appear as an unstable option in regular weapon stations.
Rare weapon stations now guarantee one option with one high quality mod, and a second with three high quality mods.
Fixed Drilldrones being hittable when burrowed.
Explosion indicators are colored based on their effect on the player.
Eggs inside reworked, eggs now physically erupt from bodies and have a one turn delay before hatching. All severity levels of the ailment now utilize eggs instead of drones.
Larva now deal three times as much damage.
Larva no longer deflect or cut projectiles (no more larva rocket launcher shenanigans).
Larva no longer evolve into pupa on hit.
Bellusect Worker attack and behavior updated.
Bellusect Soldier attack and behavior updated.
Egg Hosts replace Infested Hosts in most places.
Bugzapper adjusted to no longer be able to zap friendly projectiles at all, even accidentally.
Acid sac, shotgrub, and other acid attacks no longer leave acid pools behind.
Fixed an issue causing aim indicators of lunged attacks to misrepresent where their attacks would occur in the lunge.
Improved shields so they have more consistent interactions with all attack types.
Shields rotate with actors.
Fixed beams being able to be shot through walls.
Enemies will no longer open doors unless they're alerted to you.
🖼️ Art
New actor spawning VFX.
Station goo now morphs to create your weapons.
Fixed spawn indicators persisting across levels. (Reported by @megaquack)
Fixed an issue where some flames didn't play their smoke effects on expiry.
Extend transporter glow VFX.
Hitstop effects now occur before audio/VFX play when a door is shattered.
Increased the strength of door shattering effects from non-explosive sources (eg. Avalanche).
All VFX for door shattering are now pre-generated to reduce lag from spawning the effects.
Beam weapons now cast light.
Fix issue where shuriken and other rotating projectiles would not always face forward between turns.
Adjust decorative 'doors' in clockwork biome to read as windows instead
✅ UI
Fixed issue where rejecting a customizer wouldn't exit when using a binding. (Reported by @c1nnbun, @hvarf)
Fixed floor callout misalignment with missions in world choice.
Removed hover audio from world choice background buttons.
Environmental hazards will no longer show their health bars.
Fixed stabilizer station interaction point persisting when used.
Show aim indicator for Boosterpack flames.
Show aim indicator for Kinetic Surge.
Fixed the item cooldown wipe updating slowly when taking turns quickly.
Prevented invalid tooltips from displaying during spawn animation. (Reported by @juh9870)
Hud shows "Equator" instead of "Floor" when reached.
Fixed a template error when receiving the Risking tactic as a reward. (Reported by @ninmonkey)
Fixed typo in die hard description. (Reported by @ninmonkey)
Fixed incorrect hovertank ammo icon.
Adjusted the poisoned icon to not overflow text lines.
Fixed the rare tag being retained in some chests, causing non-rare weapons to be tagged otherwise.
The customizer can now show higher rarities of equipped mods. (Reported by @reinerevans, @catastrophy427)
Increased the clickable button area of in-world UI bubbles.
Fixed UI bubbles flickering slightly in size under certain conditions.
Correct colors on rare weapon chest interact popup.
🤖 Tech
Prevented another rare crash caused by accessing a destroyed physics object.
🗺️ Level Generation
Improved level generator speed and stability.
Fixed several common level generation failure cases that could lead to increased generation times.
Levels will no longer generate if the path to the exit cannot be formed.
Fixed an issue causing all floor paths to no longer be rendered.
Improved the clarity of floor paths, separating them more effectively from walls.
Fixed an issue that could cause the exit (and maybe other) objects to spawn inside walls and out of bounds,
Fixed some cases where the posts between walls were using inconsistent appearances.
Fixed an issue causing walls to still generate between large blocks in some cases.
Fixed a rare softlock when moving between floors.
Moved some common failure cases earlier in generation, so less time is wasted if a map has to regenerate.
Optimised pathfinding mesh generation that occurs when doors open.
Check out the full changelog
—Chronosphere Team
Source
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