In this update8
Full notes
Full Fingerbang: All Bullets Pointin' update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Performance
- Gameplay
- Fixes
- Balance
Fingerbang: All Bullets Pointin' changes
Patch 0.1.2 Notes
Hello!
This is our first patch of the year, introducing some major changes to the way the "Red District" level plays out as well as some general and quality-of-life changes. Some of these changes may require some future work, and as per usual we welcome any and all feedback!
You can find the exact list of changes below:
General Changes
Changed the UI to allow for previously unaccounted for resolutions and aspect ratios (do let us know if you run into issues with this!)
Performance improvements across the board, primarily in "Red District"
Added new sprites for enemies shooting blue projectiles
Added checkpoint functionality, currently only in the "Red District" level
Added a "Retry" button to the death screen, visible when a checkpoint is active
Changed lighting rendering type
Gameplay Changes
Slightly increased Berserk attack range
Changed Berserk heal to feel smoother
Changed powerup behavior to disappear when picked up (some may respawn after a delay)
Level-Specific Changes
Training:
Doubled boss door opening speed
Changed sprites for blue projectile enemies
Red District:
Major overhaul to level progression
Added new level geometry to several locations
Changed existing level geometry in a few locations
Adjusted requirements for progression to accomodate changes
Adjusted rank requirements to match the new design
Added new guiding elements to better highlight boss location once unlocked
Fixed a hole in level geometry allowing out-of-bounds access above the hangar
Added disco lights to a private party
Red District - Boss:
Added a checkpoint to the hallway before the encounter
Doubled the boss door opening and closing speed
The boss can now be damaged with parried projectiles
Added new lights to better signpost the mechanics of the encounter
Added health pickups to the boss arena to give players a second wind
Added a new sound effect to indicate invulnerability
A quick note regarding the checkpoint system: the game currently does not track player deaths in any way, nor are checkpoint restarts penalized in any way, although the damage taken during attempts will still be calculated as a rank penalty. This will change in the future, but for the time being, feel free to enjoy the penalty-free checkpoint restarts!
Nightmare:
Changed big enemies to better indicate that they are indestructible
Source
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