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Steam News10 February 20188y ago

Build Notes 0.0.59

In addition to a couple of bugs fixed this morning , there are a few more tweaks. Damage Most of the enemies were already set up so that their main attack animations are not interruptible by default.

Full notes

Full McRogue update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes0 additions5 changes1 removal
  • Fixes
  • Balance
  • Gameplay
  • Performance
fixedIn addition to a couple of bugs fixed this morning , there are a few more tweaks.
changedDamageMost of the enemies were already set up so that their main attack animations are not interruptible by default. This to ensure that they can be effective when you're wailing your fists around everywhere. However, there are now certain types of damage that can request to interrupt character attack animations. For the player, this means the ground pound (triple jump) and gun blast. For non-player damage, this includes the worm hits and explosions from mines. These hits will knock characters out of their attack animations into the hit reaction.
changedGround PoundBased on the damage changes, I went back in and tweaked the ground pound quite a bit. The knockback is much more effective now, and I made it more consistent. It also grows stronger the longer you're in the air, so if you jump off a cliff and do a ground pound then you will get an attack that's almost double as effective. The ground pound effect now scales to match the strength of the ground pound damage.
changedGun & TargetingThe gun no longer has separate properties for damage and knockback. They matched each other anyway. Like the ground pound, the gun will now interrupt attack animations and knock enemies back even when they're attacking. On a related note, I've changed the targeting so that the direction is instantaneous. Previously if you were aiming in a direction different to the one McRogue is facing, the targeting direction swing around to follow McRogue's rotation as he turns around. This would show as the gun sometimes aiming off to the side. With instantaneous aiming, this is no longer a problem. There's still a priority system to adjust the final aim.
removedDashAs mentioned yesterday, I've increased the default dash cooldown quite a bit. It's now at four seconds to fill from empty. This means that if you spam it you can only dash once every two seconds or so. The dash used to be directed by the targeting system because it used to damage enemies. It no longer does this and will just follow your aim direction.
fixedOther StuffFix a bug where the game would only ever generate the swamp level after the first playthrough.

McRogue changes

fixedIn addition to a couple of bugs fixed this morning , there are a few more tweaks.
changedMost of the enemies were already set up so that their main attack animations are not interruptible by default. This to ensure that they can be effective when you're wailing your fists around everywhere. However, there are now certain types of damage that can request to interrupt character attack animations. For the player, this means the ground pound (triple jump) and gun blast. For non-player damage, this includes the worm hits and explosions from mines. These hits will knock characters out of their attack animations into the hit reaction.
changedBased on the damage changes, I went back in and tweaked the ground pound quite a bit. The knockback is much more effective now, and I made it more consistent. It also grows stronger the longer you're in the air, so if you jump off a cliff and do a ground pound then you will get an attack that's almost double as effective. The ground pound effect now scales to match the strength of the ground pound damage.
changedThe gun no longer has separate properties for damage and knockback. They matched each other anyway. Like the ground pound, the gun will now interrupt attack animations and knock enemies back even when they're attacking. On a related note, I've changed the targeting so that the direction is instantaneous. Previously if you were aiming in a direction different to the one McRogue is facing, the targeting direction swing around to follow McRogue's rotation as he turns around. This would show as the gun sometimes aiming off to the side. With instantaneous aiming, this is no longer a problem. There's still a priority system to adjust the final aim.
removedAs mentioned yesterday, I've increased the default dash cooldown quite a bit. It's now at four seconds to fill from empty. This means that if you spam it you can only dash once every two seconds or so. The dash used to be directed by the targeting system because it used to damage enemies. It no longer does this and will just follow your aim direction.

In addition to a couple of bugs fixed this morning , there are a few more tweaks.

Damage

Most of the enemies were already set up so that their main attack animations are not interruptible by default. This to ensure that they can be effective when you're wailing your fists around everywhere. However, there are now certain types of damage that can request to interrupt character attack animations. For the player, this means the ground pound (triple jump) and gun blast. For non-player damage, this includes the worm hits and explosions from mines. These hits will knock characters out of their attack animations into the hit reaction.

Ground Pound

Based on the damage changes, I went back in and tweaked the ground pound quite a bit. The knockback is much more effective now, and I made it more consistent. It also grows stronger the longer you're in the air, so if you jump off a cliff and do a ground pound then you will get an attack that's almost double as effective. The ground pound effect now scales to match the strength of the ground pound damage.

Gun & Targeting

The gun no longer has separate properties for damage and knockback. They matched each other anyway. Like the ground pound, the gun will now interrupt attack animations and knock enemies back even when they're attacking. On a related note, I've changed the targeting so that the direction is instantaneous. Previously if you were aiming in a direction different to the one McRogue is facing, the targeting direction swing around to follow McRogue's rotation as he turns around. This would show as the gun sometimes aiming off to the side. With instantaneous aiming, this is no longer a problem. There's still a priority system to adjust the final aim.

Dash

As mentioned yesterday, I've increased the default dash cooldown quite a bit. It's now at four seconds to fill from empty. This means that if you spam it you can only dash once every two seconds or so. The dash used to be directed by the targeting system because it used to damage enemies. It no longer does this and will just follow your aim direction.

Other Stuff

  • Fix a bug where the game would only ever generate the swamp level after the first playthrough.

  • Set up the box art for McRogue on Twitch

  • There's now a small hit reaction window on the player when McRogue is hit by interruptible damage. There's no actual animation yet though.

  • There was a bug due to an implicit type conversion that caused the jumping enemies ('frogs') to not jump properly. This has been fixed.

  • Reduced the Steam Statistics timeout. This probably won't affect you, but in the case where the game can't contact Steam, it won't take quite as long to launch.

Source

Steam News / 10 February 2018

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