In this update4
Full notes
Full MuteX+ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- UI and audio
MuteX+ changes
After taking a good post-release break, I'm back to working on the game.
Bestiary
The Bestiary has received part of its visual polish. I need to figure out a way to make the image component properly size every sprite like how they are in-game to make that part not look scuffed, but every other change did its job.
Added the missing entries, so now every Anobrite should have an entry (even if there's no log) except for Bruiser.
Added 1 new log : Hellion Grephous Company Intel.
The enemy image within the entry is now animated for each Anobrite.
The entry's enemy background now changes depending on what level the Anobrite is most seen in (or most known to be in).
Fixed the scroll bar being the same length for every log, meaning that scrolling will no longer lead to a lot of empty space after the log.
Visual
As part of the Bestiary polish, a majority of the Anobrites now have their properly-rendered sprites. For reference, every enemy used to be rendered at a lower resolution with a pre-rendered outline, but I started to move them over to a higher resolution to reduce blurriness (especially in the UI) and make the new outline shader work better.
Some Anobrites have received slight changes to their sprites.
Knight has been given a new animation for its slash and tornado. It also has a red trail during its tornado to indicate that its hitbox is active.
Plasm has been given a new animation for whenever it places its mines. Additionally, Plasm's mines now glow a different color so that the player can tell them apart.
Assassin's thrown daggers have been given the same trail type as Panic Sapling branches. I'm looking to make this type of trail the standard for physical projectiles going forward.
Gameplay
Zip's AoE buff attack has been replaced with a chain lightning attack.
Save data trackers have been added to track the kill count of each Anobrite. There is currently no way to view this data in-game.
Save data trackers have been added to track if the player no-hits a given level or not. Currently, no-hits are tracked for Nest, Boss, and Full, similar to the speedrun timers. This data will show up in-game as lines of yellow text next to a given level window, but they will only show up if the player has actually completed the respective no-hit.
Bugfixes
Fixed the retry buttons not working on some levels.
Fixed the player getting permanently stunned when bumping an enemy in the Practice area.
Fixed some minor bugs I forgot about.
There were a few other changes in a patch before this (notably a tutorial fix and a Gigabrite slam nerf) but those have already been in for several days.
Source
Changelog.gg summarizes and formats this update. How we read updates.
