In this update3
Full notes
Full MuteX+ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Fixes
MuteX+ changes
This is the remaining part of the update that got interrupted by having to push out an emergency patch. With the Boss Polish patch finished up, Boss Rush is now playable again. Splendid news for those who got there between these patches and thus couldn't play it. My next step after this is to update the trailer/promotional material (because the visuals in there are pretty outdated), so be on the lookout for that plus the soundtrack being posted on Youtube.
Content/Balancing
MASKED FAILURE CHANGES. Masked Failure was in a good spot, but it had a few bugs and a few nitpicks with its design that I could improve alongside its visual polish. The main target of changes were the Fog Attacks, who got their fog distribution normalized in exchange for massively improving the readability and properties of the Fog Attacks (that way it's not an obscure knowledge check on which Fog Attack it will be and instead a fair reaction), and the Mines, who got their cooldown increased and quantity decreased so that there's less Mine spam.
STONESPARK IS NOW FINISHED. The premise of the boss is the same, but its behaviors are more refined and it has a phase 2 now. Mainly, though, it got a massive amount of visual polish and balancing.
Nightmare Growth now waits longer after the beam attack during enrage.
Nightmare Growth now does Blinding Scream during the enrage beam attack instead of after. This is an experimental change that might need more polishing, but putting the scream during the attack would give players the option to free themselves from a bad dodge while not affecting players who consistently dodge the attack (which will be more people due to the laser timing fix). Also the scream was just kinda doing nothing in that phase so this gives it some use.
Brakeslash no longer disappears after hitting a Guarding target.
Decreased time for Punch to come out by 1 FRAME. And yet it's so noticeable fml
T he Bomb shot by Punching a Bomb Branch now does not explode early.
Mass Mutation now has a much higher mutation chance, but cannot mutate more than 6 enemies. A funny theme about all the random events except for Mass Mutation is that they have pretty consistent effects. Mass Mutation could either be a decent threat or incredibly difficult depending on how many times it succeeds its mutation chance, so it's getting changes to be more consistent.,
Exploding Greenies has been adjusted so that the spawns are staggered, the Greenies act just like a normal Greenie, and they give meter back (their explosion also comes out much faster).
Spiritnight Portal is now one portal that spawns enemies faster.
Visual/Audio
Added new Fog aura VFX to Masked Failure.
Added a symbol above the Masked Failure corresponding to the color of the attack it is using. Hopefully this helps the colorblind people.
Added a teleport animation to Masked Failure's Fog Attacks to go with their new implementation.
Added an animation for Masked Failure's Mines. I'm aiming to make all obstacles animated to set them apart from the background, but it'll be a moment until I can get to that.
Decreased the width of Gigabrite's health bar, adjusted its border, and decreased its font size to match the other health bars.
Added a LOT of new visuals to Stonespark.
All bosses now use a modified version of the T2 enemy offscreen indicator instead of some not using any and some using the old indicator. As cool as seeing the boss's animations through an offscreen indicator might have been, it took up too much space on the screen and I'd have to go on a little adventure to apply its logic to the new modular indicator code. That's just not worth it.,
Slightly adjusted Boss Rush's lighting.
New sprite for Nightmare Growth's pool attack.
New sprite for Scrambler field. Still looks meh but I'll get to it later.
The Greenies from Exploding Greenies now have an animation for exploding.
The Spiritnight Portal has a new sprite and animations.
Bugfixes
Fixed a bug where seamless phase 2 music did not properly pause like normal music.
Fixed several unintended visual interactions.
Fixed the large player health indicator not appearing in Plaza.
Hopefully fixed a bug where controller configuration would not apply until the input method was swapped to controller in the options. It was most likely caused by controller keybinds not being loaded until the options menu was opened.
Source
Changelog.gg summarizes and formats this update. How we read updates.
