In this update3
Full notes
Full Neon Blight update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
Neon Blight changes
This is Neon Blight's first major update. It focuses on improving and optimizing existing systems, this is not a content update, that will be coming soon. Now to the patch notes!
Additions
Added new fire effect! Damages player and enemies.
Added poison effect! Damages player and enemies.
Added weapon: Minigun.
Added weapon: mac-12.
Added new reload sound: Goldtooth-53
Added new reload sound: Alpha-AF
Added new reload and shot sound: White Devil
Added new shot sound: Bulldog-12
Added current quest to the HUD.
Added keyboard/gamepad menu navigation
Internal reworks
Changed save structure supporting the future of the game and the change of data types mentioned above. This change unfortunately means previous saves will not work, we will leave a legacy branch.
Changed all data types internally. Data has been converted from GMS2’s ds_list, ds_maps to array and structs.
Reworked quest system, every quest has been refactored.
Reworked enemy AI system, supporting the future of the game. Enemies are now a bit more aware of their surroundings and other enemies. Some of them also behave quite differently.
Reworked all bosses.
Reworked Build mode, decorations are now bought through the build mode, Neon Stop’s shop ui has been deprecated for now, will come back later with new stuff.
Reworked Inventory system, supporting the change of data types mentioned above.
Reworked Weapons code, supporting the future of the game and the change of data types mentioned above.
Deleted redundant and unused assets.
Added an external json for neon blight’s items.
UI Changes
Changed boss defeat ui.
Changed death screen, still needs some work.
Changed inventory screen, added item modifier stats to the ui.
Changed the quest banner prompts.
Source
Changelog.gg summarizes and formats this update. How we read updates.
