Full notes
Full Quantum Cortex update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Compatibility
- Performance
Hi everyone! I am a solo developer, and this is my pet project. You can call me QCDev :)
This update addresses feedback and concerns gathered from a number of different players at TooManyGames. ---
v. 1.0.200 Patch notes:
Additions:
- Shift can now be used to dash, as an alternative for double-tapping. - Weapons and abilities are now compared to an internal database when added to your inventory, including when loading an existing save. This means that players no longer need to start a new save file for balance changes to take effect. - The PHYSGUN secret ability now works on flying enemies. - Revised settings menu with room for more options to be added in the future. - Adjusted and re-implemented the level 1 map to be accurate to the new layout. - Added support for borderless windowed mode. - Controls tab in the settings menu now displays the keyboard controls for the game. These will become rebind-able in a future patch. - New hazard type: Destructible Platform *Players tended to forget or not notice that they have access to a bounce move using the middle mouse button. This hazard type simply serves as a tutorial mechanic and periodic reminder. It must be bounced on to be destroyed.*
Adjustments:
- Level design adjustments. - Bullet-time power moved to Left Ctrl - Updated item descriptions. - Tutorial text adjustments. - Dialogue adjustments. - Removed the ability to bind items from the inventory to slots the weapon or ability wheels. *The plan instead is to have only 8 weapons and 8 abilities that can each be upgraded through upgrade trees. *
PLASMA TETHER: - Range: 4,000 -> 6,000
ROCKET LAUNCHER:
- Max ammo: 1 -> 2.
- Direct hit damage: 1000 -> 500
- Explosion Damage: 2000 -> 1000
- Knockback increased from 4000 to 8000
- Self-damage increased from 1% to 5%
- Explosion radius: .5 -> .6
BETA PLASMA GATLING: - The projectiles now slowly build up speed. - The projectiles now pass through up to 5 enemies. - The projectiles now bounce off of surfaces up to 3 times. *This weapon was boring and needed some spice! It's got it now*
AVATAR OF ANGER: - Pushed back the active frames for the AVATAR OF ANGER's melee hitboxes. The hitboxes came out too early, leading to players dying to seemingly nothing. - Raised the origin of projectile attacks so that players wouldn't instantly die when near the center of the head. - Added an additional platform - Lowered the respawn time of the health pickup from 60 seconds to 45 seconds. - Projectile damage (Easy): 10 -> 2.5 - Projectile damage (Recommended): 15 -> 5 *These projectiles were meant to be tiny pings that delay shield regeneration. They shouldn't be nearly killing the player on their own.*
Fixes:
- Fixed an issue where the weapon and ability wheels were not tinted when hovered. - Fixed an issue where checkpoints were not always set properly when walking into their radius. - Removed some geometry which let players break a trigger sequence in Level 2. - Removed the bind menu, eliminating all of the various problems it caused. - Fixed an issue with one particular cutscene in level 2 that wouldn't let the player progress using the space bar.
Optimizations:
- Removed unused geometry and objects from the first level.
Attempted Fixes:
- Seemingly removed a race condition which caused save
Source
Changelog.gg summarizes and formats this update. How we read updates.
