Full notes
Full Rocket Cave Adventure update
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Repeated intro
Hello!
What changed
- Compatibility
- Balance
- Gameplay
- UI and audio
- Maps
- Fixes
Rocket Cave Adventure changes
It's been a week or two since my last update post. I have still been working on the game! I've been publishing the builds to the beta branch so that the main branch updates will be bigger. So... here's a big one!
Features:
All skills have proper names now along with icons
Added skill [Magic carpet] -> On kill, fill your booster charges to capacity
Added skill [Sugar cubes] -> On kill, fill your thruster charges to capacity
Added skill [Speedometer] -> Increase the strength of booster controls (left stick)
Added skill [Boxing glove] -> Increases the speed of [Plasmapult]'s projectiles
Added skill [Rose] -> On level up, percent chance to get an extra health
Added skill [7.62 round] -> On kill, percent chance for 2x experience
Added skill [Helmet] -> Percent chance to ignore damage
Added skill [Pickaxe] -> Damaging fallen rocks will destroy them
Added skill [Sledgehammer] -> Touching breakable objects instantly breaks them
Added skill [Spiked mace] -> Taking damage does 1 damage to your attacker
Added skill [Barometer] -> Show a timer in the top-left depicting when the ceiling will begin to fall
Added skill [Hourglass] -> Get extra time before the ceiling starts falling
Added skill [Gambling chip] -> Chests have an increased chance to spawn a die
Added skill [Floor candy] -> When entering a new floor, small percent chance for +1 health
Some skills now have a small chance to spawn a rarer version of themselves
Added rare skill [Gold vacuum aura] - Passively draw all of the gold in an area around you
Added enemy: Slime
Added enemy: Jellyfish
Added enemy: Monkey
Added object: XP ore - is like the gold ore you can mine, but gives you 4 XP instead of gold
Added object: Summoning bell - in some levels, a bell can be found. Ring it to spawn enemies for additional gold and XP
Added new collectible: Dice - each collected die through the run grants a free reroll. They have a 25% chance to spawn in chests
[Bombdrop]'s bombs now have SFX and VFX
If you beat the boss without taking damage, you are rewarded with an extra treasure chest
The Giant Skull boss has been given a new, better-looking model
The Giant Skull boss now has stages to the boss fight
Added Giant Skull boss music track
The skill tree menu now shows if a skill's mastery is reached with a star icon for readability
The row number of the skill tree is now shown in the skill tree menu
Added a gamepad button shortcut for binding skills in the skill tree
Active status effects are displayed in the top right (the only status effect right now is the gold vacuum effect)
The player skills UI (bottom left) now uses a gradient instead of numbers to display when the skill is finished charging
Added a run timer to the top left of the screen
Renamed [Lasershot] to [Plasmapult]
When the player reaches 1 health, smoke is shown coming from your vehicle along with a smoke SFX
Added spikes visual to the falling ceiling to convey that the ceiling will hurt you
Game icon added to .exe and taskbar
Added a bunch more tips to be read in between loading levels (if you have enough time)
Balance changes:
[Bombdrop] -> bombs are now sticky bombs - you can stick them to entities and walls
[Gold vacuum] -> increased charge time
[Coin stack] -> reduced double gold on kill chance from 25% per mastery to 15%
[Plasma globe] -> max mastery changed from 2 to 1
[Takeout] -> max mastery changed from 2 to 1
The [Auto turret] skill works more consistently now using a raycast instead of projectile
Tried to make the [Stabalizer] skill more reliable (yet again...)
[Bombdrop] -> if deployed when moving upwards, the bomb is thrown upwards so you can now attach the bomb to the ceiling
Changed when the falling ceiling starts to fall. Before the ceiling would fall 90 seconds into the level. Now, it falls 75 seconds into the level with 5 extra seconds per level depth
The falling ceiling no longer insta-kills you, it does 1 damage per hit and throws you downwards
A particle trail now shows what direction the Giant Skull boss is moving towards
Each area grants extra gold found in chests (Caves vs Jungles)
Bugs fixed:
The SFX options menu option did nothing (the volume and SFX options need to be changed with the mouse for now... sorry, dropdowns are annoying)
Mushrooms and other objects that stick to the ground would spawn floating off of the ground (mostly fixed)
Mushrooms and other objects that stick to the ground would not be destroyed properly when the ground was destroyed
Once the falling ceiling reached the player, it would continuously hit the player and make an annoying sound
The player console (bottom right info) would display the wrong text when taking damage sometimes
The quick restart gamepad button shortcut did not work in the death postgame menu
The skill tree could not be closed with the gamepad button shortcut
The skill tree could be opened in The Pit
The skill tree could be opened if the death postgame menu was showing
The bind skills button was interactable in the meta-shop
The unlock button was interactable in the meta-shop even if you could not unlock the skill
When binding an active skill, you could still upgrade and reroll skills
When binding skills, you could close the skill tree menu and the bind would not be saved
You could change the bindings of base skills (such as the thrusters and boosters)
Duplicate skills did not have their images while the originals did
The loading screen could be paused (lol)
You could unpause the game when the yes/no menu was shown
The player could fling themselves too far into the boss room - the player will now be pushed back if that happens
When the Giant Skull boss is spawned on level load, their damage noise played briefly
The Giant Skull boss would infinitely shake the screen if it killed you
If you died and restarted the game in The Pit, you would respawn inside of a run instead of back at The Pit
Flying skulls and UFOs would fly beneath the exit platform making them hard to kill and an exit hazard
The game could be quick-started into a run even if the tutorial was not completed yet
The Air Tank object would not properly kill the player - you would be stuck half-alive unable to move
The falling ceiling's color now matches the most prominent color in the level - so in the Caves, it has been changed to the rock color to the dirt color. In the jungle, it is the rock color
Tut's engine noise would never stop if he was close to you when beginning a run
The [Plasmapult] projectile could interact with an invisible collider in the tutorial room where you pick up [Plasmapult]
That took a while to write up... As you can see there are 3 new enemies, 3 new objects, and 15 new skills! Also a bunch of balance changes and bug fixes. A bunch of numbers were tweaked too that I forgot to record like some enemy movements, gold spawn rate, and skill upgrade costs. I will do better in the future to track those changes. Finally, I usually upload a new build to the beta branch every day or so, so if you'd like to see content added more frequently, opt-in to the beta branch of the game!
Thanks,
Thomas boxedworks
Source
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