In this update10
Full notes
Full Rogue Stormers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Store
- Server
- Events
- Gameplay
- UI and audio
Rogue Stormers changes
- Ancientmap
- Stormhero
With today’s release we will retire the old run’n’gun version of Dieselstörmers for good and focus all our efforts on the new roguelike gameplay. The most exciting change, also the most likely to be noticed, is that we fully dressed all chunks, again. We’re still missing a lot of the assets for the deeper levels of Ravensdale, namely the Sunken City, the Natural Caves and Ancient Ruins. So for now the new town level dressing and the new underground factory biome serve as placeholder. We also reintroduce online multiplayer in this release. So you can, for the first time, storm the underground of Ravensdale with your friends. We changed so many things in this release, a full list would definitely turn into a very long read. That’s why we decided to give you the Best Parts Change-Log.
New Features:
Level Dressing:
Town level and Underground Factory are fully dressed now. The skins for the Underground
Factory serve as placeholder for the three remaining biomes which will be released in future updates.
Representative mission structure
8 chained levels (4 larger ones connected via linear levels). Each large level ends with the sub-boss (for now Gobot as a stand-in).
lower-intensity chunks in high-intensity areas to allow for resting phases.
features and loot are spaced out more.
online multi player
creation of public and private game servers.
people may join public games at any time.
private servers with passwords.
New interactable objects
JackPods – play a game and win big!
Prisoner – freeing this lost soul will reward you instantly.
Moving platforms.
More legible turrets.
Squid ‘taxi’ – to reach parts of the map that are not accessible.
New upgrades and weapons
Lightning.
Laser weapon.
Revamped elemental caster.
New VFX for the weapons.
VFX version for NPC projectiles that don’t harm NPCs.
New Enemies
Different Orcs in the new more distinct color palette.
Goblin Walker.
Patched up Mecha Shark enemy.
Green goblins revamp
Toned down the green goblins, make them easier to kill and make them telegraph. They’re very random, unpredictable and dangerous.
Additionally now will throw magic goo at you (not only pile on you).
Gameplay Changes
UI overhaul
new character selection screen.
overall snappier and punchier.
Reworked PC hitstun
Getting hit pushes you up, making it easier to recover mid-jump and being more visible on the ground.
Change to spawner functionality
Trickle instead of dump for off-screen spawners.
change to explosive barrels
Capped explosive barrel velocity (no more surprise barrels to the face from off-screen).
New stability stat for PCs
pushback/slow mitigation/negation.
Exacerbate the differences between weapon variants
Those lead to different play styles/dynamics.
More noticeable up/downsides to each.
Fixes
No more invisible particles that kill you.
Frame rate and network performance.
Source
Changelog.gg summarizes and formats this update. How we read updates.
