In this update5
Full notes
Full Shrapnel Sentinel update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
- UI and audio
Shrapnel Sentinel changes
Leaderboards have been removed from the demo again. They will be available in the full game.
Bug Fixes
Fixed NEW HIGH SCORE displaying after having watched a replay.
Fixed Dreaded spawn locations not being randomized.
Fixed Zipper beam damage launching the player too high.
Fixed Exploders sometimes teleporting above the walls.
Increased particle buffer for small fire.
Fixed pillar heal not activating when HP is exactly 35.
Enhancements (gameplay)
Changed both sequences.
Improved Dreaded movement and increased their speed.
Changed Training mode.
Increased amount of shrapnel for Venti and Revo.
Decreased player knockback for various enemies.
Changed Horks.
Increased HP, size, and speed.
They can now be aggro'ed.
They now move further away from the pillar.
The pillar attack timer now gets reset after an attack on the player.
Enhancements (visual)
Improved in-game HUD.
Improved Bok texture.
Improved pillar death effect.
Removed replay effects.
Tweaked pillar emission.
Tweaked ambient lighting.
Improved lighting visibility on oil.
Improved shield breaking effect.
Despawned powerups now break into pieces.
Improved powerup despawning effect.
Added pulse rings for when powerups spawn.
Improved Hork death effect.
Enhancements (audio)
Added highscore music.
Improved player burn sound.
Added sound for keeping multiplier.
Enhancements (other)
Increased the amount of points given by Shackled and Zipper.
Wall column fire now damages the player.
Improved UI and icons.
Improved pillar hitboxes.
Source
Changelog.gg summarizes and formats this update. How we read updates.
