What changed
1 fix0 additions0 changes0 removals
fixed+ Added Roguelike Mode across all 6 worlds (Preliminary) + Added Boss - Guardian of High Hell + Added Boss - Timespace Worm + Added Boss - Sky Watcher + Added Boss - Sentry Null + Added 3 new types of minions + Improved unlock mechanism + Improved damage detection mechanism ++ Increased accuracy in melee weapon detection ++ Increased accuracy in bullet detection ++ Increased accuracy in explosive detection + Improved homing bullet tracing mechanism, now bullets traces more accurately + Heroes stuck on air will be teleported to a nearby spot + Revamped overall lighting mechanism + Allocated more threads for foliage management + Standardized foliage generation behaviors across lands in the same biome + Dynamic Terrains for all roguelike worlds + Procedural biome-based foliage generation + Improved ice stones visual at ground zero - Fixed occlusion errors with the first boss level - Updated entity weight to improve collision physics - Fixed a minion spawning error - Removed runtime break - World paint is temporarily disabled due to compatibility issues with old models of video cards > All past saves are reset for the new roguelike mode > Known issues: Enemy AI occasionally floats in the sky. This is caused by preliminary addition of AI's all-axis spatial movement, and will be improved in the next iteration.
Smogpunk 湮霾之地 changes
fixed+ Added Roguelike Mode across all 6 worlds (Preliminary) + Added Boss - Guardian of High Hell + Added Boss - Timespace Worm + Added Boss - Sky Watcher + Added Boss - Sentry Null + Added 3 new types of minions + Improved unlock mechanism + Improved damage detection mechanism ++ Increased accuracy in melee weapon detection ++ Increased accuracy in bullet detection ++ Increased accuracy in explosive detection + Improved homing bullet tracing mechanism, now bullets traces more accurately + Heroes stuck on air will be teleported to a nearby spot + Revamped overall lighting mechanism + Allocated more threads for foliage management + Standardized foliage generation behaviors across lands in the same biome + Dynamic Terrains for all roguelike worlds + Procedural biome-based foliage generation + Improved ice stones visual at ground zero - Fixed occlusion errors with the first boss level - Updated entity weight to improve collision physics - Fixed a minion spawning error - Removed runtime break - World paint is temporarily disabled due to compatibility issues with old models of video cards > All past saves are reset for the new roguelike mode > Known issues: Enemy AI occasionally floats in the sky. This is caused by preliminary addition of AI's all-axis spatial movement, and will be improved in the next iteration.
+ Added Roguelike Mode across all 6 worlds (Preliminary) + Added Boss - Guardian of High Hell + Added Boss - Timespace Worm + Added Boss - Sky Watcher + Added Boss - Sentry Null + Added 3 new types of minions + Improved unlock mechanism + Improved damage detection mechanism ++ Increased accuracy in melee weapon detection ++ Increased accuracy in bullet detection ++ Increased accuracy in explosive detection + Improved homing bullet tracing mechanism, now bullets traces more accurately + Heroes stuck on air will be teleported to a nearby spot + Revamped overall lighting mechanism + Allocated more threads for foliage management + Standardized foliage generation behaviors across lands in the same biome + Dynamic Terrains for all roguelike worlds + Procedural biome-based foliage generation + Improved ice stones visual at ground zero - Fixed occlusion errors with the first boss level - Updated entity weight to improve collision physics - Fixed a minion spawning error - Removed runtime break - World paint is temporarily disabled due to compatibility issues with old models of video cards > All past saves are reset for the new roguelike mode > Known issues: Enemy AI occasionally floats in the sky. This is caused by preliminary addition of AI's all-axis spatial movement, and will be improved in the next iteration.