Full notes
Full TERRORHYTHM (TRRT) - Rhythm driven action beat 'em up! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
TERRORHYTHM (TRRT) - Rhythm driven action beat 'em up! changes
Dear friends, we’re declaring that we wouldn’t stop at the field of making our game better! Many thanks to our game’ players who are helping us to mark some details we can fix. So meet TRRT v.0.2.1805.
The character progression system was added
Each new player has rank 1. To increase the rank, the player needs to gain the experience points (XPs) for passing the campaign levels and also playing in custom mode. Getting XP during the campaign mode Player gets a certain number of XP for each campaign level he passed (as in the case of victory, so in case of defeat). Amount of accumulated EXs is specified by the difficulty settings of the level. The player doesn’t receive any XPs for playing on the Relax difficulty. The player gets the certain amount of accumulated XP on the standard difficulty level. For the passage on the raised complexity levels the player receives more XPs: х1.2 on Hard, х1.5 on Terror difficulty level. The player gets an XPs even if he loses the level (or exits) according to the following multiplier scheme: from 0 to 30 seconds playing time 0 from 30 to 60 seconds playing time x 0.1 from 60 to 120 seconds playing time x 0.2 More than 120 seconds playing time x 0.4
Getting XP during the custom tracks mode An XPs in custom track mode accrue for the playing time (doesn’t matter if you lose/exit or win) on the standard difficulty level by following system: from 0 to 30 seconds playing time +0 XPs from 30 to 60 seconds playing time +10 XPs from 60 to 120 seconds playing time +20 XPs from 120 to 180 seconds playing time +30 XPs from 180 to 240 seconds playing time +40 XPs from 240 to 300 seconds playing time +50 XPs More than 300 seconds playing time +60 XPs The player doesn’t receive any XPs for playing on the Relax difficulty. For playing on the raised difficulties levels the player receives more XPs, using the multipliers: х1.2 on Hard, х1.5 on Terror difficulty level. Lock content by rank The levels in the campaign are blocked relatively the rank. That is, a player can play the level only if his rank is equal to or higher than the rank that is required to unlock this level.
The mobs generating system was fixed
So the cases of getting the guaranteed damage due to an incorrect sequence of enemies’ generation are excluded
Some fixes in UI was done
Source
Changelog.gg summarizes and formats this update. How we read updates.
