Full notes
Full The Battle of Aurinoxia update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- UI and audio
- Fixes
The Battle of Aurinoxia changes
Updating the default branch with recent weapon systems improvements.
0.3.0
All weapon upgrades acquired during a stage now carry over to the start of the next stage.
Removed random chance affecting weapon loss when taking damage. Loss is now determined solely by shield strength. Higher shields means lower chance of loss.
Improved power-up spawn logic to better track current ship systems status (weapons, shields, bombs) and to grant power ups more/less often accordingly.
Reworked base laser power and how weapon upgrades affect it. Monitoring laser power will now be less important.
Removed WPN+1 power up, as it doesn't serve much purpose after reworking base laser power.
Refactored WPN power bar to display weapon upgrade progression instead of base laser power (blue bar at bottom left of HUD).
Added new "nuke" power-up that spawns rarely, and deals a large amount of damage to visible enemies when collected.
Rebalanced stages 1-3 to accommodate power up and weapons changes.
- Rebalanced weapons damage multipliers when upgrading weaponsbase laser damage is lower, but upgrade multipliers have increased.
Increased Life Bonus awards during "Stage Clear" performance evaluations based on difficulty level.
Increased Enemy Engagement awards during "Stage Clear" performance evaluations based on difficulty level.
New additions to StageScript to support mechanics for upcoming Stage 4.
Added new debug stats overlay to display enemy hit points in real time (F2).
Bug Fix: player and enemy lasers properly despawn when exiting the screen area.
Bug Fix: hazard counter now displaying correctly in debug menu (F3).
- Bug FixFixed some animations that were starting playback on the wrong frame.
Source
Changelog.gg summarizes and formats this update. How we read updates.
