Full notes
Full Waterjacked! update
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What changed
- Gameplay
- UI and audio
- Fixes
- Balance
- Store
- Events
Waterjacked! changes
Content π΅
Revised Modules based on a new design philosophy. Currently implemented are:
EMP
Logic Core
Mini-Turret
Shield Battery
Shield Array
Leaky Faucet
Slop Lobber
Archer Sigil
Runestones!
Rusty Nail Gun
Some Modules also received animations (finally)!
New set of Augments!
Enchanter's Chisel
Carpenter's Pants
Fertilizer
Small Battery
Caustic Catalyst
Lithium Ion Pods
Trick Shooter's Monocle
Voltmeter
Wanted Poster
Ricochet Rounds
Unstable Capacitor
Gambler's Grimoire
Ominous Bird Mask
Added various new sounds - like a lot.
Brand new GRID Editing Panel artwork and buttons. We weren't happy with how the holographic panel turned out, so we mashed it together with the tactile look of the other HUD elements.
Updated the Modbelt, adding a counter for max size & current mods and fixed slots for mods.
The stats HUD viewable when in the Map/Shop now slides up when hovered, showing you more auxiliary stats.
Updated all the cost panels to a new holographic look. Red = bad, blue = good.
Updated and/or added new icons for status effects and stats.
Added proc animations for all status effects when they are applied or activated.
Expanded the tooltip system to support viewing two tiles (surface & mod)
Added motion sprites that appear when hovering a Module, showing what the Module can do to incoming projectiles.
Added rotation sprites that appear when placing or when you have a Module selected to help understand the direction it will rotate.
Added new keywords:
Overclock: Allows continuously investing power into a Module, up to your Redline
Redline: The max amount of times you can Overclock a Module
Growth: Gain a stack at the start of each turn, increasing the effectiveness of growth-related modules
Growth Cap: The max number of times a Module can grow
Battery Power: Increases the effectiveness of Shield Batteries and related modules that consume them.
Rune Power: Increases the effectiveness of Runes and associated Modules & Augments
Lifesteal: Deal damage, heal!
Added new Statuses:
Rush: At the end of your turn, consume all stacks and gain bonus actions for your next turn.
Precision: Increases your critical strike chance by 15% for each stack (lost at end of turn)
Vulnerable: Increases the chance to be critically struck by 15% for each stack (lost at end of turn)
Regen: Consume all stacks at the end of your turn, healing equal to the number of stacks.
Potency: Increases the number of stacks applied from the next status effect you inflict
Ward: Prevents the next negative status from applying, consuming one stack of ward.
Hex: Prevents the next positive status from applying, consuming a stack of hex.
Rust: Reduces the max HP of the robot by 1 for each stack. When a robot hits 0 HP, they instantly die.
Hack: A very exciting status we will update the game with soon >:)
All projectiles have been revamped with new animations and sounds! - Projectiles are standardized around what Status they represent:
Crosshair: Same as before, the most basic one and only deals damage.
Mystic Bolt: Also deals damage, but can have other statuses applied to it.
Shock Orb: Inflicts Shock
Hack Orb: Inflicts Hack
Acid Orb: Inflicts Corrosive
Rust Orb: Inflicts Rust
Added Shield & Rust layers to the Health Bars of the Player & Robots
Updated the Power Display to support infinite power scaling (no more fixed bar at 12 slots)
2 new backgrounds! Train Tracks & Water Tower
Added a new accessory system that randomizes what slot accessories appear each time a level loads.
Icons tab added to the Encyclopedia that defines what each Icon represents. Let us know if any are missing!
Critical Strikes are now a thing! You can crit enemies by increasing your critical strike chance.
Waterjacked has an overcrit system, similar to Warframe, where your critical damage increases the higher your crit chance is.
For example, you have 175% crit chance, you are guaranteed to crit for 1.25x damage, and then have a 75% chance to increase that damage to 1.75x
The crit tiers are:
Tier One: 0 -> 100% = 1.25x
Tier Two: 100 -> 200% = 1.75x
Tier Three: 200 -> 300% = 2.25x
Tier Four: 300 -> 400% = 2.75x
Tier Five: 400 -> 500% = 3x
Tier Six: 500%+ = 3.25x
Added damage numbers, so you now see (in style) how much damage was taken/received!
Some Modules now have connection sprites that appear when a Module is adjacent to another Module it has an interaction with.
For example, the Shield Battery will connect to the Shield Array, letting you know the Battery will be drained when you activate the Array.
This system is still in its infancy, so we're ironing out the kinks! We hope this helps increase readability as your builds get more complicated.
Added a dynamic text & icon display that replaced the old notifications when an Augment triggered.
Text displays when statuses are applied to enemies/their indicators, and an Augment's icon will appear over the robot that it triggered on.
This system is also in its infancy, and we're hoping to gather feedback on how it improves readability so you know when your Augments are triggering.
Bug Fixes π
Improved the Guzzler & Puddle Jumper's SFX loops so they seamlessly flow together.
Fixed issues with the Encyclopedia not taking you to the correct entry.
Fixed a bug in the shop that prevented you from buying an item if you were hovering an item in your Backpack.
Improved the event handling system for Augments & Modules, streamlining the coding process.
So many other bugs squashed, and I am sure many more to squash.
Adjustments π οΈ
The Modbelt is now fixed at a size of 7 and can no longer have its size increased or decreased through Augments or other items.
Overclock was moved to a keyword and a unique mechanic that only some Modules make use of.
When health is over an entity's max, it appears green. When it is below max, it appears red.
Tooltips were updated to show power cost and in-use cost. Power cost appears red/green depending if it is discounted or increased in cost.
Added Overclock & Redline stats to appear in Modules that use the Overclock mechanic.
Massive overhaul to the tutorial, reducing the amount of text and increasing the amount of interactive moments. We still aren't completely happy with where the tutorial is and will be making more adjustments.
Modules now have various descriptions depending on what state they are in (e.g. powered on/off, on cooldown, etc.)
Tooltips appear on Modules in the Modbelt, and info pips were added that will take you straight to the Encyclopedia.
Modules now stack in the Backpack similar to Augments.
Added drag to move as an alternative to only using the move mode.
Known Issues & Work in Progress π§
The contextual menu that appears when placing a rune is a placeholder menu that we are working on revamping.
Enemies now only flash red when they take damage. We are working on a system that lets us flag which states the enemies can play their unique damage animation in without looking janky.
Slop Lobber has a few issues and didn't get its animations implemented, which we'll be fixing ASAP.
Tweaks to the dynamic icon & text display to ensure all those elements are appearing at the correct place and not intrusive.
More Modules! We have growth, hack, and deployable Modules in the works!
If you haven't already, be sure to check out our socials and join the Discord to leave feedback! You can also leave a review on the demo page!
Discord: https://discord.gg/NwEWQaqFhV Insta: https://www.instagram.com/afrogspond TikTok: https://www.tiktok.com/@afrogspond
Source
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